using System; using Dpr.Battle.View; using Dpr.Battle.View.Systems; using Dpr.Trainer; using UnityEngine; public abstract class BattleObjectEntity : BaseEntity { public Animator Animator { get { return null; } } public Renderer[] Renderers { get { return null; } } public BattleShadowCastSystem ShadowCastSystem { get { return null; } } protected void Awake() { } protected void OnDestroy() { } protected void OnEnable() { } protected void OnDisable() { } protected virtual void OnEarlyLateUpdate(float deltatime) { } protected virtual void OnPostLateUpdate(float deltaTime) { } public Transform GetJoint(JointName jointName) { return null; } public Transform GetJointByName(string name) { return null; } public BattleObjectEntity.CharaAutomaticBlinkProcess GetAutomaticBlinkProcess() { return null; } protected void InitializeRendererInfos() { } protected BattleObjectEntity() { } [SerializeField] protected BattleObjectEntity.CharaAutomaticBlinkProcess _blinkProcess; [SerializeField] protected Renderer[] _renderers; [SerializeField] protected Transform[] _locators; [SerializeField] protected BattleObjectEntity.ModelEntityType _modelEntityType; protected float _animationSpeed; protected BattleShadowCastSystem _shadowCastSystem; protected Animator _animator; protected RendererInfo[] _rendererInfos; public enum ModelEntityType { Unknown = -1, Battle, Contest } [Serializable] public class CharaAutomaticBlinkProcess { public bool IsConstantBlink { get { return default(bool); } set { } } public void CreateBlinkProcess(BattleObjectEntity entity) { } public void SetConstantBlink(bool isEnable) { } public void SetBlinkEnabled(bool value) { } public bool IsBlinkEnabled() { return default(bool); } public bool IsBlinking() { return default(bool); } public void SetBlinkTriggerParam(BattleObjectEntity.CharaAutomaticBlinkProcess.BlinkIntParameter param) { } private void SetBlinkState(BattleObjectEntity.CharaAutomaticBlinkProcess.EyeType type) { } public bool IsDefaultEyeTypeAnimState() { return default(bool); } public void OnUpdate(float deltaTime) { } private void OnUpdateBlink(float deltaTime) { } private bool UpdateBlink(float deltaTime) { return default(bool); } private void StartBlink() { } private void DoSettingOnEndBlink() { } private void ChangeBlinkPhase(BattleObjectEntity.CharaAutomaticBlinkProcess.BlinkPhase phase) { } private void ResetBlinkPhace() { } private BattleObjectEntity.CharaAutomaticBlinkProcess.BlinkPhase DecideNextBlinkPhase() { return BattleObjectEntity.CharaAutomaticBlinkProcess.BlinkPhase.NONE; } private bool CanFirstBlinkStart() { return default(bool); } private bool CanSecondBlinkStart() { return default(bool); } public CharaAutomaticBlinkProcess() { } public const BattleObjectEntity.CharaAutomaticBlinkProcess.EyeType EYE_TYPE_NEUTRAL = BattleObjectEntity.CharaAutomaticBlinkProcess.EyeType.Normal; public const float BLINKING_TIME_MAX = 2f; private static readonly BattleObjectEntity.CharaAutomaticBlinkProcess.EyeType[] EYE_BLINK_TABLE; [SerializeField] private BattleObjectEntity.CharaAutomaticBlinkProcess.BlinkType _blinkType; [SerializeField] private bool _isBlinkEnabled; [SerializeField] private bool[] _eye01; [SerializeField] private BattleObjectEntity.CharaAutomaticBlinkProcess.BlinkValue[] _blinkValues; [SerializeField] private BattleObjectEntity.CharaAutomaticBlinkProcess.EyeType _currentEyeType; private int _currentState; public TrainerAge trainerAge; public int blinkIntervalTimeMin; public int blinkIntervalTimeMax; public int blinkTwiceRate; private bool _isConstantBlink; private BattleObjectEntity.CharaAutomaticBlinkProcess.BlinkPhase _prevExecuteBlinkPhase; private BattleObjectEntity.CharaAutomaticBlinkProcess.BlinkPhase _blinkPhase; private BattleObjectEntity.CharaAutomaticBlinkProcess.BlinkIntParameter _prevParameter; private BattleObjectEntity.CharaAutomaticBlinkProcess.BlinkIntParameter _requestParameter; private BattleObjectEntity _entity; private float _blinkIntervalTime; private float _blinkingTime; private int _blinkStep; public enum BlinkType { Unknown = -1, Pokemon, Trainer } public enum EyeType { Normal, HalfClosed, Closed, Damage, Angry, Happy, Sad, Reserve } public enum BlinkIntParameter { Default, Sleep = 3 } public enum CurveValueType { LocalRotation, LocalPosition, LocalScale } public enum BlinkPhase { NONE, ONCE, TWICE } [Serializable] public class BlinkValue { public Transform TargetNode { get { return null; } set { } } public BattleObjectEntity.CharaAutomaticBlinkProcess.CurveValueType CurveValueType { get { return BattleObjectEntity.CharaAutomaticBlinkProcess.CurveValueType.LocalRotation; } set { } } public Vector4[] Values { get { return null; } set { } } public BlinkValue() { } [SerializeField] private Transform _targetNode; [SerializeField] private BattleObjectEntity.CharaAutomaticBlinkProcess.CurveValueType _curveValueType; [SerializeField] private Vector4[] _values; } } public string name; }