Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Player.Emotion/NullPlayerEmotion.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

92 lines
1.8 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Player.Emotion;
public class NullPlayerEmotion : IPlayerEmotion, IEmotion
{
public Vector3 LeaderPosition => Vector3.zero;
public IEnumerable<GameObject> IconObjects => null;
public bool Enable { get; set; }
public event Func<ClassCharaPrm.EmotionType, VfxBase> OnPlay;
public VfxBase PlayEmotion(ClassCharaPrm.EmotionType emoteType, float hideTextTime)
{
return NullVfx.GetInstance();
}
public VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text)
{
return NullVfx.GetInstance();
}
public VfxBase ReceiveOpponentEmotion(ClassCharaPrm.EmotionType emoteType)
{
return NullVfx.GetInstance();
}
public VfxBase LoadResource()
{
return NullVfx.GetInstance();
}
public VfxBase ShowButtons()
{
return NullVfx.GetInstance();
}
public VfxBase HideButtons()
{
return NullVfx.GetInstance();
}
public VfxBase HideButtons(GameObject iconObject)
{
return NullVfx.GetInstance();
}
public void CancelShowButtons()
{
}
public void ResetPlayCount()
{
}
public void AddPlayCount()
{
}
public void FocusIcon(GameObject go)
{
}
public void UnfocusAllIcons()
{
}
public VfxBase PlayEmotionFromIconObject(GameObject iconObject)
{
return NullVfx.GetInstance();
}
public string GetVoiceTextFromIconObject(GameObject iconObject)
{
return string.Empty;
}
public bool IsContainsEmotionType(ClassCharaPrm.EmotionType type)
{
return false;
}
public void DebugLogNotHiddenEmoteButton(TouchControl touchControl, VfxMgr emotionVfxMgr, SequentialVfxPlayer currentVfx)
{
}
}