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