NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Level/LevelManager.Action.cs

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using Framework;
using Gameplay.Net;
using System;
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using System.Collections.Generic;
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using Code.Scripts.Gameplay.Game;
using Cysharp.Threading.Tasks;
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using UnityEngine;
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using Debug = DebugUtil;
namespace Gameplay.Level
{
public partial class LevelManager
{
//todo 修改服务器回消息底层逻辑后处理进入关卡失败的逻辑
const int NO_LEVEL_FLAG = -1;
private int _levelIDTryToEnter = NO_LEVEL_FLAG;
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private object _levelParam;
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private Action _enterLevelFinishCallBack;
private Action _exitLevelFinishCallBack;
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public bool IsInLevel { get; private set; }
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public bool IsSuccess { get; private set; }
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public LevelInfo CurrLevel { get; private set; }
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private void InitAction()
{
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IsInLevel = false;
CurrLevel = null;
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RegisterEventAction();
}
private void ReleaseAction()
{
UnregisterEventAction();
_enterLevelFinishCallBack = null;
_exitLevelFinishCallBack = null;
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_levelParam = null;
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}
private void RegisterEventAction()
{
EventManager.Instance.Register(EventManager.EventName.ServerResponseEnterLevel, OnServerResponseEnterLevel);
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EventManager.Instance.Register<ItemList>(EventManager.EventName.ServerResponseExitLevel,
OnServerResponseExitLevel);
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}
private void UnregisterEventAction()
{
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EventManager.Instance.Unregister(EventManager.EventName.ServerResponseEnterLevel,
OnServerResponseEnterLevel);
EventManager.Instance.Unregister<ItemList>(EventManager.EventName.ServerResponseExitLevel,
OnServerResponseExitLevel);
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}
//服务器回消息,进入关卡
private void OnServerResponseEnterLevel()
{
if (_levelIDTryToEnter != NO_LEVEL_FLAG)
{
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_EnterLevelDirectly(_levelIDTryToEnter);
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}
else
Debug.LogError($"levelID 不合法,无法进入关卡,levelID:{_levelIDTryToEnter}");
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_levelIDTryToEnter = NO_LEVEL_FLAG;
}
private void OnServerResponseExitLevel(ItemList itemList)
{
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if (!IsInLevel)
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{
Debug.LogError("当前未处于关卡中");
return;
}
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if (CurrLevel.IsStory)
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{
ExitLevelDirectly(_exitLevelFinishCallBack);
_exitLevelFinishCallBack = null;
}
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else
{
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if (IsSuccess)
{
CommonUtils.CaptureScreenshot();
UIManager.Instance.OpenWindow(UINameConst.UIMissionWin, itemList).Forget();
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}
else
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{
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if (!UIManager.Instance.IsWindowOpening(UINameConst.UIDefeatGame))
{
CommonUtils.CaptureScreenshot();
UIManager.Instance.OpenWindow(UINameConst.UIDefeatGame).Forget();
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}
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}
}
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SaveFightLevel(CurrLevel);
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}
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private void _EnterLevelDirectly(int levelID)
{
var levelInfo = Instance.GetLevelInfoByID(levelID);
if (levelInfo == null)
{
Debug.LogError($"关卡不存在id:{levelID}");
return;
}
if (levelInfo.IsStory)
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GameStateManager.Instance.ChangeState(new GameStateStory(levelInfo.StoryID + ""));
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else
GameStateManager.Instance.ChangeState(new GameStateLevel(levelID));
CurrLevel = levelInfo;
IsInLevel = true;
_enterLevelFinishCallBack?.Invoke();
_enterLevelFinishCallBack = null;
}
public void _ExitLevelDirectly()
{
if (!CurrLevel.IsStory)
TeamManager.Instance.Release();
CurrLevel = null;
IsInLevel = false;
GameStateManager.Instance.ChangeState(new GameStateMainScene());
_exitLevelFinishCallBack?.Invoke();
_exitLevelFinishCallBack = null;
_cacheSettleData = null;
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}
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#region API
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//向服务器发送消息准备进入关卡
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public void TryEnterLevel(int id, Action finishCallback = null, object param = null)
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{
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if (IsInLevel)
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{
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Debug.LogError($"进入关卡失败!当前正处于关卡中!当前关卡ID{CurrLevel.ID}");
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return;
}
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var levelInfo = GetLevelInfoByID(id);
if (levelInfo == null)
{
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Debug.LogError($"关卡不存在id:{id}");
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return;
}
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if (!levelInfo.CanEnter)
{
Debug.LogError($"关卡无法进入id:{id}");
return;
}
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var team = TeamEditManager.Instance.GetSelectTeam();
_cacheSettleData = new LevelSettleData(id, team);
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NetHelper.EnterLevel((uint)id, 0);
_enterLevelFinishCallBack = finishCallback;
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_levelParam = param;
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_levelIDTryToEnter = id;
}
//向服务器发送消息退出关卡
public void TryExitLevel(bool isSuccess, Action finishCallback = null)
{
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if (!IsInLevel)
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{
Debug.LogError("当前未处于关卡中");
return;
}
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var StarResult = CurrentLevel?.StarResult ?? new List<uint>();
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IsSuccess = isSuccess;
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NetHelper.ExitLevel(isSuccess, StarResult);
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_exitLevelFinishCallBack = finishCallback;
}
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//直接进入关卡,不通过服务器
public void EnterLevelDirectly(int levelID, Action enterLevelFinishCallBack = null, object param = null)
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{
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_enterLevelFinishCallBack = enterLevelFinishCallBack;
_levelParam = param;
_EnterLevelDirectly(levelID);
}
//直接退出关卡,不走服务器
public void ExitLevelDirectly(Action exitLevelFinishCallBack = null)
{
_exitLevelFinishCallBack = exitLevelFinishCallBack;
_ExitLevelDirectly();
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}
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public void GetStarReward(int levelGroupID, int index)
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{
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if (_levelGroupDic.TryGetValue(levelGroupID, out var chapterInfo))
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{
if (chapterInfo.CanGetReward(index))
{
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DebugUtil.Log($"[Level] 发送领取章节奖励!章节ID{levelGroupID} index:{index}");
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NetHelper.LevelGroupReward((uint)levelGroupID, (uint)index);
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return;
}
}
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Debug.LogError($"无法领取章节奖励,chapter ID:{levelGroupID} index:{index}");
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}
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#endregion API
}
}