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.
56 lines
1002 B
C#
56 lines
1002 B
C#
namespace Wizard;
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public class AIEmoteCmd
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{
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public ClassCharaPrm.EmotionType emoteType { get; set; }
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public int ID { get; set; }
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public int CategoryKey { get; set; }
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public int faceID { get; set; }
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public int motionID { get; set; }
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public string voiceID { get; set; }
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public string textID { get; set; }
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public bool isAI { get; set; }
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public AIEmoteCmd()
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{
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emoteType = ClassCharaPrm.EmotionType.GREET;
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ID = 0;
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CategoryKey = 0;
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faceID = 0;
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motionID = 0;
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voiceID = "";
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textID = "";
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isAI = true;
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}
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public AIEmoteCmd(AIEmoteDataAsset asset)
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{
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ID = asset.ID;
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CategoryKey = asset.Category;
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faceID = asset.FaceID;
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motionID = asset.MotionID;
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voiceID = asset.VoiceID;
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textID = asset.TextID;
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isAI = true;
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}
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public AIEmoteCmd(ClassCharaPrm.EmotionType _emoteType)
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{
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emoteType = _emoteType;
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ID = 0;
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CategoryKey = 0;
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faceID = 0;
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motionID = 0;
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voiceID = "";
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textID = "";
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isAI = true;
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}
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}
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