Line endings: LF everywhere
.gitattributes forces LF (CRLF only for .bat/.cmd), core.autocrlf is off; files that differed only by CRLF are normalized.
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@@ -1,26 +1,26 @@
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using System;
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namespace Cthangover.Core.Battle
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{
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/// <summary>
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/// Plays a specific animation type. Each player is keyed by
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/// AnimationType so the registry can dispatch animations without
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/// knowing concrete player types. The onComplete callback chains
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/// into the action machine's polling loop.
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/// </summary>
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public interface IBattleAnimationPlayer
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{
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/// <summary>
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/// String key used by <see cref="AnimationRegistry"/> to select
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/// this player for a given <see cref="IBattleAnimation.AnimationType"/>.
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/// </summary>
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string AnimationType { get; }
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/// <summary>
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/// Starts playing the animation described by <paramref name="anim"/>.
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/// Must invoke <paramref name="onComplete"/> once the animation
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/// finishes, so the action machine can advance to the next step.
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/// </summary>
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void Play(IBattleAnimation anim, Action onComplete);
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}
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}
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using System;
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namespace Cthangover.Core.Battle
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{
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/// <summary>
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/// Plays a specific animation type. Each player is keyed by
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/// AnimationType so the registry can dispatch animations without
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/// knowing concrete player types. The onComplete callback chains
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/// into the action machine's polling loop.
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/// </summary>
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public interface IBattleAnimationPlayer
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{
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/// <summary>
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/// String key used by <see cref="AnimationRegistry"/> to select
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/// this player for a given <see cref="IBattleAnimation.AnimationType"/>.
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/// </summary>
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string AnimationType { get; }
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/// <summary>
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/// Starts playing the animation described by <paramref name="anim"/>.
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/// Must invoke <paramref name="onComplete"/> once the animation
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/// finishes, so the action machine can advance to the next step.
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/// </summary>
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void Play(IBattleAnimation anim, Action onComplete);
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}
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}
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