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.
32 lines
884 B
C#
32 lines
884 B
C#
using System;
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using System.Collections.Generic;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Mulligan;
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public interface IMulliganMgr
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{
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Action OnSubmit { get; set; }
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PlayerMulliganCtrl PlayerMlgCtrl { get; }
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OpponentMulliganCtrl OpponentMlgCtrl { get; }
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VfxBase StartDeal(List<int> playerDealIdxList, List<int> oppoDealIdxList, SkillProcessor skillProcessor);
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VfxBase MulliganStartDraw(bool firstAttack, SkillProcessor skillProcessor);
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VfxBase Submit(BattleManagerBase m_BtlMgrIns);
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VfxBase EnemyChangeCardVfx(BattleManagerBase btlMgrIns);
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VfxBase CompleteMulligan(BattleManagerBase m_BtlMgrIns);
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VfxBase InitMulligan(MulliganInfoControl mulliganInfo, IPlayerView view);
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VfxBase RecoverMulligan(bool didPlayerSubmitMulligan, BattleManagerBase battleMgr);
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MulliganInfoControl GetMulliganInfo();
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}
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