Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Recovery/NullRecoveryManager.cs
gamer147 824309ec44 feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the
AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed
the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
2026-06-05 20:30:59 -04:00

64 lines
1.3 KiB
C#

using System;
using System.Collections;
using Cute;
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Recovery;
public class NullRecoveryManager : IRecoveryManager
{
public DataMgr.BattleType BattleType => DataMgr.BattleType.None;
public bool? DidPlayerGoFirst => null;
public int RandomSeed => 0;
public bool HasMulliganInfo => false;
public int BackGroundId => -1;
public string BgmId => "NONE";
public long RecordTime => 0L;
public int IdxChangeSeed => -1;
public event Action OnStartRecovery;
public event Action OnEndDataRecovery;
public event Action OnEndRecovery;
public void Setup()
{
this.OnStartRecovery.Call();
this.OnEndDataRecovery.Call();
this.OnEndRecovery.Call();
}
public VfxBase Recovery(BattlePlayer battlePlayer, BattleEnemy battleEnemy, Func<IEnumerator, Coroutine> startCoroutine)
{
return NullVfx.GetInstance();
}
public VfxBase UpdateRecovery()
{
return NullVfx.GetInstance();
}
public void RecoveryBeforeMulligan()
{
}
public VfxBase RecoveryMulligan(BattlePlayer battlePlayer, BattleEnemy battleEnemy)
{
return NullVfx.GetInstance();
}
public string RecoveryPopSkillTargetCardName()
{
return string.Empty;
}
}