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