using Framework; using Gameplay.Net; using System; using System.Collections.Generic; using Code.Scripts.Gameplay.Game; using Cysharp.Threading.Tasks; using Gameplay.Guide; using NLDPB; using UnityEngine; 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; /// /// 剧情加载完成后是否立即播放 /// private bool isPlay; private object _levelParam; private Action _enterLevelFinishCallBack; private Action _exitLevelFinishCallBack; /// /// 退出关卡是否切换主场景回调 /// public Func ExitLevelChangeMainFunc; private int _bgmID; public bool IsInLevel { get; private set; } public bool IsSuccess { get; private set; } public LevelInfo CurrLevel { get; private set; } private void InitAction() { IsInLevel = false; CurrLevel = null; RegisterEventAction(); } private void ReleaseAction() { UnregisterEventAction(); _enterLevelFinishCallBack = null; _exitLevelFinishCallBack = null; _levelParam = null; } private void RegisterEventAction() { EventManager.Instance.Register(EventManager.EventName.ServerResponseEnterLevel, OnServerResponseEnterLevel); EventManager.Instance.Register(EventManager.EventName.ServerResponseExitLevel, OnServerResponseExitLevel); } private void UnregisterEventAction() { EventManager.Instance.Unregister(EventManager.EventName.ServerResponseEnterLevel, OnServerResponseEnterLevel); EventManager.Instance.Unregister(EventManager.EventName.ServerResponseExitLevel, OnServerResponseExitLevel); } //服务器回消息,进入关卡 private void OnServerResponseEnterLevel() { if (_levelIDTryToEnter != NO_LEVEL_FLAG) { _EnterLevelDirectly(_levelIDTryToEnter); } else Debug.LogError($"levelID 不合法,无法进入关卡,levelID:{_levelIDTryToEnter}"); _levelIDTryToEnter = NO_LEVEL_FLAG; } private async void OnServerResponseExitLevel(ItemList itemList) { if (!IsInLevel) { Debug.LogError("当前未处于关卡中"); return; } if (CurrLevel.IsStory) { var filterItemList = CommonUtils.GetLevelRewardFilterItemList(itemList); var listItem = new ListItem(filterItemList); CommonUtils.FilterListItem(listItem); if (listItem.Length > 0) { _EnterStorySettle(listItem); } else { ExitLevelDirectly(_exitLevelFinishCallBack); _exitLevelFinishCallBack = null; } } else { StopBGM(); if (IsSuccess) { // CommonUtils.CaptureScreenshot(); // UIManager.Instance.OpenWindow(UINameConst.UIMissionWin, itemList).Forget(); await ShowTransitionMgr.Instance.ShowLevelTransition(UI_LevelTransitionController.OpenType.Success); await SettleSceneProcess(itemList); } else { await ShowTransitionMgr.Instance.ShowLevelTransition(UI_LevelTransitionController.OpenType.Fail); if (!UIManager.Instance.IsWindowOpening(UINameConst.UIDefeatGame)) { UIDefeatGameController.Open().Forget(); } } } SaveFightLevel(CurrLevel); } private void _EnterLevelDirectly(int levelID) { var levelInfo = Instance.GetLevelInfoByID(levelID); if (levelInfo == null) { Debug.LogError($"关卡不存在,id:{levelID}"); return; } if (levelInfo.IsStory) GameStateManager.Instance.ChangeState(new GameStateStory(levelInfo.StoryID + "", isPlay)); else GameStateManager.Instance.ChangeState(new GameStateLevel(levelID)); CurrLevel = levelInfo; IsInLevel = true; _enterLevelFinishCallBack?.Invoke(); _enterLevelFinishCallBack = null; if (!levelInfo.IsStory) PlayBGM(); } public void _ExitLevelDirectly() { if (!CurrLevel.IsStory) TeamManager.Instance.Release(); var levelID = CurrLevel.ID; var isPVP = false; if (CurrentLevel != null) { isPVP = CurrentLevel.IsPvPLevel; } CurrLevel = null; IsInLevel = false; if (null != ExitLevelChangeMainFunc && !ExitLevelChangeMainFunc.Invoke()) EventManager.Instance.Send(EventManager.EventName.GuideExitLevel); else { if (isPVP) GameStateManager.Instance.ChangeState(new GameStateMainScene()); // GameStateManager.Instance.ChangeState(new GameStateMainScene( // () => { JumpToManager.JumpFunc(cfg.JumpFuncType.PVP_Main); })); else GameStateManager.Instance.ChangeState(new GameStateMainScene(false, () => { JumpToManager.JumpFunc(cfg.JumpFuncType.Level_Select, levelID); })); } ExitLevelChangeMainFunc = null; _exitLevelFinishCallBack?.Invoke(); _exitLevelFinishCallBack = null; _cacheSettleData = null; } private async void _EnterStorySettle(ListItem listItem) { await CommonUtils.CaptureScreenshot(); await ShowTransitionMgr.Instance.EnterBlackTransition(true); await ShowTransitionMgr.Instance.EnterBlack(); await UniTask.Delay(150); await UI_GetItemWindowController.Open(listItem, UI_GetItemWindowController.EShowType.StorySettle); await UniTask.Delay(250); await ShowTransitionMgr.Instance.ExitBlack(); ShowTransitionMgr.Instance.ExitTransition(); } #region API /// /// 向服务器发送消息准备进入关卡 /// /// /// /// /// 剧情加载完成后是否立即播放 public void TryEnterLevel(int id, Action finishCallback = null, object param = null, bool isPlay = true) { if (IsInLevel) { Debug.LogError($"进入关卡失败!当前正处于关卡中!当前关卡ID:{CurrLevel.ID}"); return; } var levelInfo = GetLevelInfoByID(id); if (levelInfo == null) { Debug.LogError($"关卡不存在,id:{id}"); return; } if (!levelInfo.CanEnter) { Debug.LogError($"关卡无法进入,id:{id}"); return; } //清掉上次的奖励 Actor.Instance.RewardItems.Clear(); var team = TeamEditManager.Instance.GetSelectTeam(); _cacheSettleData = new LevelSettleData(id, team); NetHelper.EnterLevel((uint)id, 0); _enterLevelFinishCallBack = finishCallback; _levelParam = param; _levelIDTryToEnter = id; this.isPlay = isPlay; } //向服务器发送消息退出关卡 public void TryExitLevel(bool isSuccess, Action finishCallback = null) { if (!IsInLevel) { Debug.LogError("当前未处于关卡中"); return; } var StarResult = CurrentLevel?.StarResult ?? new List(); IsSuccess = isSuccess; NetHelper.ExitLevel(isSuccess, StarResult); _exitLevelFinishCallBack = finishCallback; } //直接进入关卡,不通过服务器 public void EnterLevelDirectly(int levelID, Action enterLevelFinishCallBack = null, object param = null) { _enterLevelFinishCallBack = enterLevelFinishCallBack; _levelParam = param; _EnterLevelDirectly(levelID); var levelInfo = GetLevelInfoByID(levelID); if (!levelInfo.IsStory) PlayBGM(); } //直接退出关卡,不走服务器 public void ExitLevelDirectly(Action exitLevelFinishCallBack = null) { _exitLevelFinishCallBack = exitLevelFinishCallBack; _ExitLevelDirectly(); } public void GetStarReward(int levelGroupID, int index) { if (dicLevelGroupInfo.TryGetValue(levelGroupID, out var chapterInfo)) { if (chapterInfo.CanGetReward(index)) { DebugUtil.Log($"[Level] 发送领取章节奖励!章节ID{levelGroupID} index:{index}"); NetHelper.LevelGroupReward((uint)levelGroupID, (uint)index); return; } } Debug.LogError($"无法领取章节奖励,chapter ID:{levelGroupID} index:{index}"); } public void PlayBGM() { //_bgmID = await AudioManager.Instance.PlayAudio("NLD_BGM_01"); _bgmID = AudioManager.Instance.PlayAudio("bgm_1", AudioCriManager.EPlayType.Music); } public void StopBGM() { AudioManager.Instance.AudioMgrObj.StopMusicById(_bgmID); } public async UniTask OnPVPSettle() { if (CurrentLevel.IsPvPLevel) { ShowTransitionMgr.Instance.ExitTransition(); await ShowTransitionMgr.Instance.EnterBlack(); await UniTask.Delay(250); await UI_PVPSettlementController.Open(PVPManager.Instance.IsWin); await ShowTransitionMgr.Instance.ExitBlack(); ShowTransitionMgr.Instance.ExitTransition(); } } #endregion API } }