Files
SVSimServer/SVSim.BattleEngine/Engine/TurnEndButtonUI.cs
gamer147 c9628dee01 cull(engine-cleanup): pass-8 phase-2 cascade round 1
[trim] fully-unreachable files deleted: 6
[trim] files edited: 55, files deleted: 0, nodes removed: 244
[type-trim] files edited: 1, types removed: 1

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 21:18:18 -04:00

88 lines
1.8 KiB
C#

using UnityEngine;
// Post-Phase-5b (2026-07-03) UI stub. The turn-end button is a UIBase with
// SetActive/sprite/iTween logic driven by BattlePlayer/NetworkBattleManagerBase
// UI paths (ShowBtn/HideBtn/ChangeButtonView/HideAnimation/EnableButton/etc.).
// Nothing headless observes the button state; every method body has been reduced
// to a no-op while the surface stays intact so the ~15 external call sites
// (BattlePlayer, BattlePlayerBase, NetworkBattleManagerBase, PuzzleBattleManager,
// NetworkBattleReceiver, RecoveryManagerBase) still resolve.
public class TurnEndButtonUI : UIBase, ITurnEndButtonUI
{
public enum ViewType
{
Normal,
Watch }
[SerializeField]
private GameObject BtnMain;
[SerializeField]
private UILabel TitleLabel;
[SerializeField]
private UIButton TurnEndButtonButton;
public bool _isButtonForcedOff { get; set; }
public bool GetEnableLabel => TitleLabel != null && TitleLabel.gameObject.activeSelf;
public bool _isChangeViewLock { get; set; }
public GameObject GameObject => base.gameObject;
public void StartTurnEndCountdown()
{
}
public void ShowBtn(bool canPlayerEndTurnImmediately = false)
{
}
public void HideBtn()
{
}
public void HideAnimation()
{
}
public void ChangeButtonView(bool isMyTurn)
{
}
public void EnableButton()
{
}
public void DisableButton()
{
}
public void EnableEndTurnPulsateEffect()
{
}
public void DisableEndTurnPulsateEffect()
{
}
public Vector3 GetBtnPosition()
{
return BtnMain != null ? BtnMain.transform.position : Vector3.zero;
}
public void SettingTimer(float second, bool isRed)
{
}
public void Recovery()
{
}
public GameObject GetTurnEndButton()
{
return TurnEndButtonButton != null ? TurnEndButtonButton.gameObject : null;
}
}