Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.View/IBattlePlayerView.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
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.
2026-06-05 17:22:20 -04:00

194 lines
5.3 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.View;
public interface IBattlePlayerView
{
ITurnEndButtonUI TurnEndButtonUI { get; }
GameObject EpIcon { get; }
bool IsSelecting { get; }
HandViewBase HandView { get; }
HandControl HandControl { get; }
BattleCardBase SelectSkillActCard { get; }
GameObject TurnEndBtn { get; }
BattleCardBase m_CurrentTarget { get; }
PlayQueueViewBase PlayQueueView { get; }
AttackSelectControl AttackSelectControl { get; }
InPlayViewBase InPlayView { get; }
GameObject StatusParentPanel { get; }
GameObject AnchorL { get; }
GameObject CommonPanel { get; }
GameObject EpPanel { get; }
UIGrid HandDeck { get; }
UIGrid SetDeck { get; }
GameObject CemeteryParent { get; }
GameObject BanishParent { get; }
bool IsNowTurnEnd { get; }
Action<bool> OnCancelSkillTargetSelect { get; set; }
Action<bool> OnCancelPlayCard { get; set; }
Action OnSelect { get; set; }
Transform ChoiceBraveButtonTransform { get; }
bool IsShowCantChoiceBraveText { get; }
VfxBase Recovery(bool doseFirst, bool isFocusHand = true);
VfxBase RecoveryTurnStart();
IList<BattleCardBase> GetSelectCardList();
void ForceStopShowSelect();
void AllClear(bool popUpClose = false, bool isRemoveSideLog = true, bool isStopDrag = true, bool isResetDetail = true);
bool IsTouchable();
void LockOnEffectOff();
void ShowCommonPanel();
void DragArrowStop(BattleManagerBase battleMgr);
VfxBase HandUnfocus();
VfxBase HandFocus();
bool ShowAlertMessageTouchCard(ref BattleCardBase hitCard, ref BattleManagerBase battleMgr);
void DisableSettingFlag();
void HideAlertDialogue();
void HideAlertDialogue(PanelMgr.BattleAlertType alertType);
bool IsShowingAlert();
void ClearPlayQueue();
void ShowAlert(PanelMgr.BattleAlertType AlertType, bool isClass, string text = null);
VfxBase RearrangeHand();
void StopShowSelect(BattleCardBase actCard, bool isAct, bool isTransformskill = false, bool isNewReplayMoveTurn = false);
void RegisterPlayCard(BattleCardBase actCard);
UIButton GetChoiceButtonFromIndex(int index);
GameObject GetCheckFromIndex(int index);
void SetTouchable(bool enable);
void HideTurnEndButton();
void SetCancelSkillChoiceTransformCards(BattleCardBase actCard, BattleCardBase transformCard);
void SetCancelPlayChoiceTransformCards(BattleCardBase actCard, BattleCardBase transformCard);
void SetCancelPlayCardWithChoice(BattleCardBase actCard, List<BattleCardBase> choiceCards);
void ReleaseLockOnTarget();
void ShowChoiceAlert(BattleCardBase card, bool isEvolve, int count, int max);
void StopChoiceSelectUI();
void HideCommonPanel();
void ClearSelectCardList();
void SetSelectCardList(List<BattleCardBase> list);
Vector3 GetPPLabelPosition();
Vector3 GetBPLabelPosition();
VfxBase CreateBeforeFusionVfx(BattleCardBase fusionCard, List<BattleCardBase> ingredientCards);
VfxBase ReturnActCardAfterFusion(IBattleCardView fusionCardView, bool isFusionMetamorphose = false);
SideLogControl GetSideLogControl(bool isSkillTargetSelect);
VfxBase SetIsNowTurnEnd(bool flg);
VfxBase RecoveryInPlayCards();
VfxBase RecoveryClassAndInPlayCardAttachSkillEffect();
VfxBase RecoveryInHandCards();
VfxBase RecoveryBattleUI();
VfxBase CreateStopAttackFloatVfx(IBattleCardView battleCardView);
VfxBase CreateStopShowSelectVfx(BattleCardBase actCard, bool isAct, bool stopChoiceSelectUiImmediately = true, bool isTransformskill = false, bool isNewReplayMoveTurn = false);
void ClearSelectSkillActCard();
VfxBase StartShowSelect(BattleCardBase actCard, SkillBase skill, IEnumerable<BattleCardBase> selectableCards, bool isEvol);
void CancelPlayCard(BattleCardBase actCard, bool isPlay = false, bool isNewReplayMoveTurn = false);
VfxBase StartShowChoice(BattleCardBase actCard, SkillBase choiceSkill, List<BattleCardBase> choiceCards, bool isEvol, BattleCardBase accelerateCard, bool isChoiceBrave);
void StartShowFusionUI(BattleCardBase actCard, IEnumerable<BattleCardBase> selectableCards, int maxSelectCount, EventDelegate onClickDecision);
VfxBase RemoveFusionSelectedCardFromHand(List<BattleCardBase> selectedCards);
void StopFusionUI();
void Setup(GameObject statusPanel, GameObject uiContainer, GameObject btlContainer, GameObject battle3DContainer);
VfxBase RecoveryMulligan();
VfxBase PrepareCardsForAttackSequenceVfx(IBattleCardView attackInitiator, IBattleCardView attackTarget);
void SelectedFusionIngredientCard(int index, bool isActive, int maxSelectCount = 8);
void UpdateFusionUi(bool isTouchableDecisionButton);
void SetNotCancelCollider(List<BattleCardBase> cards, bool isEnable);
void ShowChoiceSelectUI(BattleCardBase actCard, IList<BattleCardBase> choiceCards, SkillBase skill, bool isEvolve, bool isChoiceBrave);
VfxBase HideCardAttackEffects(IList<BattleCardBase> _targetCards);
void ShowChoiceBraveButton(bool isNewReplay);
void UpdateChoiceBraveActivatingEffect(bool isActivating);
void HideChoiceBraveButton();
void UpdateChoiceBraveButtonPulsateEffectAndSprite();
void HideChoiceBraveButtonPulsateEffect();
VfxBase SetBp(int num);
}