Generate no-op shells for the entire stop-listed View/Vfx/UI/Touch/Story missing- type closure (~180 types) + 5 copyable engine files. Net-new shells emitted base-less, so override members are stripped via the new --no-override generator flag. SDK/BCL over-reach (Adjust/GZipStream/Socket*) and non-battle Story-world clusters reduced to minimal/empty stubs instead of full-surface. Nested-type closure (BuildInfo/BattleDialog/ ROOM_URI/FuncGetCantAttackText) placed top-level in their decomp namespaces. Clearing the last View CS0115 unmasked the true member-level frontier: 3916 errors, 0 generated/structural errors, now dominated by Unity-type + god-object members. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
21 lines
1.0 KiB
C#
21 lines
1.0 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\HandCardFrameEffectControl.cs
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using System;
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using UnityEngine;
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namespace Wizard.Battle.View
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{
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public partial class HandCardFrameEffectControl
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{
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public partial struct FrameEffectData { }
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private static readonly FrameEffectData[] FRAME_EFFECT_DATA;
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private const float FRAME_PLAYBACK_SPEED_NORMAL = 0.5f;
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private const float FRAME_PLAYBACK_SPEED_ADDED_EFFECT = 1f;
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private Func<HandCardFrameEffectType> _funcGetFrameEffectType;
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public HandCardFrameEffectType CurrentFrameEffectType { get; set; }
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public HandCardFrameEffectControl(Func<HandCardFrameEffectType> func) { }
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public void Show(GameObject root, HandCardFrameEffectType type = HandCardFrameEffectType.NULL) { }
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public void Hide(GameObject root) { }
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private void InitializeParticle(GameObject root, HandCardFrameEffectType type) { }
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public static HandCardFrameEffectType[] ToStrFrameEffect(string str) => default!;
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}
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}
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