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.
50 lines
969 B
C#
50 lines
969 B
C#
using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Player.ClassCharacter;
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public interface IClassCharacter
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{
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GameObject GameObject { get; }
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bool IsWaiting { get; }
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bool IsRecovery { get; }
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VfxBase CreateLoadResouceVfx();
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void PlayMotion(ClassCharaPrm.MotionType motionType);
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void ResetMotion();
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void ChangeFace(ClassCharaPrm.FaceType faceType);
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void SetAnimationEnable(bool enable);
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bool IsAnimationEnable();
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VfxBase CreateLoadVoiceResource(string voiceId);
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VfxBase PlayVoice(string voiceId, bool forcePlay = false);
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VfxBase PlaySkinEvolveSe(string skinId, string suffix);
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VfxBase ShowVoiceMessage(string text);
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VfxBase HideVoiceMessage();
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VfxBase SetWaiting(bool flag);
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VfxBase SetRecovery(bool flag);
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VfxBase ResetStatusInfo();
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VfxBase UpdateEnviromentMessage();
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ClassCharaPrm.MotionType GetMotion();
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bool IsNoEvolveShift();
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bool IsOpponentReverse();
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}
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