feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
This commit is contained in:
@@ -0,0 +1,12 @@
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namespace Wizard.Battle.View;
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public enum HandCardFrameEffectType
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{
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NONE = 0,
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YELLOW = 1,
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LIGHT_BLUE = 2,
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SELECTABLE = 3,
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FUSION_METAMORPHOSE = 4,
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MAX = 5,
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NULL = -1
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}
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@@ -0,0 +1,65 @@
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using UnityEngine;
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namespace Wizard.Battle.View;
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public class HandParameter : MonoBehaviour
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{
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public enum IconLayout
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{
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Simple,
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FixedUse
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}
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private struct IconLayoutInfo
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{
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public Vector3 _attackPos;
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public Vector3 _lifePos;
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public Vector3 _costPos;
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}
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private static readonly IconLayoutInfo[] ICON_LAYOUT = new IconLayoutInfo[2]
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{
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new IconLayoutInfo
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{
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_attackPos = new Vector3(0f, 0f, 0f),
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_lifePos = new Vector3(0f, -45.73f, 0f),
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_costPos = new Vector3(0f, 0f, 0f)
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},
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new IconLayoutInfo
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{
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_attackPos = new Vector3(0f, -36f, 0f),
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_lifePos = new Vector3(0f, -83.1f, 0f),
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_costPos = new Vector3(0f, 6.3f, 0f)
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}
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};
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[SerializeField]
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public GameObject _attackIcon;
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[SerializeField]
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public UILabel _attackLabel;
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[SerializeField]
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public GameObject _lifeIcon;
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[SerializeField]
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public UILabel _lifeLabel;
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[SerializeField]
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public GameObject _costIcon;
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[SerializeField]
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public UILabel _costLabel;
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[SerializeField]
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public UISprite _costSprite;
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public void InitIconPos(IconLayout layout)
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{
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_attackIcon.transform.localPosition = ICON_LAYOUT[(int)layout]._attackPos;
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_lifeIcon.transform.localPosition = ICON_LAYOUT[(int)layout]._lifePos;
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_costIcon.transform.localPosition = ICON_LAYOUT[(int)layout]._costPos;
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}
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}
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185
SVSim.BattleEngine/Engine/Wizard.Battle.View/IBattleCardView.cs
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185
SVSim.BattleEngine/Engine/Wizard.Battle.View/IBattleCardView.cs
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@@ -0,0 +1,185 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.View;
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public interface IBattleCardView
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{
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Vector3 ForecastIconPosition { get; }
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Vector3 ForecastIconScale { get; }
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float OriginalRootYPosition { get; }
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IReadOnlyBattleCardInfo CardInfo { get; }
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BattlePlayerReadOnlyInfoPair PlayerInfoPair { get; }
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IReadOnlyVoiceInfo VoiceInfo { get; }
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GameObject GameObject { get; }
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GameObject CardWrapObject { get; }
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Transform Transform { get; }
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CardTemplate CardTemplate { get; }
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BoxCollider Collider { get; }
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BattleCardIconAnimations BattleCardIconAnimations { get; }
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Func<bool> GetIsOnMove { get; }
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bool InPlayModelActive { get; set; }
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BattleCamera m_BattleCamera { get; }
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BackGroundBase m_BackGround { get; }
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HandParameter HandParam { get; }
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BattleCardView.AttackTargetSelectInfo _attackTargetSelectInfo { get; set; }
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InPlayCardFrameEffectControl _inPlayFrameEffect { get; set; }
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bool areArrowsForcedOff { get; set; }
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bool _isCardQueuedToBePlayed { get; set; }
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bool isHiddenFromHandView { get; set; }
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bool isHiddenFromInPlayView { get; set; }
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bool isHideFrameEffect { get; set; }
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bool _hasCardEnteredPlayQueue { get; set; }
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bool playVoiceOnDeath { get; set; }
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Coroutine _inPlayRearrangeCoroutine { get; set; }
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Coroutine _waitUntilCardIsInQueueCoroutine { get; set; }
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bool IsNullView { get; }
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bool IsLoadResorces { get; }
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void InitializeVoiceInfo(int cardID);
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void SetupIconAnimations(BattleCardBase card, SkillCollectionBase skills);
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VfxBase LoadResource();
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VfxBase GetResourcePathes(List<BattleManagerBase.ResourceInfo> resourceInfos);
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VfxBase LoadChoiceTransformCardsResources(BattleCardBase card);
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VfxBase GetChoiceTransformCardsResourcePathes(BattleCardBase card, List<BattleManagerBase.ResourceInfo> resourceInfos, bool isRecoveryFinish = false);
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void ResetTemplate();
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bool HasChild(string objectName);
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void AttachChild(string objectName, GameObject gameObject, bool isDestoryEarlierAttached = false);
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void ReserveAttachChild(string objectName);
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bool HasReservedAttachChild(string objectName);
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GameObject DetachChild(string objectName);
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void DestroyChild(string objectName);
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VfxBase UnloadResource();
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void UpdateMovability();
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void HideCanPlayEffect();
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GameObject GetCardMeshGameObject();
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void UpdateParameterView(int offence, int life, int cost, string name, bool isOnField, bool isRecovery = false, bool useNormalCost = false);
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void UpdateOffence(int offence);
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void UpdateLife(int life);
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void UpdateCost(List<int> costList, bool isGenerateInHand = true, bool playEffect = true, bool isForceUpdate = false, bool isOnlyFixedUseCost = false);
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List<int> GetUseCostList(int cost, bool useNomalCost = false);
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void UpdateCostWithoutFixedUse(int cost);
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void SetTillingAndOffset(Vector2 tilling, Vector2 offset);
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void SetVoiceFileCueName(string cueName);
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void PlayVoice(string voiceName);
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void StopVoice();
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void ShowInHandFrameEffect(bool enable);
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void ShowInHandFrameEffect(bool enable, HandCardFrameEffectType type);
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void ShowFusionMetamorphoseFrameEffect(bool enable);
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VfxBase ResetCardView(CardParameter baseParameter);
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VfxBase RecoveryInPlay();
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VfxBase RecoveryInHand();
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VfxBase ShowHandCardInfo(bool isRecovery = false, bool modifyParameterLabel = true);
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void HideHandCardInfo();
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VfxBase ShowAttackFinished();
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VfxBase ShowAttackFinished(SkillBase skill);
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void HideAttackFinished();
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VfxBase InitializeBattleCardIcon(BattleCardBase card, SkillCollectionBase collection, bool isStackWhiteRitual = false);
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VfxBase InitializeBattleCardStackIcon(BattleCardBase card, SkillCollectionBase collection);
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VfxBase ShowBattleCardIcon();
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void SetCostLabelEnable(bool isEnable);
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void SetNormalLabelEnable(bool isEnable);
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GameObject GetChild(string objectName);
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void InitHandParameter();
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void UpdateCostViewStrategy(bool isForceUpdate = false);
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void InitHandParameterIconPos(HandParameter.IconLayout layout);
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VfxBase UpdateBattleCardIconLabelNumber(BattleCardBase card, SkillCollectionBase collection);
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VfxBase UpdateStackWhiteRitualIconNumber();
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void SetCutInLayerNormalObject();
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void ResetPlayQueueFlags();
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void SetParameterIconEnable(bool isEnable);
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VfxBase AddBattleCardIcon(string iconType, string iconFileName);
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VfxBase DeleteBattleCardIcon(string iconType);
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void SetNotCancelColliderEnable(bool isEnable);
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void InitCostViewAnim();
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VfxBase LoadEvolveFrameEffect();
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VfxBase HideBattleCardIcon();
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}
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@@ -0,0 +1,193 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.View;
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public interface IBattlePlayerView
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{
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ITurnEndButtonUI TurnEndButtonUI { get; }
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GameObject EpIcon { get; }
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bool IsSelecting { get; }
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HandViewBase HandView { get; }
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HandControl HandControl { get; }
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BattleCardBase SelectSkillActCard { get; }
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GameObject TurnEndBtn { get; }
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BattleCardBase m_CurrentTarget { get; }
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PlayQueueViewBase PlayQueueView { get; }
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AttackSelectControl AttackSelectControl { get; }
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InPlayViewBase InPlayView { get; }
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GameObject StatusParentPanel { get; }
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GameObject AnchorL { get; }
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GameObject CommonPanel { get; }
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GameObject EpPanel { get; }
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UIGrid HandDeck { get; }
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UIGrid SetDeck { get; }
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GameObject CemeteryParent { get; }
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GameObject BanishParent { get; }
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bool IsNowTurnEnd { get; }
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Action<bool> OnCancelSkillTargetSelect { get; set; }
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Action<bool> OnCancelPlayCard { get; set; }
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Action OnSelect { get; set; }
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Transform ChoiceBraveButtonTransform { get; }
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bool IsShowCantChoiceBraveText { get; }
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VfxBase Recovery(bool doseFirst, bool isFocusHand = true);
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VfxBase RecoveryTurnStart();
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IList<BattleCardBase> GetSelectCardList();
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void ForceStopShowSelect();
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void AllClear(bool popUpClose = false, bool isRemoveSideLog = true, bool isStopDrag = true, bool isResetDetail = true);
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bool IsTouchable();
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void LockOnEffectOff();
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void ShowCommonPanel();
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void DragArrowStop(BattleManagerBase battleMgr);
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VfxBase HandUnfocus();
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VfxBase HandFocus();
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bool ShowAlertMessageTouchCard(ref BattleCardBase hitCard, ref BattleManagerBase battleMgr);
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void DisableSettingFlag();
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void HideAlertDialogue();
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void HideAlertDialogue(PanelMgr.BattleAlertType alertType);
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bool IsShowingAlert();
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void ClearPlayQueue();
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void ShowAlert(PanelMgr.BattleAlertType AlertType, bool isClass, string text = null);
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VfxBase RearrangeHand();
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void StopShowSelect(BattleCardBase actCard, bool isAct, bool isTransformskill = false, bool isNewReplayMoveTurn = false);
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void RegisterPlayCard(BattleCardBase actCard);
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UIButton GetChoiceButtonFromIndex(int index);
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GameObject GetCheckFromIndex(int index);
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void SetTouchable(bool enable);
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void HideTurnEndButton();
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void SetCancelSkillChoiceTransformCards(BattleCardBase actCard, BattleCardBase transformCard);
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void SetCancelPlayChoiceTransformCards(BattleCardBase actCard, BattleCardBase transformCard);
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void SetCancelPlayCardWithChoice(BattleCardBase actCard, List<BattleCardBase> choiceCards);
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void ReleaseLockOnTarget();
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void ShowChoiceAlert(BattleCardBase card, bool isEvolve, int count, int max);
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void StopChoiceSelectUI();
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void HideCommonPanel();
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void ClearSelectCardList();
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void SetSelectCardList(List<BattleCardBase> list);
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|
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Vector3 GetPPLabelPosition();
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Vector3 GetBPLabelPosition();
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VfxBase CreateBeforeFusionVfx(BattleCardBase fusionCard, List<BattleCardBase> ingredientCards);
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VfxBase ReturnActCardAfterFusion(IBattleCardView fusionCardView, bool isFusionMetamorphose = false);
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SideLogControl GetSideLogControl(bool isSkillTargetSelect);
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VfxBase SetIsNowTurnEnd(bool flg);
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VfxBase RecoveryInPlayCards();
|
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|
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VfxBase RecoveryClassAndInPlayCardAttachSkillEffect();
|
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|
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VfxBase RecoveryInHandCards();
|
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|
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VfxBase RecoveryBattleUI();
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|
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VfxBase CreateStopAttackFloatVfx(IBattleCardView battleCardView);
|
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|
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VfxBase CreateStopShowSelectVfx(BattleCardBase actCard, bool isAct, bool stopChoiceSelectUiImmediately = true, bool isTransformskill = false, bool isNewReplayMoveTurn = false);
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void ClearSelectSkillActCard();
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|
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VfxBase StartShowSelect(BattleCardBase actCard, SkillBase skill, IEnumerable<BattleCardBase> selectableCards, bool isEvol);
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void CancelPlayCard(BattleCardBase actCard, bool isPlay = false, bool isNewReplayMoveTurn = false);
|
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|
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VfxBase StartShowChoice(BattleCardBase actCard, SkillBase choiceSkill, List<BattleCardBase> choiceCards, bool isEvol, BattleCardBase accelerateCard, bool isChoiceBrave);
|
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|
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void StartShowFusionUI(BattleCardBase actCard, IEnumerable<BattleCardBase> selectableCards, int maxSelectCount, EventDelegate onClickDecision);
|
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|
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VfxBase RemoveFusionSelectedCardFromHand(List<BattleCardBase> selectedCards);
|
||||
|
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void StopFusionUI();
|
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|
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void Setup(GameObject statusPanel, GameObject uiContainer, GameObject btlContainer, GameObject battle3DContainer);
|
||||
|
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VfxBase RecoveryMulligan();
|
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|
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VfxBase PrepareCardsForAttackSequenceVfx(IBattleCardView attackInitiator, IBattleCardView attackTarget);
|
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|
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void SelectedFusionIngredientCard(int index, bool isActive, int maxSelectCount = 8);
|
||||
|
||||
void UpdateFusionUi(bool isTouchableDecisionButton);
|
||||
|
||||
void SetNotCancelCollider(List<BattleCardBase> cards, bool isEnable);
|
||||
|
||||
void ShowChoiceSelectUI(BattleCardBase actCard, IList<BattleCardBase> choiceCards, SkillBase skill, bool isEvolve, bool isChoiceBrave);
|
||||
|
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VfxBase HideCardAttackEffects(IList<BattleCardBase> _targetCards);
|
||||
|
||||
void ShowChoiceBraveButton(bool isNewReplay);
|
||||
|
||||
void UpdateChoiceBraveActivatingEffect(bool isActivating);
|
||||
|
||||
void HideChoiceBraveButton();
|
||||
|
||||
void UpdateChoiceBraveButtonPulsateEffectAndSprite();
|
||||
|
||||
void HideChoiceBraveButtonPulsateEffect();
|
||||
|
||||
VfxBase SetBp(int num);
|
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}
|
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@@ -0,0 +1,18 @@
|
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using Wizard.Battle.Player.ClassCharacter;
|
||||
|
||||
namespace Wizard.Battle.View;
|
||||
|
||||
public interface IClassBattleCardView : IBattleCardView
|
||||
{
|
||||
IClassCharacter ClassCharacter { get; }
|
||||
|
||||
void StartOutFrame();
|
||||
|
||||
void StartIntoFrame();
|
||||
|
||||
float GetCurrentClipTime();
|
||||
|
||||
bool GetCurrentClipIsName(ClassCharaPrm.MotionType motionType);
|
||||
|
||||
void ClearSpineObject();
|
||||
}
|
||||
126
SVSim.BattleEngine/Engine/Wizard.Battle.View/IPlayerView.cs
Normal file
126
SVSim.BattleEngine/Engine/Wizard.Battle.View/IPlayerView.cs
Normal file
@@ -0,0 +1,126 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Wizard.Battle.UI;
|
||||
using Wizard.Battle.View.Vfx;
|
||||
|
||||
namespace Wizard.Battle.View;
|
||||
|
||||
public interface IPlayerView : IBattlePlayerView
|
||||
{
|
||||
bool _isEvolutionSkillSelect { get; set; }
|
||||
|
||||
bool IsEvolutionStart { get; set; }
|
||||
|
||||
bool IsEvolutionVfx { get; set; }
|
||||
|
||||
bool IsMenuOpen { get; set; }
|
||||
|
||||
BattleCardBase DetailOpenCard { get; }
|
||||
|
||||
bool CanPlayerEndTurnImmediately { get; }
|
||||
|
||||
bool IsShowTurnEndDialogOfNotAttackingOrPlaying { get; }
|
||||
|
||||
bool IsShowTurnEndDialogOfNotUsingHeroSkill { get; }
|
||||
|
||||
bool IsMenuCloseEscape { get; set; }
|
||||
|
||||
GameObject CardMoveEffect { get; set; }
|
||||
|
||||
event Action OnRetire;
|
||||
|
||||
event Func<bool> OnCheckImmediateTurnEnd;
|
||||
|
||||
event Action OnStartMoveCard;
|
||||
|
||||
event Action OnCancelMoveCard;
|
||||
|
||||
event Action OnOpenEvolveDialoguePanel;
|
||||
|
||||
event Action OnLockOn;
|
||||
|
||||
event Action OnReleaseLockOn;
|
||||
|
||||
event Action OnOpenDetailPanel;
|
||||
|
||||
void HideDetailPanel();
|
||||
|
||||
void ShowTurnEndDialog(GameObject return_obj = null);
|
||||
|
||||
void UpdateTurnEndPulseEffect();
|
||||
|
||||
void CallOnOpenEvolveDialoguePanel();
|
||||
|
||||
void DragArrowStart(BattleManagerBase battleMgr, BattleCardBase attackCard, GameObject arrowHead);
|
||||
|
||||
void DragArrowStart(BattleManagerBase battleMgr, GameObject startObject, GameObject arrowHead, bool isTargettingEnemy = true);
|
||||
|
||||
void DragArrow(BattleManagerBase battleMgr, GameObject arrowHead, Vector3 pos);
|
||||
|
||||
void ShowTurnEndButton(bool showEffect = true);
|
||||
|
||||
void MoveCardCancel(BattleCardBase hitCard, Vector3 position, Quaternion rotation, bool IsPress);
|
||||
|
||||
bool IsDetailOn();
|
||||
|
||||
void MoveCardStart(BattleCardBase moveCard, bool isEffectAndSoundOn);
|
||||
|
||||
void CancelCardDrag(BattleCardBase cardBeingDragged);
|
||||
|
||||
void ShowDetailPanel(BattleManagerBase battleMgrBase, OperateMgr operateMgr, BattleCardBase card, DetailPanelControl.ShowRequest showRequest, BattleLogItem.CardTextureOption textureOption = BattleLogItem.CardTextureOption.Null, BuffInfo buff = null, string divergenceId = "", int logTextureId = 0);
|
||||
|
||||
BattleCardBase GetDetailCard();
|
||||
|
||||
void ResetTouchable();
|
||||
|
||||
VfxBase HideTurnEndPulseEffect();
|
||||
|
||||
bool IsMoving();
|
||||
|
||||
void OffNotHideAndNotCreate();
|
||||
|
||||
void ForceShowTurnEndButton();
|
||||
|
||||
void ClearDifferentiatePopUp(List<BattlePlayerViewBase.BattleDialogItem> deselectionItem);
|
||||
|
||||
void ShowPlayerTurnEnd(bool isAuto = false);
|
||||
|
||||
void HideSubDetailPanel();
|
||||
|
||||
void ShowKeyPanel(int page);
|
||||
|
||||
void HideKeyPanel();
|
||||
|
||||
DialogBase CreateKeyPanel(BattleCardBase card, UILabel label, CardMaster.CardMasterId cardMasterId, CardParameter baseParameter);
|
||||
|
||||
DialogBase ShowRetireConfirmPanel();
|
||||
|
||||
DialogBase CreateBattleSetting();
|
||||
|
||||
void MoveCard(BattleCardBase hitCard, Vector3 pos);
|
||||
|
||||
void CardMoveEffectSwitch(bool on);
|
||||
|
||||
void SetDetailScreenPosition(bool right);
|
||||
|
||||
Effect DetailPanelSelectEffectOn(BattleCardBase selectedCard, DetailPanelControl.ShowRequest request);
|
||||
|
||||
void DetailPanelSelectEffectOff();
|
||||
|
||||
void GetCardSelectedWithButton(Camera camera, ref UIButton button, ref BattleCardBase card, ref GameObject check);
|
||||
|
||||
void ShowDetailPanelList(BattleManagerBase battleMgrBase, OperateMgr operateMgr, List<BattleCardBase> cards, DetailPanelControl.ShowRequest showRequest);
|
||||
|
||||
void LockOnAttackTarget(BattleCardBase Attacker, BattleCardBase Target);
|
||||
|
||||
bool IsFieldDetailOn();
|
||||
|
||||
DialogBase ShowFusionCardPlayDialog(EventDelegate onClickOk, Action onClose);
|
||||
|
||||
void HideModeEffect(bool on);
|
||||
|
||||
void DetailReverseOver();
|
||||
|
||||
void AddPopUpPanel(NonDialogPopup popup, BattlePlayerViewBase.BattleDialogItem item);
|
||||
}
|
||||
Reference in New Issue
Block a user