using Framework; using Gameplay.Net; using System; 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; private Action _enterLevelFinishCallBack; private Action _exitLevelFinishCallBack; public bool IsSuccess { get; private set; } private void InitAction() { RegisterEventAction(); } private void ReleaseAction() { UnregisterEventAction(); _enterLevelFinishCallBack = null; _exitLevelFinishCallBack = 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) { _enterLevelFinishCallBack?.Invoke(); _enterLevelFinishCallBack = null; GameStateManager.Instance.ChangeState(new GameStateLevel(_levelIDTryToEnter)); } else Debug.LogError($"levelID 不合法,无法进入关卡,levelID:{_levelIDTryToEnter}"); _levelIDTryToEnter = NO_LEVEL_FLAG; } private void OnServerResponseExitLevel(ItemList itemList) { if (CurrentLevel == null) { Debug.LogError("当前未处于关卡中"); return; } if (IsSuccess) { _ = UIManager.Instance.OpenWindow(UINameConst.UIPassGame, itemList); } else { if (!UIManager.Instance.IsWindowOpening(UINameConst.UIDefeatGame)) { _ = UIManager.Instance.OpenWindow(UINameConst.UIDefeatGame); } } _exitLevelFinishCallBack?.Invoke(); _exitLevelFinishCallBack = null; } #region API //向服务器发送消息准备进入关卡 public void TryEnterLevel(int id, Action finishCallback = null) { if (CurrentLevel != null) { Debug.LogError($"进入关卡失败!当前正处于关卡中!当前关卡ID:{CurrentLevel.ID}"); return; } var levelInfo = GetLevelInfoByID(id); if (levelInfo == null) { return; } if (!levelInfo.CanEnter) { Debug.LogError($"关卡无法进入,id:{id}"); return; } NetHelper.EnterLevel((uint)id, 0); _enterLevelFinishCallBack = finishCallback; _levelIDTryToEnter = id; } //向服务器发送消息退出关卡 public void TryExitLevel(bool isSuccess, Action finishCallback = null) { if (CurrentLevel == null) { Debug.LogError("当前未处于关卡中"); return; } var starCount = FightRewardManager.Instance.GetCurLevelPassStarsCount(); IsSuccess = isSuccess; NetHelper.ExitLevel(isSuccess, (uint)starCount); _exitLevelFinishCallBack = finishCallback; } public void ExitLevelDirectly() { TeamManager.Instance.Release(); GameStateManager.Instance.ChangeState(new GameStateMainScene()); } public void GetStarReward(int chapterID, int index) { if (_chapterInfoDic.TryGetValue(chapterID, out var chapterInfo)) { if (chapterInfo.CanGetReward(index)) { DebugUtil.Log($"[Level] 发送领取章节奖励!章节ID{chapterID} index:{index}"); NetHelper.ChapterReward((uint)chapterID, (uint)index); return; } } Debug.LogError($"无法领取章节奖励,chapter ID:{chapterID} index:{index}"); } #endregion API } }