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.
127 lines
3.5 KiB
C#
127 lines
3.5 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.View;
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public interface IPlayerView : IBattlePlayerView
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{
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bool _isEvolutionSkillSelect { get; set; }
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bool IsEvolutionStart { get; set; }
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bool IsEvolutionVfx { get; set; }
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bool IsMenuOpen { get; set; }
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BattleCardBase DetailOpenCard { get; }
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bool CanPlayerEndTurnImmediately { get; }
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bool IsShowTurnEndDialogOfNotAttackingOrPlaying { get; }
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bool IsShowTurnEndDialogOfNotUsingHeroSkill { get; }
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bool IsMenuCloseEscape { get; set; }
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GameObject CardMoveEffect { get; set; }
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event Action OnRetire;
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event Func<bool> OnCheckImmediateTurnEnd;
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event Action OnStartMoveCard;
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event Action OnCancelMoveCard;
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event Action OnOpenEvolveDialoguePanel;
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event Action OnLockOn;
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event Action OnReleaseLockOn;
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event Action OnOpenDetailPanel;
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void HideDetailPanel();
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void ShowTurnEndDialog(GameObject return_obj = null);
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void UpdateTurnEndPulseEffect();
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void CallOnOpenEvolveDialoguePanel();
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void DragArrowStart(BattleManagerBase battleMgr, BattleCardBase attackCard, GameObject arrowHead);
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void DragArrowStart(BattleManagerBase battleMgr, GameObject startObject, GameObject arrowHead, bool isTargettingEnemy = true);
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void DragArrow(BattleManagerBase battleMgr, GameObject arrowHead, Vector3 pos);
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void ShowTurnEndButton(bool showEffect = true);
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void MoveCardCancel(BattleCardBase hitCard, Vector3 position, Quaternion rotation, bool IsPress);
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bool IsDetailOn();
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void MoveCardStart(BattleCardBase moveCard, bool isEffectAndSoundOn);
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void CancelCardDrag(BattleCardBase cardBeingDragged);
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void ShowDetailPanel(BattleManagerBase battleMgrBase, OperateMgr operateMgr, BattleCardBase card, DetailPanelControl.ShowRequest showRequest, BattleLogItem.CardTextureOption textureOption = BattleLogItem.CardTextureOption.Null, BuffInfo buff = null, string divergenceId = "", int logTextureId = 0);
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BattleCardBase GetDetailCard();
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void ResetTouchable();
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VfxBase HideTurnEndPulseEffect();
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bool IsMoving();
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void OffNotHideAndNotCreate();
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void ForceShowTurnEndButton();
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void ClearDifferentiatePopUp(List<BattlePlayerViewBase.BattleDialogItem> deselectionItem);
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void ShowPlayerTurnEnd(bool isAuto = false);
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void HideSubDetailPanel();
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void ShowKeyPanel(int page);
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void HideKeyPanel();
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DialogBase CreateKeyPanel(BattleCardBase card, UILabel label, CardMaster.CardMasterId cardMasterId, CardParameter baseParameter);
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DialogBase ShowRetireConfirmPanel();
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DialogBase CreateBattleSetting();
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void MoveCard(BattleCardBase hitCard, Vector3 pos);
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void CardMoveEffectSwitch(bool on);
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void SetDetailScreenPosition(bool right);
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Effect DetailPanelSelectEffectOn(BattleCardBase selectedCard, DetailPanelControl.ShowRequest request);
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void DetailPanelSelectEffectOff();
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void GetCardSelectedWithButton(Camera camera, ref UIButton button, ref BattleCardBase card, ref GameObject check);
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void ShowDetailPanelList(BattleManagerBase battleMgrBase, OperateMgr operateMgr, List<BattleCardBase> cards, DetailPanelControl.ShowRequest showRequest);
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void LockOnAttackTarget(BattleCardBase Attacker, BattleCardBase Target);
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bool IsFieldDetailOn();
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DialogBase ShowFusionCardPlayDialog(EventDelegate onClickOk, Action onClose);
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void HideModeEffect(bool on);
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void DetailReverseOver();
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void AddPopUpPanel(NonDialogPopup popup, BattlePlayerViewBase.BattleDialogItem item);
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}
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