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using System;
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using System.Linq;
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using Cysharp.Threading.Tasks;
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using Gameplay.Character;
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using Gameplay.Common;
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using Gameplay.Unit;
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namespace Gameplay.Level
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{
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public partial class Level
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{
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const int INVALID_STAGE_INDEX = -1;
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private const int STAR_TARGET_COUNT = 3;
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private readonly bool[] _starTargets = new bool[3];
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public int currentStageIndex { get; private set; } = INVALID_STAGE_INDEX;
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public int StarCount => _starTargets.Count(isSuccess => isSuccess);
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public LevelData.Stage CurrentStage =>
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CheckStageIndex(currentStageIndex) ? _levelData.stages[currentStageIndex] : null;
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public void InitRules()
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{
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currentStageIndex = INVALID_STAGE_INDEX;
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InitStarConditions();
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EnterNextStage();
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}
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public void ReleaseRules()
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{
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ReleaseStarConditions();
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ExitStage();
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}
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public void EnterNextStage()
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{
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var nextStageIndex = currentStageIndex + 1;
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EnterStage(nextStageIndex);
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}
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public void EnterStage(int stageIndex)
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{
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if (!CheckStageIndex(stageIndex))
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return;
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if (currentStageIndex != INVALID_STAGE_INDEX)
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{
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ExitStage();
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}
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currentStageIndex = stageIndex;
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InitStageConditions();
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}
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public void ExitStage()
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{
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if (CheckStageIndex(currentStageIndex))
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{
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currentStageIndex = INVALID_STAGE_INDEX;
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ReleaseStageConditions();
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}
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}
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public async void TryExitLevel(bool isSuccess)
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{
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// TODO: 临时处理,后续需要修改
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SetPause(true);
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await ChangeStateNextFrame(new EndState(this));
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LevelManager.Instance.TryExitLevel(isSuccess);
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DebugUtil.LogY($"exit level,result:{isSuccess}");
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}
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private void OnStageSuccess()
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{
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if (IsAllStageFinished())
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{
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TryExitLevel(true);
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}
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else
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{
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EnterNextStage();
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}
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}
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private void OnStageFailed()
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{
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TryExitLevel(false);
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}
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private bool CheckStageIndex(int index)
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{
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return index > INVALID_STAGE_INDEX && index < _levelData.stages.Count;
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}
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public static bool IsEnemy(GameUnit character1, GameUnit character2)
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{
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return IsEnemy(character1.commonData.troopId, character2.commonData.troopId);
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}
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public static bool IsEnemy(int troop1, int troop2)
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{
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return troop1 != troop2;
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}
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public bool IsAllDead(int troopId)
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{
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return _characterManager.FindOne(c => c.troopId == troopId && !c.statusData.isDead) == null;
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}
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public bool IsAnyOneDead(int troopId)
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{
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return _characterManager.FindOne(c => c.troopId == troopId && c.statusData.isDead) != null;
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}
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public int GetFactionCount(cfg.CharacterCfg.Efaction faction, int troopId)
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{
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return _characterManager.FindAll(c =>
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c.troopId == troopId && c.runtimeData.configData.faction == faction).Count;
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}
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public int GetJobCount(cfg.CharacterCfg.Ejob job, int troopId)
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{
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return _characterManager.FindAll(c =>
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c.troopId == troopId && c.runtimeData.configData.job == job).Count;
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}
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public int GetRarityCount(int rarity, int troopId)
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{
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return _characterManager.FindAll(c =>
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c.troopId == troopId && (int)c.runtimeData.configData.rarity == rarity).Count;
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}
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public string GetCurrStageSuccessConditionDesc()
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{
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if (CheckStageIndex(currentStageIndex))
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{
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return CurrentStage.successCondition.GetConditionLocalization();
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}
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return null;
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}
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public bool GetStarIsSuccess(int index)
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{
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return _starTargets[index];
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}
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public string GetStarTargetLocalization(int index)
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{
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return _levelData.starTarget[index].GetConditionLocalization();
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}
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private bool IsAllStageFinished()
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{
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return currentStageIndex >= _levelData.stages.Count - 1;
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}
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private async UniTask ChangeStateNextFrame(LevelBaseState state)
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{
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await UniTask.NextFrame();
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_stateMachine.ChangeState(state);
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}
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}
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}
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