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.
44 lines
859 B
C#
44 lines
859 B
C#
using System;
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using System.Collections;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Recovery;
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public interface IRecoveryManager
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{
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DataMgr.BattleType BattleType { get; }
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bool? DidPlayerGoFirst { get; }
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int RandomSeed { get; }
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bool HasMulliganInfo { get; }
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int BackGroundId { get; }
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string BgmId { get; }
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long RecordTime { get; }
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int IdxChangeSeed { get; }
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event Action OnStartRecovery;
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event Action OnEndDataRecovery;
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event Action OnEndRecovery;
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void Setup();
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VfxBase Recovery(BattlePlayer battlePlayer, BattleEnemy battleEnemy, Func<IEnumerator, Coroutine> startCoroutine);
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VfxBase UpdateRecovery();
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void RecoveryBeforeMulligan();
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VfxBase RecoveryMulligan(BattlePlayer battlePlayer, BattleEnemy battleEnemy);
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string RecoveryPopSkillTargetCardName();
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}
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