using System; using UnityEngine; namespace Dpr.SequenceEditor { public interface ISequenceViewSystem { void OnUpdate(bool deltaTime); void OnLateUpdate(bool deltaTime); void ResetPokemon(object vPos, int frame, object moveType, object placement); void GetDefaultPokePos(object vPos, object pos, object deg, object placement); object GetPokeModel(object vPos); object GetPokeSize(object side, bool isGPoke); void ResetTrainer(object vPos, bool isOrigin, object placement); object GetTrainerModel(object vPos); string GetBallModelPath(int idx); void ResetAll(); void SEQ_CMD_ResetDefaultCamera(int frame, object moveType, object system); bool SeqComFunc_IsFlipEffect(object target, object subTarget); object SeqComFunc_GetTargetChara(object trg, int idx); //object SeqComFunc_GetTargetChara(object trg, int idx); object SeqComFunc_GetTargetPoke(object target, int index); object SeqComFunc_GetTargetPokeSub(object target); object SeqComFunc_GetTargetPoke_Org(int idx); void SeqComFunc_GetPokeRelativePos(object opt, object pRetPos, object pRetRot, object pRetScale, bool isCameraAdjust); void SeqComFunc_GetSpecialPos(object trgType, object retPos, object retRot); void SeqComFunc_GetPokeFiledPos(object retPos, object retRot, object plater, bool isAttack); int SeqComFunc_GetTargetPokeNum(bool isCheck); object SeqComFunc_GetTargetCharaVPos(object target, int index); void SeqComFunc_CalcPokeDir(Vector3 nowPos, object trgPoke, object trgNode, object retRot, bool isVertical); void SeqComFunc_CalcPosDir(Vector3 nowPos, Vector3 trgPos, object retRot, bool isVertical); void SeqComFunc_MoveRelativePoke(object iPtrObj, int frame, object opt, bool isTrainer); void SeqComFunc_MoveSpecialPos(object iPtrObj, int frame, object trgType, Vector3 ofs, bool isRotate, bool isFlip); object SeqComFunc_GetEffectBallInfo(int idx); void SetTerrainChipVisibility(bool disp); void StartWeather(object weather); void SetSuspendSequenceFunc(object type); object GetTaskManager(); object GetTaskManagerLate(); object GetBattlePokeParam(object pos); object GetMainModule(); object GetWazaParam(); object SetWazaParam(object param); string GetBttleWazaModelPath(string idx); void CheckWazaDataPath_Particle(object path, int idx, bool isBallEffect, bool isCapture, bool isAttributeEffect, bool isStreamLineEffect); object GetSequenceSystem(); object GetCharacterSystem(); object GetCameraSystem(); object GetBattleWeatherSystem(); object GetBattleGroundEffectSystem(); object GetSoundPlayingIDHashTable(); bool IsStencilEnable { get; set; } bool blurry { get; set; } void SetIsSoundPlayingFinishCheckInvalid(bool value); } }