using System; using System.Collections.Generic; using UnityEngine; using Wizard.Battle.View.Vfx; namespace Wizard.Battle.Player.Emotion; public class NullPlayerEmotion : IPlayerEmotion, IEmotion { public Vector3 LeaderPosition => Vector3.zero; public IEnumerable IconObjects => null; public bool Enable { get; set; } public event Func OnPlay; public VfxBase PlayEmotion(ClassCharaPrm.EmotionType emoteType, float hideTextTime) { return NullVfx.GetInstance(); } public VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text) { return NullVfx.GetInstance(); } public VfxBase ReceiveOpponentEmotion(ClassCharaPrm.EmotionType emoteType) { return NullVfx.GetInstance(); } public VfxBase LoadResource() { return NullVfx.GetInstance(); } public VfxBase ShowButtons() { return NullVfx.GetInstance(); } public VfxBase HideButtons() { return NullVfx.GetInstance(); } public VfxBase HideButtons(GameObject iconObject) { return NullVfx.GetInstance(); } public void CancelShowButtons() { } public void ResetPlayCount() { } public void AddPlayCount() { } public void FocusIcon(GameObject go) { } public void UnfocusAllIcons() { } public VfxBase PlayEmotionFromIconObject(GameObject iconObject) { return NullVfx.GetInstance(); } public string GetVoiceTextFromIconObject(GameObject iconObject) { return string.Empty; } public bool IsContainsEmotionType(ClassCharaPrm.EmotionType type) { return false; } public void DebugLogNotHiddenEmoteButton(TouchControl touchControl, VfxMgr emotionVfxMgr, SequentialVfxPlayer currentVfx) { } }