using System.Collections.Generic; using Wizard.Battle.View.Vfx; namespace Wizard; public class EnemyAINull : IEnemyAI { public bool IsStackAction => false; public bool IsConnectNetwork => false; public bool IsAIExecution => false; public void ExecuteEnemyAI(bool useWait) { } public void StopEnemyAI() { } public void InitOnGame(BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer) { } public void Mulligan(List dstList, BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer) { } public void SelectSkillTarget(AIVirtualCard actCard, AIOperationType operationType, AISinglePlayptnRecord playptnRecord) { } public float CalcFieldAdvantage() { return 0f; } public float Atk_EvaluateBattleCardOnErase(BattleCardBase card, List playPtn, bool useStyle) { return 0f; } public float Atk_EvaluateBattleCardOnReturn(BattleCardBase card, List playPtn, int restPp, bool useStyle) { return 0f; } public IAIEmoteCtrl EmoteCtrl() { return new AIEmoteCtrlNull(); } public void TurnEnd() { } public void Retire() { } public void Disconnect() { } public void Reconnect() { } public void CleanupStackedAction() { } public bool SetUpBattleState(int classId, AI_LOGIC_LV logicLv, string deckName, string styleName, string emoteName, int enemyAiID = -1) { return true; } public VfxBase GetEmote(AIEmoteCmdType cmdType, AISituationInfo situation = null, ClassCharaPrm.EmotionType receivedEmoteType = ClassCharaPrm.EmotionType.NULL, int emoteInput = -1) { return NullVfx.GetInstance(); } }