using System; using System.Collections.Generic; using UnityEngine; using Wizard.Battle.View.Vfx; namespace Wizard.Battle.View; public interface IBattlePlayerView { ITurnEndButtonUI TurnEndButtonUI { get; } GameObject EpIcon { get; } bool IsSelecting { get; } HandViewBase HandView { get; } HandControl HandControl { get; } BattleCardBase SelectSkillActCard { get; } GameObject TurnEndBtn { get; } BattleCardBase m_CurrentTarget { get; } PlayQueueViewBase PlayQueueView { get; } AttackSelectControl AttackSelectControl { get; } InPlayViewBase InPlayView { get; } GameObject StatusParentPanel { get; } GameObject AnchorL { get; } GameObject CommonPanel { get; } GameObject EpPanel { get; } UIGrid HandDeck { get; } UIGrid SetDeck { get; } GameObject CemeteryParent { get; } GameObject BanishParent { get; } bool IsNowTurnEnd { get; } Action OnCancelSkillTargetSelect { get; set; } Action OnCancelPlayCard { get; set; } Action OnSelect { get; set; } Transform ChoiceBraveButtonTransform { get; } bool IsShowCantChoiceBraveText { get; } VfxBase Recovery(bool doseFirst, bool isFocusHand = true); VfxBase RecoveryTurnStart(); IList GetSelectCardList(); void ForceStopShowSelect(); void AllClear(bool popUpClose = false, bool isRemoveSideLog = true, bool isStopDrag = true, bool isResetDetail = true); bool IsTouchable(); void LockOnEffectOff(); void ShowCommonPanel(); void DragArrowStop(BattleManagerBase battleMgr); VfxBase HandUnfocus(); VfxBase HandFocus(); bool ShowAlertMessageTouchCard(ref BattleCardBase hitCard, ref BattleManagerBase battleMgr); void DisableSettingFlag(); void HideAlertDialogue(); void HideAlertDialogue(PanelMgr.BattleAlertType alertType); bool IsShowingAlert(); void ClearPlayQueue(); void ShowAlert(PanelMgr.BattleAlertType AlertType, bool isClass, string text = null); VfxBase RearrangeHand(); void StopShowSelect(BattleCardBase actCard, bool isAct, bool isTransformskill = false, bool isNewReplayMoveTurn = false); void RegisterPlayCard(BattleCardBase actCard); UIButton GetChoiceButtonFromIndex(int index); GameObject GetCheckFromIndex(int index); void SetTouchable(bool enable); void HideTurnEndButton(); void SetCancelSkillChoiceTransformCards(BattleCardBase actCard, BattleCardBase transformCard); void SetCancelPlayChoiceTransformCards(BattleCardBase actCard, BattleCardBase transformCard); void SetCancelPlayCardWithChoice(BattleCardBase actCard, List choiceCards); void ReleaseLockOnTarget(); void ShowChoiceAlert(BattleCardBase card, bool isEvolve, int count, int max); void StopChoiceSelectUI(); void HideCommonPanel(); void ClearSelectCardList(); void SetSelectCardList(List list); Vector3 GetPPLabelPosition(); Vector3 GetBPLabelPosition(); VfxBase CreateBeforeFusionVfx(BattleCardBase fusionCard, List ingredientCards); VfxBase ReturnActCardAfterFusion(IBattleCardView fusionCardView, bool isFusionMetamorphose = false); SideLogControl GetSideLogControl(bool isSkillTargetSelect); VfxBase SetIsNowTurnEnd(bool flg); VfxBase RecoveryInPlayCards(); VfxBase RecoveryClassAndInPlayCardAttachSkillEffect(); VfxBase RecoveryInHandCards(); VfxBase RecoveryBattleUI(); VfxBase CreateStopAttackFloatVfx(IBattleCardView battleCardView); VfxBase CreateStopShowSelectVfx(BattleCardBase actCard, bool isAct, bool stopChoiceSelectUiImmediately = true, bool isTransformskill = false, bool isNewReplayMoveTurn = false); void ClearSelectSkillActCard(); VfxBase StartShowSelect(BattleCardBase actCard, SkillBase skill, IEnumerable selectableCards, bool isEvol); void CancelPlayCard(BattleCardBase actCard, bool isPlay = false, bool isNewReplayMoveTurn = false); VfxBase StartShowChoice(BattleCardBase actCard, SkillBase choiceSkill, List choiceCards, bool isEvol, BattleCardBase accelerateCard, bool isChoiceBrave); void StartShowFusionUI(BattleCardBase actCard, IEnumerable selectableCards, int maxSelectCount, EventDelegate onClickDecision); VfxBase RemoveFusionSelectedCardFromHand(List selectedCards); void StopFusionUI(); void Setup(GameObject statusPanel, GameObject uiContainer, GameObject btlContainer, GameObject battle3DContainer); VfxBase RecoveryMulligan(); VfxBase PrepareCardsForAttackSequenceVfx(IBattleCardView attackInitiator, IBattleCardView attackTarget); void SelectedFusionIngredientCard(int index, bool isActive, int maxSelectCount = 8); void UpdateFusionUi(bool isTouchableDecisionButton); void SetNotCancelCollider(List cards, bool isEnable); void ShowChoiceSelectUI(BattleCardBase actCard, IList choiceCards, SkillBase skill, bool isEvolve, bool isChoiceBrave); VfxBase HideCardAttackEffects(IList _targetCards); void ShowChoiceBraveButton(bool isNewReplay); void UpdateChoiceBraveActivatingEffect(bool isActivating); void HideChoiceBraveButton(); void UpdateChoiceBraveButtonPulsateEffectAndSprite(); void HideChoiceBraveButtonPulsateEffect(); VfxBase SetBp(int num); }