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>
49 lines
2.3 KiB
C#
49 lines
2.3 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\SkillSelectHandCardsVfx.cs
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Wizard.Battle.View.Vfx
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{
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public partial class SkillSelectHandCardsVfx
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{
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public enum Kind
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{
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Default,
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Choice,
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ChoiceEvolution
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}
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private BattleManagerBase m_BattleMgrBase;
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private IList<BattleCardBase> m_TargetCards;
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private const float UPPER_CORDINATE_Y = 150f;
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private const float CENTER_CORDINATE_Y = 0f;
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private const float BOTTOM_CORDINATE_Y = -150f;
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private const float FOUR_CARDS_HORIZONTAL_BORDER = 350f;
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private const float CORDINATE_Z = -20f;
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private const float CHOICE_CARD_RATE = 1.7f;
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private static Vector3 CHOICE_CARD_POSITION_OFFSET;
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private const float CHOICE_ROTATION = -11.5f;
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private const float SELECTION_MOVE_Z = -5f / 128f;
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private const float ROTATE_TIME = 0.4f;
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private const float WAIT_TIME = 0.3f;
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private const float ROTATION_RANDOM_RANGE = 10f;
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private const float LOOP_TIME_MIN = 1f;
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private const float LOOP_TIME_MAX = 1.5f;
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private const float MOVE_AND_ROTATE_TIME = 0.3f;
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private const float SCALE_TIME = 0.2f;
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private readonly Vector3 EFFECT_SCALE;
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private readonly Color EFFECT_COLOR_0;
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private readonly Color EFFECT_COLOR_1;
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private readonly Color EFFECT_COLOR_2;
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private readonly Color EFFECT_COLOR_3;
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private const int CHOICE_OFFSET_Y = -35;
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private Kind _kind;
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private bool IsChoice { get; set; }
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public SkillSelectHandCardsVfx(IList<BattleCardBase> targets, Kind kind = Kind.Default) { }
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private VfxBase MoveHandCardsToCenter(IList<Vector3> PosList) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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private VfxBase ShiftLayer() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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private VfxBase MoveHandCard(IBattleCardView cardView, Vector3 pos, int index) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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private void AddChoiceEffect(int index, IBattleCardView cardView) { }
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public static IList<Vector3> CalculatePositions(int count, bool isChoice) => default!;
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}
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}
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