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.
766 lines
18 KiB
C#
766 lines
18 KiB
C#
using System.Collections.Generic;
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using Wizard.Battle;
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using Wizard.Battle.Resource;
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using Wizard.Battle.View.Vfx;
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public interface ISkillApplyInformation
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{
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List<CantPlayCardFilterInfo> CantPlayFilterList { get; }
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int BuffCount { get; }
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int BuffLifeCount { get; }
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List<BuffCountInfo> TurnBuffCountList { get; }
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bool IsBuff { get; }
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int DebuffCount { get; }
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bool IsDebuff { get; }
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List<GuardInfo> GuardInfo { get; }
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bool IsGuard { get; }
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int DrainCount { get; }
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bool IsDrain { get; }
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int KillerCount { get; }
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bool IsKiller { get; }
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List<ShieldInfo> ShieldInfos { get; }
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bool IsShieldAll { get; }
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bool IsShieldSkill { get; }
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bool IsShieldSpell { get; }
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bool IsShieldAttack { get; }
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int QuickCount { get; }
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bool IsQuick { get; }
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List<RushInfo> RushInfo { get; }
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bool IsRush { get; }
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int SneakCount { get; }
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bool IsSneak { get; }
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int DamageCutCount { get; }
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bool IsDamageCut { get; }
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int NotBeAttackedCount { get; }
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int UntouchableCount { get; }
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bool IsUntouchable { get; }
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bool IsUntouchableBySpell { get; }
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int IgnoreGuardCount { get; }
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bool IsIgnoreGuard { get; }
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int AttackByLifeTypeAttackCount { get; }
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bool IsAttackByLifeTypeAttack { get; }
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int AttackByLifeTypeBeAttackedCount { get; }
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bool IsAttackByLifeTypeBeAttacked { get; }
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int SkillCantAtkClassCount { get; }
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bool IsSkillCantAtkClass { get; }
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int SkillCantAtkUnitCount { get; }
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bool IsSkillCantAtkUnit { get; }
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int SkillCantAtkUnitNotHasGuardCount { get; }
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bool IsSkillCantAtkUnitNotHasGuard { get; }
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int SkillCantAtkUnitBaseCardIdCount { get; }
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bool IsSkillCantAtkUnitBaseCardId { get; }
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List<int> CantAtkUnitBaseCardIdList { get; }
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bool IsSkillCantAtkAll { get; }
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int ReflectionClassCount { get; }
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bool IsReflectionClass { get; }
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int ReflectionDamageOwnerCount { get; }
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bool IsReflectionDamageOwner { get; }
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int InfiniteAttackCount { get; }
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bool IsInfiniteAttack { get; }
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int IndestructibleCount { get; }
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bool IsIndestructible { get; }
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int ForceBerserkCount { get; }
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bool IsForceBerserk { get; }
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int ForceAvariceCount { get; }
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bool IsForceAvarice { get; }
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int ForceWrathCount { get; }
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bool IsForceWrath { get; }
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int CantActivateFanfareUnitCount { get; }
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bool IsCantActivateFanfareUnit { get; }
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int CantActivateFanfareFieldCount { get; }
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bool IsCantActivateFanfareField { get; }
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int CantActivateShortageDeckWinCount { get; }
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bool IsCantActivateShortageDeckWin { get; }
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int ForceSkillTargetCount { get; }
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bool IsForceSkillTarget { get; }
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int AttractSkillTargetCount { get; }
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bool IsAttractSkillTarget { get; }
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int IndependentCount { get; }
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bool IsIndependent { get; }
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int NotBeDebuffedCount { get; }
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bool IsNotBeDebuffed { get; }
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int ForceAttackUnitCount { get; }
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bool IsForceAttackUnit { get; }
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int SkillRandomCount { get; }
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int[] SkillRandomArray { get; }
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List<DamageCutInfo> DamageCutList { get; }
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List<ReflectionInfo> ReflectionInfoList { get; }
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int TurnStartFixedPPCount { get; }
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bool IsTurnStartFixedPP { get; }
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int TriggerCount { get; }
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bool IsTrigger { get; }
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bool IsNotConsumeEp { get; }
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int ShortageDeckWinCount { get; }
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bool IsShortageDeckWin { get; }
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int ReturnByBanishCount { get; }
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bool IsReturnByBanish { get; }
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int DestroyByBanishCount { get; }
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bool IsDestroyByBanish { get; }
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int BanishByDestroyCount { get; }
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bool IsBanishByDestroy { get; }
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bool CantBeFocusedSkill { get; }
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bool CantBeFocusedSpell { get; }
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int[] SkillGenericValueArray { get; }
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Dictionary<string, int> SkillGenericKeyAndValue { get; }
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int UnionBurstCount { get; }
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int SkyboundArtCount { get; }
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int SuperSkyboundArtCount { get; }
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int WhiteRitualCount { get; }
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int RandomAttackCount { get; }
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int NotDecreasePPCounter { get; }
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bool IsLifeZeroActivateLeonSkill { get; }
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List<DamageClippingInfo> DamageMaxClippingInfo { get; }
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List<CardBasePrm.ClanType> ClanSkinInfo { get; }
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List<CardBasePrm.TribeInfo> TribeSkinInfo { get; }
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List<ICardOffenseModifier> OffenseModifierList { get; }
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List<ICardLifeModifier> LifeModifierList { get; }
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List<ICardChantCountModifier> ChantCountModifierList { get; }
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List<DamageCardParameterModifier> DamageList { get; }
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List<HealCardParameterModifier> HealList { get; }
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List<int> SkillHealList { get; }
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List<ICardLifeModifier> LifeChangeList { get; }
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List<ICardEpModifier> EpModifierList { get; }
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List<NotBeAttackedInfo> NotBeAttackedInfoList { get; }
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bool IsNotBeAttacked { get; }
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List<NotConsumeEpModifierInfo> NotConsumeEpModifierInfoList { get; }
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AttachedSkillInformation AttachedSkillsInfo { get; }
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List<RepeatSkillInfo> RepeatSkillTimingList { get; }
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List<DamageModifier> AddDamageList { get; }
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List<HealModifier> HealModifierList { get; }
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List<AddTargetInfo> AddTargetList { get; }
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List<int> DecreaseTurnStartPPList { get; }
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List<int> CantEvolutionList { get; }
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List<Skill_cant_summon.CantSummonInfo> CantSummonList { get; }
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bool IsDamageCutProtection { get; }
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List<BattleCardBase> RandomSelectedCardList { get; }
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List<BattleCardBase> SkillDrewCardList { get; }
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List<BattleCardBase> LastBurialRiteCardList { get; }
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List<TokenDrawModifier> TokenDrawModifiers { get; }
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List<FusionIngredientInfo> FusionIngredients { get; }
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List<BattleCardBase> GetOnCards { get; }
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TokenDrawModifier GetTokenDrawModifier(int cardId);
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void InitializeInformation(bool isReturnCard = false);
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void InitializeInformationWithoutLifeOffenseModifier(bool isReturnCard = false);
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void ReSetupVfxCreator(ICardVfxCreator vfxCreator);
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SkillBase CloneAttachSkill(SkillApplyInformation cloneTarget, SkillBase skill);
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SkillApplyInformation Clone(BattleCardBase card);
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void Combine(ISkillApplyInformation info);
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bool IsCantPlay(BattleCardBase card, BattleCardBase.CHECK_CONDITION_MUTATIONSKILL_TYPE type = BattleCardBase.CHECK_CONDITION_MUTATIONSKILL_TYPE.NONE);
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bool HasCantPlaySpellFilter();
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bool HasCantPlayFieldFilter();
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bool CantPlayTransformId(BattleCardBase originalCard);
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SkillBase AttachSkill(SkillCreator.SkillBuildInfo skillBuildInfo, IBattleResourceMgr resourceMgr, string ownerName, int ownerId, long duplicateBanNum, SkillBase originSkill, bool isAttachEvolveSkill = false);
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void RemoveSkill(SkillBase skill, BattleCardBase skillOwnerCard, long duplicateBanNum, SkillBase originSkill, int creatorSkillIndex);
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VfxBase GiveCombatValueModifier(ICardOffenseModifier offenseModifier, ICardLifeModifier lifeModifier, SkillProcessor skillProcessor);
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VfxBase DepriveCombatValueModifire(ICardOffenseModifier offenseModifier, ICardLifeModifier lifeModifier);
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VfxBase ForceDepriveCombatValueModifire();
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void AddOffenseModifier(ICardOffenseModifier modifier);
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void AddLifeModifier(ICardLifeModifier modifier);
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void ClearParameterModifier();
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void ClearUnionBurstAndSkyboundArtModifier();
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void AddEpModifier(ICardEpModifier modifier);
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void RemoveEpModifier(ICardEpModifier modifier);
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int GetEp();
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int GetAtk(bool ignoreLowerLimit = false);
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int GetLife();
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bool HasMoreDamageThan(ISkillApplyInformation other);
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int GetMaxLife();
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int GetLastLife();
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int GetChangeMaxLifeCount();
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int GetInitialWhiteRitualStack();
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void DamageLife(int damage, int turn, bool isSelfTurn);
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void CausedDamageLife(int damage, int turn, bool isSelfTurn);
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void HealLife(int healAmount, int turn, bool isSelfTurn);
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void AddPp(int addPp, int currentTurn, bool isSelfTurn);
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int GetSpecificTurnDamageValue(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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List<DamageCardParameterModifier> GetSpecificTurnDamageValueList(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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int GetSpecificTurnCausedDamageValue(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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List<CausedDamageCardParameterModifier> GetSpecificTurnCausedDamageValueList(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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int GetSpecificTurnDamageCount(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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int GetSpecificTurnHealValue(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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List<HealCardParameterModifier> GetSpecificTurnHealValueList(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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int GetSpecificTurnHealCount(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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int GetSpecificTurnBuffCount(TurnPlayerInfo turnPlayerInfo);
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int GetSpecificTurnHealCountOnlySelf(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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int GetSpecificTurnPpAddCount(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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int GetSpecificTurnAcceleratedCardCount(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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int GetSpecificTurnAcceleratedCardCountOnlySelf(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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List<TurnAndIntValue> GetSpecificTurnStartLifeList(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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int GetSpecificTurnFusionCount(IReadOnlyBattleCardInfo cardInfo, TurnPlayerInfo turnPlayerInfo);
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void SetSkillGenericArray(int[] array);
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void AddSkillGenericValue(int value, int index);
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void SetSkillGenericKeyAndValue(string key, int value);
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bool IsContainGenericValueKey(string key);
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void GiveUnionBurstCount(ICardUnionBurstCountModifier unionBurstCountModifier);
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void DepriveUnionBurstCount(ICardUnionBurstCountModifier unionBurstCountModifier);
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void FourceDepriveUnionBurstCount();
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void GiveSkyboundArtCount(ICardSkyboundArtCountModifier skyboundArtCountModifier);
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void GiveSuperSkyboundArtCount(ICardSuperSkyboundArtCountModifier superSkyboundArtCountModifier);
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void GiveWhiteRitualCount(int value);
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void DepriveWhiteRitualCount(int value);
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void FourceDepriveWhiteRitualCount();
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void GiveBuff(bool isReplace = false);
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void DepriveBuff();
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void FourceDepriveBuff();
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void GiveDebuff();
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void DepriveDebuff();
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void FourceDepriveDebuff();
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void GiveBuffLife();
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void DepriveBuffLife();
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void ForceDepriveBuffLife();
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VfxBase GiveGuard(GuardInfo info);
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VfxBase DepriveGuard(GuardInfo info);
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VfxBase ForceDepriveGuard();
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VfxBase GiveDrain();
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VfxBase DepriveDrain();
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VfxBase FourceDepriveDrain();
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VfxBase GiveKiller();
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VfxBase DepriveKiller();
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VfxBase FourceDepriveKiller();
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VfxBase GiveShield(ShieldInfo shield);
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VfxBase DepriveShield(ShieldInfo shield);
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VfxBase FourceDepriveShield(ShieldInfo.ShieldType type);
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VfxBase GiveQuick();
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VfxBase DepriveQuick();
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VfxBase ForceDepriveQuick();
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VfxBase GiveRush(RushInfo info);
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VfxBase DepriveRush(RushInfo info);
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VfxBase ForceDepriveRush();
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VfxBase GiveSneak();
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VfxBase DepriveSneak();
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VfxBase FourceDepriveSneak();
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VfxBase GiveNotBeAttacked(NotBeAttackedInfo info);
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VfxBase DepriveNotBeAttacked(NotBeAttackedInfo info);
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VfxBase FourceDepriveNotBeAttacked();
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VfxBase GiveUntouchable(string cardType);
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VfxBase DepriveUntouchable(string cardType);
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VfxBase FourceDepriveUntouchable(string cardType);
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VfxBase GiveAttackByLife(string type);
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VfxBase DepriveAttackByLife(string type);
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VfxBase FourceDepriveAttackByLife(string type);
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VfxBase GiveCantAttack(int bit_flag, int baseCardId);
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VfxBase DepriveCantAttack(int bit_flag, int baseCardId);
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VfxBase ForceDepriveCantAttack();
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VfxBase ForceDepriveCantAttackAll();
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VfxBase GiveCantPlay(CantPlayCardFilterInfo cantPlayCardFilter);
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VfxBase DepriveCantPlay(CantPlayCardFilterInfo cantPlayCardFilter);
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VfxBase ForceDepriveCantPlay();
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VfxBase GiveCantSummon(Skill_cant_summon.CantSummonInfo info);
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VfxBase DepriveCantSummon(Skill_cant_summon.CantSummonInfo info);
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VfxBase ForceDepriveCantSummon();
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VfxBase GiveIgnoreGuard();
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VfxBase DepriveIgnoreGuard();
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VfxBase FourceDepriveIgnoreGuard();
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VfxBase GiveAttackCount(Skill_attack_count skill, int count);
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VfxBase DepriveAttackCount(Skill_attack_count skill);
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VfxBase ForceDepriveAttackCount();
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VfxBase GiveInfiniteAttackCount();
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VfxBase DepriveInfiniteAttackCount();
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VfxBase ForceDepriveInfiniteAttackCount();
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VfxBase GiveReflection(ReflectionInfo info);
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VfxBase DepriveReflection(ReflectionInfo info);
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VfxBase ForceDepriveReflection();
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VfxBase GiveIndestructible();
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VfxBase DepriveIndestructible();
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VfxBase ForceDepriveIndestructible();
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VfxBase GiveForceBerserk(SkillProcessor skillprocessor);
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VfxBase DepriveForceBerserk(SkillProcessor skillprocessor);
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VfxBase ForceDepriveForceBerserk(SkillProcessor skillprocessor);
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VfxBase GiveForceAvarice(SkillProcessor skillprocessor);
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VfxBase DepriveForceAvarice();
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VfxBase ForceDepriveForceAvarice();
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VfxBase GiveForceWrath(SkillProcessor skillprocessor);
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VfxBase DepriveForceWrath();
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VfxBase ForceDepriveForceWrath();
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VfxBase GiveCantActivateFanfare(string type);
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VfxBase SetCantActivateFanfareCount(int count);
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VfxBase DepriveCantActivateFanfare(string type);
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VfxBase ForceDepriveCantActivateFanfare(string type);
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VfxBase GiveCantActivateShortageDeckWin();
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VfxBase DepriveCantActivateShortageDeckWin();
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VfxBase ForceDepriveCantActivateShortageDeckWin();
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VfxBase GiveForceSkillTarget();
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VfxBase DepriveForceSkillTarget();
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VfxBase ForceDepriveForceSkillTarget();
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VfxBase GiveAttractSkillTarget();
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VfxBase DepriveAttractSkillTarget();
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VfxBase ForceDepriveAttractSkillTarget();
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VfxBase GiveIndependent();
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VfxBase DepriveIndependent();
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VfxBase ForceDepriveIndependent();
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void GiveNotBeDebuffed();
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void DepriveNotBeDebuffed();
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void ForceDepriveNotBeDebuffed();
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VfxBase GiveForceAttack(string target, string type);
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VfxBase DepriveForceAttack(string target, string type);
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VfxBase ForceDepriveForceAttack(string target, string type);
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VfxBase GiveExtraTurn(int addTurn);
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VfxBase GiveSkillRandomCount(int randomCount);
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VfxBase GiveSkillRandomArray(int[] array);
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int GetDamageCutAmount(DamageCutInfo.DamageType type);
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VfxBase GiveDamageCut(DamageCutInfo info);
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VfxBase DepriveDamageCut(DamageCutInfo info);
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VfxBase FourceDepriveDamageCut();
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int GetClippingDamage(int damage, ParallelVfxPlayer lifeLowerLimitEffectVfx);
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VfxBase GiveDamageMaxClipping(DamageClippingInfo clipping);
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VfxBase DepriveDamageMaxClipping(DamageClippingInfo clipping);
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VfxBase ForceDepriveDamageMaxClipping();
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VfxBase GiveTurnStartFixedPP();
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VfxBase DepriveTurnStartFixedPP();
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VfxBase FourceDepriveTurnStartFixedPP();
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VfxBase GiveChangeAffiliation(CardBasePrm.ClanType clan, CardBasePrm.TribeInfo tribeInfo, bool showEffect);
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VfxBase DepriveChangeAffiliation(CardBasePrm.ClanType clan, CardBasePrm.TribeInfo tribeInfo);
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VfxBase ForceDepriveChangeAffiliation();
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VfxBase GiveNotConsumeEpModifier(NotConsumeEpModifierInfo info);
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VfxBase DepriveNotConsumeEpModifier(NotConsumeEpModifierInfo info);
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VfxBase ForceDepriveNotConsumeEpModifier();
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bool CheckNotConsumeEpCard(BattleCardBase card);
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VfxBase GiveShortageDeckWin();
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VfxBase DepriveShortageDeckWin();
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VfxBase ForceDepriveShortageDeckWin();
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VfxBase GiveRemoveByBanish();
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VfxBase DepriveRemoveByBanish();
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VfxBase ForceDepriveRemoveByBanish();
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VfxBase GiveRemoveByDestroy();
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VfxBase DepriveRemoveByDestroy();
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VfxBase ForceDepriveRemoveByDestroy();
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VfxBase GiveTriggerCount(SkillProcessor skillProcessor);
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VfxBase DepriveTriggerCount();
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VfxBase ForceDepriveTriggerCount();
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VfxBase AllSkillEffectStop(bool isEvolve = false, bool isReturn = false, bool isBuffed = false, bool isDebuffed = false);
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VfxBase GiveRepeatSkill(string repeatTiming, string repeatTarget, SkillBase skill);
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VfxBase DepriveRepeatSkill(string repeatTiming, string repeatTarget, bool reservation, bool isProcess, SkillProcessor skillProcessor);
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VfxBase ReservationAllDepriveRepeatSkill();
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VfxBase ForceDepriveRepeatSkill();
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VfxBase GiveAddDamage(DamageModifier info);
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VfxBase DepriveAddDamage(DamageModifier info);
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VfxBase ForceDepriveAddDamage();
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VfxBase GiveHealModifier(HealModifier info);
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VfxBase DepriveHealModifier(HealModifier info);
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VfxBase ForceDepriveHealModifier();
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VfxBase GiveAddTarget(AddTargetInfo info);
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VfxBase DepriveAddTarget(AddTargetInfo info);
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VfxBase ForceDepriveAddTarget();
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VfxBase GiveDecreaseTurnStartPP(int value);
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VfxBase DepriveDecreaseTurnStartPP(int value);
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VfxBase ForceDepriveDecreaseTurnStartPP();
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VfxBase GiveRandomAttack();
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VfxBase DepriveRandomAttack();
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VfxBase ForceDepriveRandomAttack();
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VfxBase GiveCantEvolution(int type);
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VfxBase DepriveCantEvolution(int type);
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VfxBase ForceDepriveCantEvolution();
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VfxBase AddRandomSelectedCard(BattleCardBase card);
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VfxBase RemoveRandomSelectedCard(BattleCardBase card);
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VfxBase ClearRandomSelectedCard();
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VfxBase AddSkillDrewCard(BattleCardBase card);
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VfxBase RemoveSkillDrewCard(BattleCardBase card);
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VfxBase ClearSkillDrewCard();
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VfxBase AllSkillEffectRestart();
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VfxBase AllSkillEffectStartOnSummon();
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VfxBase CreateVfxSkillProtection(bool isForceStop = false);
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void AddTokenDrawModifier(TokenDrawModifier modifier);
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void RemoveTokenDrawModifier(TokenDrawModifier modifier);
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void SaveTargetList(List<BattleCardBase> targetList);
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List<BattleCardBase> LoadTargetList();
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void SaveTargetCardId(long id, List<int> targetIdList);
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List<int> LoadTargetCardId(long id);
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void SaveBurialRiteTargetList(List<BattleCardBase> targetList);
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List<BattleCardBase> LoadBurialRiteTargetList();
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VfxBase GiveChantCount(ICardChantCountModifier chantCountModifier);
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VfxBase DepriveChantCount(ICardChantCountModifier chantCountModifier);
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VfxBase ForceDepriveChantCount();
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int GetChantCount(int baseChantCount);
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void AddFusionIngredientCard(BattleCardBase card);
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void AddFusionIngredients(List<FusionIngredientInfo> fusionIngredients);
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int GetFusionCount();
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void AddGetOnCard(BattleCardBase card);
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void ClearGetOnCards();
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void AddLastBurialRiteCardList(List<BattleCardBase> cards);
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void ClearLastBurialRiteCardList();
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void GiveNotDecreasePP();
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void DepriveNotDecreasePP();
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void GiveLifeZeroActivateLeonSkill();
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void DepriveLifeZeroActivateLeonSkill();
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void AddSkillHealValue(int healValue);
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VfxBase UpdateAllSkillEffectInReplay(List<NetworkBattleReceiver.InplaySkillEffect> inplaySkillEffectList, int inductionNumber, bool isInitialize, bool isOnlyCantAtk = false);
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}
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