using System; using System.Collections; using Cute; using UnityEngine; using Wizard.Battle.View.Vfx; namespace Wizard.Battle.Recovery; public class NullRecoveryManager : IRecoveryManager { public DataMgr.BattleType BattleType => DataMgr.BattleType.None; public bool? DidPlayerGoFirst => null; public int RandomSeed => 0; public bool HasMulliganInfo => false; public int BackGroundId => -1; public string BgmId => "NONE"; public long RecordTime => 0L; public int IdxChangeSeed => -1; public event Action OnStartRecovery; public event Action OnEndDataRecovery; public event Action OnEndRecovery; public void Setup() { this.OnStartRecovery.Call(); this.OnEndDataRecovery.Call(); this.OnEndRecovery.Call(); } public VfxBase Recovery(BattlePlayer battlePlayer, BattleEnemy battleEnemy, Func startCoroutine) { return NullVfx.GetInstance(); } public VfxBase UpdateRecovery() { return NullVfx.GetInstance(); } public void RecoveryBeforeMulligan() { } public VfxBase RecoveryMulligan(BattlePlayer battlePlayer, BattleEnemy battleEnemy) { return NullVfx.GetInstance(); } public string RecoveryPopSkillTargetCardName() { return string.Empty; } }