using Wizard.Battle.Player.ClassCharacter; using Wizard.Battle.View.Vfx; namespace Wizard.Battle.Player.Emotion; public class EnemyEmotionBase : EmotionBase { public EnemyEmotionBase(string emotionId, IClassCharacter classCharacter) : base(emotionId, classCharacter) { } public override VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text) { if (!PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_OTHER_PLAYER_EMOTE)) { return NullVfx.GetInstance(); } return base.PlayEmotion(motionType, faceType, voiceId, text); } public override VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text, float hideTextTime, bool forcePlay = false) { ClassCharaPrm.MotionType motionType2 = motionType; switch (motionType) { case ClassCharaPrm.MotionType.extra: motionType2 = ClassCharaPrm.MotionType.extra_2; break; case ClassCharaPrm.MotionType.extra_1_a: motionType2 = ClassCharaPrm.MotionType.extra_2_a; break; case ClassCharaPrm.MotionType.extra_1_b: motionType2 = ClassCharaPrm.MotionType.extra_2_b; break; case ClassCharaPrm.MotionType.extra_1_c: motionType2 = ClassCharaPrm.MotionType.extra_2_c; break; } if (forcePlay) { return base.PlayEmotion(motionType2, faceType, voiceId, text, hideTextTime, forcePlay); } if (!PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_OTHER_PLAYER_EMOTE)) { return NullVfx.GetInstance(); } return base.PlayEmotion(motionType2, faceType, voiceId, text, hideTextTime, forcePlay); } }