Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Player.ClassCharacter/IClassCharacter.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
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.
2026-06-05 16:57:20 -04:00

50 lines
969 B
C#

using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Player.ClassCharacter;
public interface IClassCharacter
{
GameObject GameObject { get; }
bool IsWaiting { get; }
bool IsRecovery { get; }
VfxBase CreateLoadResouceVfx();
void PlayMotion(ClassCharaPrm.MotionType motionType);
void ResetMotion();
void ChangeFace(ClassCharaPrm.FaceType faceType);
void SetAnimationEnable(bool enable);
bool IsAnimationEnable();
VfxBase CreateLoadVoiceResource(string voiceId);
VfxBase PlayVoice(string voiceId, bool forcePlay = false);
VfxBase PlaySkinEvolveSe(string skinId, string suffix);
VfxBase ShowVoiceMessage(string text);
VfxBase HideVoiceMessage();
VfxBase SetWaiting(bool flag);
VfxBase SetRecovery(bool flag);
VfxBase ResetStatusInfo();
VfxBase UpdateEnviromentMessage();
ClassCharaPrm.MotionType GetMotion();
bool IsNoEvolveShift();
bool IsOpponentReverse();
}