Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
46 lines
1.0 KiB
C#
46 lines
1.0 KiB
C#
using UnityEngine;
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using Wizard.Battle.View.Vfx;
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public interface IStatusPanelControl
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{
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Vector3 EpPanelOffScreenPosition { get; }
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void SetUp(BattleManagerBase battleMgr);
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void ShowStatus(bool isNewReplayMoveTurn);
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void ShowPpEp(bool isNotEPMax3, bool fixDirection = false, bool isNewReplay = false, bool isBanmenkun = false);
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void HideUI();
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void SetDeck(int num);
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void SetGrave(int num);
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void SetHandCount(int num);
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void ShowStatusPanelAlways();
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void HideStatusPanelAlways();
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void ShowStatusPanelOnBattle();
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void SetPp(int num, int max, bool isNewReplayMoveTurn = false);
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void PlayIncreasePpAnimation(int oldPp, int newPp);
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void SetEp(int evo, int cnt);
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VfxBase PlayIncreaseMaxEpAnimation(int oldMaxEp, int newEp);
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VfxBase PlayIncreaseUsableEpAnimation(int oldUsableEpAmount, int amountOfUsableEpGained, int maxEp);
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VfxBase PlayDecreaseUsableEpAnimation(int oldUsableEpAmount, int usedEp);
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GameObject GetPPPanel();
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GameObject GetEPIcon();
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Transform GetClassInfoAnchor();
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}
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