Files
Dpr-ScriptsOnly/Assets/DPR/SequenceEditor/ISequenceViewSystem.cs
2023-07-01 21:07:29 -05:00

103 lines
3.0 KiB
C#

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);
}
}