Files
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
2026-06-05 17:22:20 -04:00

186 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.View;
public interface IBattleCardView
{
Vector3 ForecastIconPosition { get; }
Vector3 ForecastIconScale { get; }
float OriginalRootYPosition { get; }
IReadOnlyBattleCardInfo CardInfo { get; }
BattlePlayerReadOnlyInfoPair PlayerInfoPair { get; }
IReadOnlyVoiceInfo VoiceInfo { get; }
GameObject GameObject { get; }
GameObject CardWrapObject { get; }
Transform Transform { get; }
CardTemplate CardTemplate { get; }
BoxCollider Collider { get; }
BattleCardIconAnimations BattleCardIconAnimations { get; }
Func<bool> GetIsOnMove { get; }
bool InPlayModelActive { get; set; }
BattleCamera m_BattleCamera { get; }
BackGroundBase m_BackGround { get; }
HandParameter HandParam { get; }
BattleCardView.AttackTargetSelectInfo _attackTargetSelectInfo { get; set; }
InPlayCardFrameEffectControl _inPlayFrameEffect { get; set; }
bool areArrowsForcedOff { get; set; }
bool _isCardQueuedToBePlayed { get; set; }
bool isHiddenFromHandView { get; set; }
bool isHiddenFromInPlayView { get; set; }
bool isHideFrameEffect { get; set; }
bool _hasCardEnteredPlayQueue { get; set; }
bool playVoiceOnDeath { get; set; }
Coroutine _inPlayRearrangeCoroutine { get; set; }
Coroutine _waitUntilCardIsInQueueCoroutine { get; set; }
bool IsNullView { get; }
bool IsLoadResorces { get; }
void InitializeVoiceInfo(int cardID);
void SetupIconAnimations(BattleCardBase card, SkillCollectionBase skills);
VfxBase LoadResource();
VfxBase GetResourcePathes(List<BattleManagerBase.ResourceInfo> resourceInfos);
VfxBase LoadChoiceTransformCardsResources(BattleCardBase card);
VfxBase GetChoiceTransformCardsResourcePathes(BattleCardBase card, List<BattleManagerBase.ResourceInfo> resourceInfos, bool isRecoveryFinish = false);
void ResetTemplate();
bool HasChild(string objectName);
void AttachChild(string objectName, GameObject gameObject, bool isDestoryEarlierAttached = false);
void ReserveAttachChild(string objectName);
bool HasReservedAttachChild(string objectName);
GameObject DetachChild(string objectName);
void DestroyChild(string objectName);
VfxBase UnloadResource();
void UpdateMovability();
void HideCanPlayEffect();
GameObject GetCardMeshGameObject();
void UpdateParameterView(int offence, int life, int cost, string name, bool isOnField, bool isRecovery = false, bool useNormalCost = false);
void UpdateOffence(int offence);
void UpdateLife(int life);
void UpdateCost(List<int> costList, bool isGenerateInHand = true, bool playEffect = true, bool isForceUpdate = false, bool isOnlyFixedUseCost = false);
List<int> GetUseCostList(int cost, bool useNomalCost = false);
void UpdateCostWithoutFixedUse(int cost);
void SetTillingAndOffset(Vector2 tilling, Vector2 offset);
void SetVoiceFileCueName(string cueName);
void PlayVoice(string voiceName);
void StopVoice();
void ShowInHandFrameEffect(bool enable);
void ShowInHandFrameEffect(bool enable, HandCardFrameEffectType type);
void ShowFusionMetamorphoseFrameEffect(bool enable);
VfxBase ResetCardView(CardParameter baseParameter);
VfxBase RecoveryInPlay();
VfxBase RecoveryInHand();
VfxBase ShowHandCardInfo(bool isRecovery = false, bool modifyParameterLabel = true);
void HideHandCardInfo();
VfxBase ShowAttackFinished();
VfxBase ShowAttackFinished(SkillBase skill);
void HideAttackFinished();
VfxBase InitializeBattleCardIcon(BattleCardBase card, SkillCollectionBase collection, bool isStackWhiteRitual = false);
VfxBase InitializeBattleCardStackIcon(BattleCardBase card, SkillCollectionBase collection);
VfxBase ShowBattleCardIcon();
void SetCostLabelEnable(bool isEnable);
void SetNormalLabelEnable(bool isEnable);
GameObject GetChild(string objectName);
void InitHandParameter();
void UpdateCostViewStrategy(bool isForceUpdate = false);
void InitHandParameterIconPos(HandParameter.IconLayout layout);
VfxBase UpdateBattleCardIconLabelNumber(BattleCardBase card, SkillCollectionBase collection);
VfxBase UpdateStackWhiteRitualIconNumber();
void SetCutInLayerNormalObject();
void ResetPlayQueueFlags();
void SetParameterIconEnable(bool isEnable);
VfxBase AddBattleCardIcon(string iconType, string iconFileName);
VfxBase DeleteBattleCardIcon(string iconType);
void SetNotCancelColliderEnable(bool isEnable);
void InitCostViewAnim();
VfxBase LoadEvolveFrameEffect();
VfxBase HideBattleCardIcon();
}