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.
37 lines
811 B
C#
37 lines
811 B
C#
using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Player.Emotion;
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public interface IPlayerEmotion : IEmotion
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{
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IEnumerable<GameObject> IconObjects { get; }
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VfxBase LoadResource();
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VfxBase ShowButtons();
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VfxBase HideButtons();
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VfxBase HideButtons(GameObject iconObject);
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void CancelShowButtons();
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void ResetPlayCount();
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void AddPlayCount();
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void FocusIcon(GameObject go);
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void UnfocusAllIcons();
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VfxBase PlayEmotionFromIconObject(GameObject iconObject);
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string GetVoiceTextFromIconObject(GameObject iconObject);
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bool IsContainsEmotionType(ClassCharaPrm.EmotionType type);
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void DebugLogNotHiddenEmoteButton(TouchControl touchControl, VfxMgr emotionVfxMgr, SequentialVfxPlayer currentVfx);
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}
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