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;
using Gameplay.Guide;
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using NLDPB;
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using UnityEngine;
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using Debug = DebugUtil;
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using cfg.LevelCfg;
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using Gameplay.Effect;
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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;
/// <summary>
/// 剧情加载完成后是否立即播放
/// </summary>
private bool isPlay;
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private object _levelParam;
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private Action _enterLevelFinishCallBack;
private Action _exitLevelFinishCallBack;
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/// <summary>
/// 退出关卡是否切换主场景回调
/// </summary>
public Func<bool> ExitLevelChangeMainFunc;
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private int _bgmID;
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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; set; }
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public bool IsSweep { get; 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 async void OnServerResponseExitLevel(ItemList itemList)
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{
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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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{
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var filterItemList = CommonUtils.GetLevelRewardFilterItemList(itemList);
var listItem = new ListItem(filterItemList);
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CommonUtils.FilterListItem(listItem);
if (GuideManager.Instance.IsGuiding && 300003 == CurrLevel.Cfg.Id) // 引导中不显示序章剧情3的奖励
{
ExitLevelDirectly(_exitLevelFinishCallBack);
_exitLevelFinishCallBack = null;
}
else if (listItem.Length > 0)
{
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_EnterStorySettle(listItem);
}
else
{
ExitLevelDirectly(_exitLevelFinishCallBack);
_exitLevelFinishCallBack = null;
}
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}
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else
{
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StopBGM();
//TeamManager.IsHideAllUI = true;
TeamManager.Instance.TeamUIClose();
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if (IsSuccess)
{
// CommonUtils.CaptureScreenshot();
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// UIManager.Instance.OpenWindow(UINameConst.UIMissionWin, itemList).Forget();
await ShowTransitionMgr.Instance.ShowLevelTransition(UI_LevelTransitionController.OpenType.Success);
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await SettleSceneProcess(itemList, false);
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}
else
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{
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await ShowTransitionMgr.Instance.ShowLevelTransition(UI_LevelTransitionController.OpenType.Fail);
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if (!UIManager.Instance.IsWindowOpening(UINameConst.UIDefeatGame))
{
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UIDefeatGameController.Open().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)
{
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if (!Instance.TryGetLevelInfoByID(levelID, out LevelInfo levelInfo))
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{
Debug.LogError($"关卡不存在id:{levelID}");
return;
}
if (levelInfo.IsStory)
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GameStateManager.Instance.ChangeState(new GameStateStory(levelInfo.Cfg.StoryID.ToString(), isPlay));
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else
GameStateManager.Instance.ChangeState(new GameStateLevel(levelID));
CurrLevel = levelInfo;
IsInLevel = true;
_enterLevelFinishCallBack?.Invoke();
_enterLevelFinishCallBack = null;
// if (!levelInfo.IsStory)
// PlayBGM();
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}
public void _ExitLevelDirectly()
{
if (!CurrLevel.IsStory)
TeamManager.Instance.Release();
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var levelID = CurrLevel.Cfg.Id;
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var isPVP = false;
if (CurrentLevel != null)
{
isPVP = CurrentLevel.IsPvPLevel;
}
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if (null != ExitLevelChangeMainFunc && !ExitLevelChangeMainFunc.Invoke())
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{
CurrLevel = null;
IsInLevel = false;
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EventManager.Instance.Send(EventManager.EventName.GuideExitLevel);
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}
else
{
if (isPVP)
//GameStateManager.Instance.ChangeState(new GameStateMainScene());
GameStateManager.Instance.ChangeState(new GameStateMainScene(false,
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async () =>
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{
CurrLevel = null;
IsInLevel = false;
if (!SignUpManager.Instance.NeedShowDailyAccumulate)
{
await JumpToManager.JumpFuncAsync(cfg.JumpFuncType.PVP_Main);
}
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}));
else
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GameStateManager.Instance.ChangeState(new GameStateMainScene(false,
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async () =>
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{
CurrLevel = null;
IsInLevel = false;
if (!SignUpManager.Instance.NeedShowDailyAccumulate)
{
await JumpToManager.JumpFuncAsync(cfg.JumpFuncType.Level_Select, levelID);
}
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}));
}
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ExitLevelChangeMainFunc = null;
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_exitLevelFinishCallBack?.Invoke();
_exitLevelFinishCallBack = null;
_cacheSettleData = null;
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}
public void ExitLevelOnLogout()
{
if (!IsInLevel)
{
return;
}
if (!CurrLevel.IsStory)
TeamManager.Instance.Release();
var levelID = CurrLevel.Cfg.Id;
var isPVP = false;
if (CurrentLevel != null)
{
isPVP = CurrentLevel.IsPvPLevel;
}
if (null != ExitLevelChangeMainFunc && !ExitLevelChangeMainFunc.Invoke())
{
CurrLevel = null;
IsInLevel = false;
EventManager.Instance.Send(EventManager.EventName.GuideExitLevel);
}
else
{
CurrLevel = null;
IsInLevel = false;
}
ExitLevelChangeMainFunc = null;
_exitLevelFinishCallBack?.Invoke();
_exitLevelFinishCallBack = null;
_cacheSettleData = null;
}
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private async void _EnterStorySettle(ListItem listItem)
{
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CommonUtils.CaptureScreenshot();
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await ShowTransitionMgr.Instance.EnterBlackTransition(true);
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await ShowTransitionMgr.Instance.EnterBlack();
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await UniTask.Delay(150);
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await UI_GetItemWindowController.Open(listItem, UI_GetItemWindowController.EShowType.StorySettle, cb: () =>
{
ExitFromLevel();//自己传入关闭奖励领取界面的后续操作
});
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await UniTask.Delay(250);
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await ShowTransitionMgr.Instance.ExitBlack();
ShowTransitionMgr.Instance.ExitTransition();
}
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async void ExitFromLevel()
{
await GameSceneHelper.Instance.UnLoadSceneForRt();
AudioManager.Instance.StopAll();
LevelManager.Instance.ExitLevelDirectly();
EffectManager.instance.rootObj.SetActive(true);
UIManager.Instance.CloseWindow(UINameConst.UIMissionWin);
}
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#region API
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/// <summary>
/// 向服务器发送消息准备进入关卡
/// </summary>
/// <param name="id"></param>
/// <param name="finishCallback"></param>
/// <param name="param"></param>
/// <param name="isPlay">剧情加载完成后是否立即播放</param>
public void TryEnterLevel(int id, Action finishCallback = null, object param = null, bool isPlay = true)
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{
IsSweep = false;
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if (IsInLevel)
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{
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Debug.LogError($"进入关卡失败!当前正处于关卡中!当前关卡ID{CurrLevel.Cfg.Id}");
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return;
}
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if(!TryGetLevelInfoByID(id, out LevelInfo levelInfo))
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{
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Debug.LogError($"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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//清掉上次的奖励
Actor.Instance.RewardItems.Clear();
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var team = TeamEditManager.Instance.GetSelectTeam();
_cacheSettleData = new LevelSettleData(id, team);
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var temIdx = TeamEditManager.Instance.SelectTeamIdx;
NetHelper.EnterLevel((uint)id, (uint)temIdx);
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if (LevelManager.Instance.TryGetLevelInfoByID(id,out LevelInfo curLevelInfo))
{
BIManager.Instance.TrackEvent("level_event", new Dictionary<string, object>//关卡事件开始
{
{"level_id", curLevelInfo.Cfg.Id},
{"level_type" ,(int)curLevelInfo.ChapterInfo.Cfg.Type},
{"difficulty", (int)curLevelInfo.GroupInfo.Cfg.LevelDifficulty},
{"event", 0},
{"auto", 0}
});
}
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_enterLevelFinishCallBack = finishCallback;
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_levelParam = param;
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_levelIDTryToEnter = id;
this.isPlay = isPlay;
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}
//向服务器发送消息退出关卡
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public void TryExitLevel(bool isSuccess, Action finishCallback = null, bool isGiveup = false)
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{
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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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List<uint> starResult = new() { 0, 0, 0 };
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if (E_ChapterType.War == CurrLevel.ChapterInfo.Cfg.Type)
{
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if (CurrentLevel != null && CurrentLevel.StarResult != null)
{
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starResult[0] = (uint)CurrentLevel.Score; // 第一位记录分数
for (int i = 0; i < CurrentLevel.StarResult.Count; ++i)
{
uint result = CurrentLevel.StarResult[i];
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if (result > 0)
starResult[1] += 1u << i; // 按位存是否完成目标
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}
}
}
else
{
if (CurrentLevel != null && CurrentLevel.StarResult != null)
{
for (int i = 0; i < CurrentLevel.StarResult.Count; ++i)
{
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uint result = CurrentLevel.StarResult[i];
if (result > 0 && result <= starResult.Count)
{
starResult[(int)result - 1] = 1;
}
}
}
}
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IsSuccess = isSuccess;
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//由于pvp关卡结算不走这边流程所以这里不需要判断
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if (CurrLevel != null)
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{
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var curLevelInfo = CurrLevel;
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BIManager.Instance.TrackEvent("level_event", new Dictionary<string, object>//关卡通关成功打点
{
{"level_id", curLevelInfo.Cfg.Id},
{"level_type" ,(int)curLevelInfo.ChapterInfo.Cfg.Type},
{"difficulty", (int)curLevelInfo.GroupInfo.Cfg.LevelDifficulty},
{"event", isSuccess? 1 : isGiveup ? 3 : 2 },//0开始/1 成功 / 2 :失败 / 3 中途退出
{"auto", 0}
});
}
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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);
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if (!TryGetLevelInfoByID(levelID, out LevelInfo levelInfo))
return;
if (!levelInfo.IsStory && GuideManager.Instance.IsGuiding)
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PlayBGM();
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}
//直接退出关卡,不走服务器
public void ExitLevelDirectly(Action exitLevelFinishCallBack = null)
{
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if (IsSweep)
return;
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_exitLevelFinishCallBack = exitLevelFinishCallBack;
_ExitLevelDirectly();
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}
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public void PlayBGM()
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{
//_bgmID = await AudioManager.Instance.PlayAudio("NLD_BGM_01");
AudioManager.Instance.StopAll();
_bgmID = AudioManager.Instance.PlayAudio("bgm_1", AudioCriManager.EPlayType.Music, null, true);
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}
public void StopBGM()
{
AudioManager.Instance.AudioMgrObj.StopMusicById(_bgmID);
}
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public async UniTask OnPVPSettle()
{
if (CurrentLevel.IsPvPLevel)
{
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// ShowTransitionMgr.Instance.ExitTransition();
// await ShowTransitionMgr.Instance.EnterBlack();
// await UniTask.Delay(250);
// await UI_PVPSettlementController.Open(PVPManager.Instance.IsWin);
// await ShowTransitionMgr.Instance.ExitBlack();
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// ShowTransitionMgr.Instance.ExitTruansition();
// if (PVPManager.Instance.RewardItemList == null || PVPManager.Instance.RewardItemList.Lists.Length <= 0)
// {
// PVPManager.Instance.RewardItemList = Actor.Instance.RewardItems;
// }
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await SettlePvPSceneProcess(PVPManager.Instance.RewardItemList, PVPManager.Instance.IsWin);
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}
}
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#endregion API
}
}