using GeometryTD.DataTable; namespace GeometryTD.CustomComponent { internal interface ICombatSchedulerPort { DRLevel CurrentLevel { get; } int DisplayPhaseIndex { get; } int PhaseCount { get; } int CurrentCoin { get; } int CurrentBaseHp { get; } bool CanEndCombat { get; } void ChangeState(CombatStateBase nextState); bool TryEndCombatByPlayer(); bool TryDebugFail(string errorMessage); bool OnCombatFinishReturnRequested(); } }