using Wizard.Battle.View.Vfx; namespace Wizard; public class SoloBattleEnemyAI : EnemyAI { public override bool IsStackAction => false; public override bool IsConnectNetwork => false; public SoloBattleEnemyAI() { base.IsRankMatchAI = false; } public override void Retire() { } protected override void OnBeforeTurnEnd() { emoteQuery.OnOperation(); VfxBase vfxBase = null; vfxBase = ((base.TurnCount != 1) ? GetEmote(AIEmoteCmdType.ON_ALLY_TURN_END) : GetEmote(AIEmoteCmdType.ON_FIRST_TURN)); if (vfxBase != null) { battleMgr.VfxMgr.RegisterSequentialVfx(vfxBase); } base.IsThisTurnEmotePlayed = false; } protected override void OnFinishOprAttack() { emoteMng.OnOperationRequest(); } protected override void OnFinishOprTargetSelect() { emoteMng.OnOperationRequest(); } public override void Disconnect() { } public override void Reconnect() { } public override void CleanupStackedAction() { } protected override void CheckIsStackAction() { } protected override void SetupThinkingInterval() { } }