feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
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using System;
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using Cute;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Resource;
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public interface IBattleResourceMgr
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{
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VfxBase LoadSleeveMaterial(long sleeveId, bool isPlayer);
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Material GetSleeveMaterial(bool isPlayer);
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VfxBase LoadAsset(string path, ResourcesManager.AssetLoadPathType pathType, Action action);
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VfxBase LoadAsset(string fullPath, Action action);
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VfxBase LoadCardImageMaterial(int cardId, bool isEvolution, bool isFollower);
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Material GetCardImageMaterial(int cardId, bool isEvolution, bool isFollower);
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VfxBase UnloadCardImageMaterial(int cardId, bool isEvolution, bool isFollower);
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VfxBase LoadEffectBattle(string objectFullPath, string objectPath, string sePath);
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void AddEffectBattleInfoDictionary(string objectPath, string sePath);
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void SetEffectBattleInfoDictionary(string objectPath, string objectFullPath);
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VfxBase DecrementEffectBattleRefCount(string objectPath);
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void UnloadEffectBattle();
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VfxBase LoadAndCreateEffectBattleInstance(string objectPath, EffectMgr.EngineType engineType, string sePath, Action<EffectBattle> loadEndCallback);
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void DestroyEffectBattleInstance(EffectBattle effectBattle);
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VfxBase LoadRerityMaterial(bool isHand, bool isSpell, int rarity, bool isChoiceBraveCard = false);
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Material GetRerityMaterial(bool isHand, bool isSpell, int rarity, bool isChoiceBraveCard = false);
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void LoadChoiceBraveCardMesh();
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Mesh GetChoiceBraveCardMesh(bool isLow);
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VfxBase LoadShardObject(string path, bool isAddUIContainer);
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GameObject GetSharedObject(string path);
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GameObject InstantiateSharedObject(string path);
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void Dispose();
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}
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