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https://github.com/izzy2lost/Dpr-ScriptsOnly.git
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103 lines
3.0 KiB
C#
103 lines
3.0 KiB
C#
using System;
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using UnityEngine;
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namespace Dpr.SequenceEditor
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{
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public interface ISequenceViewSystem
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{
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void OnUpdate(bool deltaTime);
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void OnLateUpdate(bool deltaTime);
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void ResetPokemon(object vPos, int frame, object moveType, object placement);
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void GetDefaultPokePos(object vPos, object pos, object deg, object placement);
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object GetPokeModel(object vPos);
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object GetPokeSize(object side, bool isGPoke);
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void ResetTrainer(object vPos, bool isOrigin, object placement);
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object GetTrainerModel(object vPos);
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string GetBallModelPath(int idx);
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void ResetAll();
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void SEQ_CMD_ResetDefaultCamera(int frame, object moveType, object system);
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bool SeqComFunc_IsFlipEffect(object target, object subTarget);
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object SeqComFunc_GetTargetChara(object trg, int idx);
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//object SeqComFunc_GetTargetChara(object trg, int idx);
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object SeqComFunc_GetTargetPoke(object target, int index);
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object SeqComFunc_GetTargetPokeSub(object target);
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object SeqComFunc_GetTargetPoke_Org(int idx);
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void SeqComFunc_GetPokeRelativePos(object opt, object pRetPos, object pRetRot, object pRetScale, bool isCameraAdjust);
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void SeqComFunc_GetSpecialPos(object trgType, object retPos, object retRot);
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void SeqComFunc_GetPokeFiledPos(object retPos, object retRot, object plater, bool isAttack);
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int SeqComFunc_GetTargetPokeNum(bool isCheck);
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object SeqComFunc_GetTargetCharaVPos(object target, int index);
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void SeqComFunc_CalcPokeDir(Vector3 nowPos, object trgPoke, object trgNode, object retRot, bool isVertical);
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void SeqComFunc_CalcPosDir(Vector3 nowPos, Vector3 trgPos, object retRot, bool isVertical);
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void SeqComFunc_MoveRelativePoke(object iPtrObj, int frame, object opt, bool isTrainer);
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void SeqComFunc_MoveSpecialPos(object iPtrObj, int frame, object trgType, Vector3 ofs, bool isRotate, bool isFlip);
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object SeqComFunc_GetEffectBallInfo(int idx);
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void SetTerrainChipVisibility(bool disp);
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void StartWeather(object weather);
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void SetSuspendSequenceFunc(object type);
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object GetTaskManager();
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object GetTaskManagerLate();
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object GetBattlePokeParam(object pos);
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object GetMainModule();
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object GetWazaParam();
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object SetWazaParam(object param);
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string GetBttleWazaModelPath(string idx);
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void CheckWazaDataPath_Particle(object path, int idx, bool isBallEffect, bool isCapture, bool isAttributeEffect, bool isStreamLineEffect);
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object GetSequenceSystem();
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object GetCharacterSystem();
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object GetCameraSystem();
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object GetBattleWeatherSystem();
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object GetBattleGroundEffectSystem();
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object GetSoundPlayingIDHashTable();
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bool IsStencilEnable { get; set; }
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bool blurry { get; set; }
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void SetIsSoundPlayingFinishCheckInvalid(bool value);
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}
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}
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