Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
186 lines
4.6 KiB
C#
186 lines
4.6 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Wizard.Battle.View.Vfx;
|
|
|
|
namespace Wizard.Battle.View;
|
|
|
|
public interface IBattleCardView
|
|
{
|
|
Vector3 ForecastIconPosition { get; }
|
|
|
|
Vector3 ForecastIconScale { get; }
|
|
|
|
float OriginalRootYPosition { get; }
|
|
|
|
IReadOnlyBattleCardInfo CardInfo { get; }
|
|
|
|
BattlePlayerReadOnlyInfoPair PlayerInfoPair { get; }
|
|
|
|
IReadOnlyVoiceInfo VoiceInfo { get; }
|
|
|
|
GameObject GameObject { get; }
|
|
|
|
GameObject CardWrapObject { get; }
|
|
|
|
Transform Transform { get; }
|
|
|
|
CardTemplate CardTemplate { get; }
|
|
|
|
BoxCollider Collider { get; }
|
|
|
|
BattleCardIconAnimations BattleCardIconAnimations { get; }
|
|
|
|
Func<bool> GetIsOnMove { get; }
|
|
|
|
bool InPlayModelActive { get; set; }
|
|
|
|
BattleCamera m_BattleCamera { get; }
|
|
|
|
BackGroundBase m_BackGround { get; }
|
|
|
|
HandParameter HandParam { get; }
|
|
|
|
BattleCardView.AttackTargetSelectInfo _attackTargetSelectInfo { get; set; }
|
|
|
|
InPlayCardFrameEffectControl _inPlayFrameEffect { get; set; }
|
|
|
|
bool areArrowsForcedOff { get; set; }
|
|
|
|
bool _isCardQueuedToBePlayed { get; set; }
|
|
|
|
bool isHiddenFromHandView { get; set; }
|
|
|
|
bool isHiddenFromInPlayView { get; set; }
|
|
|
|
bool isHideFrameEffect { get; set; }
|
|
|
|
bool _hasCardEnteredPlayQueue { get; set; }
|
|
|
|
bool playVoiceOnDeath { get; set; }
|
|
|
|
Coroutine _inPlayRearrangeCoroutine { get; set; }
|
|
|
|
Coroutine _waitUntilCardIsInQueueCoroutine { get; set; }
|
|
|
|
bool IsNullView { get; }
|
|
|
|
bool IsLoadResorces { get; }
|
|
|
|
void InitializeVoiceInfo(int cardID);
|
|
|
|
void SetupIconAnimations(BattleCardBase card, SkillCollectionBase skills);
|
|
|
|
VfxBase LoadResource();
|
|
|
|
VfxBase GetResourcePathes(List<BattleManagerBase.ResourceInfo> resourceInfos);
|
|
|
|
VfxBase LoadChoiceTransformCardsResources(BattleCardBase card);
|
|
|
|
VfxBase GetChoiceTransformCardsResourcePathes(BattleCardBase card, List<BattleManagerBase.ResourceInfo> resourceInfos, bool isRecoveryFinish = false);
|
|
|
|
void ResetTemplate();
|
|
|
|
bool HasChild(string objectName);
|
|
|
|
void AttachChild(string objectName, GameObject gameObject, bool isDestoryEarlierAttached = false);
|
|
|
|
void ReserveAttachChild(string objectName);
|
|
|
|
bool HasReservedAttachChild(string objectName);
|
|
|
|
GameObject DetachChild(string objectName);
|
|
|
|
void DestroyChild(string objectName);
|
|
|
|
VfxBase UnloadResource();
|
|
|
|
void UpdateMovability();
|
|
|
|
void HideCanPlayEffect();
|
|
|
|
GameObject GetCardMeshGameObject();
|
|
|
|
void UpdateParameterView(int offence, int life, int cost, string name, bool isOnField, bool isRecovery = false, bool useNormalCost = false);
|
|
|
|
void UpdateOffence(int offence);
|
|
|
|
void UpdateLife(int life);
|
|
|
|
void UpdateCost(List<int> costList, bool isGenerateInHand = true, bool playEffect = true, bool isForceUpdate = false, bool isOnlyFixedUseCost = false);
|
|
|
|
List<int> GetUseCostList(int cost, bool useNomalCost = false);
|
|
|
|
void UpdateCostWithoutFixedUse(int cost);
|
|
|
|
void SetTillingAndOffset(Vector2 tilling, Vector2 offset);
|
|
|
|
void SetVoiceFileCueName(string cueName);
|
|
|
|
void PlayVoice(string voiceName);
|
|
|
|
void StopVoice();
|
|
|
|
void ShowInHandFrameEffect(bool enable);
|
|
|
|
void ShowInHandFrameEffect(bool enable, HandCardFrameEffectType type);
|
|
|
|
void ShowFusionMetamorphoseFrameEffect(bool enable);
|
|
|
|
VfxBase ResetCardView(CardParameter baseParameter);
|
|
|
|
VfxBase RecoveryInPlay();
|
|
|
|
VfxBase RecoveryInHand();
|
|
|
|
VfxBase ShowHandCardInfo(bool isRecovery = false, bool modifyParameterLabel = true);
|
|
|
|
void HideHandCardInfo();
|
|
|
|
VfxBase ShowAttackFinished();
|
|
|
|
VfxBase ShowAttackFinished(SkillBase skill);
|
|
|
|
void HideAttackFinished();
|
|
|
|
VfxBase InitializeBattleCardIcon(BattleCardBase card, SkillCollectionBase collection, bool isStackWhiteRitual = false);
|
|
|
|
VfxBase InitializeBattleCardStackIcon(BattleCardBase card, SkillCollectionBase collection);
|
|
|
|
VfxBase ShowBattleCardIcon();
|
|
|
|
void SetCostLabelEnable(bool isEnable);
|
|
|
|
void SetNormalLabelEnable(bool isEnable);
|
|
|
|
GameObject GetChild(string objectName);
|
|
|
|
void InitHandParameter();
|
|
|
|
void UpdateCostViewStrategy(bool isForceUpdate = false);
|
|
|
|
void InitHandParameterIconPos(HandParameter.IconLayout layout);
|
|
|
|
VfxBase UpdateBattleCardIconLabelNumber(BattleCardBase card, SkillCollectionBase collection);
|
|
|
|
VfxBase UpdateStackWhiteRitualIconNumber();
|
|
|
|
void SetCutInLayerNormalObject();
|
|
|
|
void ResetPlayQueueFlags();
|
|
|
|
void SetParameterIconEnable(bool isEnable);
|
|
|
|
VfxBase AddBattleCardIcon(string iconType, string iconFileName);
|
|
|
|
VfxBase DeleteBattleCardIcon(string iconType);
|
|
|
|
void SetNotCancelColliderEnable(bool isEnable);
|
|
|
|
void InitCostViewAnim();
|
|
|
|
VfxBase LoadEvolveFrameEffect();
|
|
|
|
VfxBase HideBattleCardIcon();
|
|
}
|