252 lines
8.2 KiB
C#
252 lines
8.2 KiB
C#
using Framework;
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using Gameplay.Camp;
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using Gameplay.LegionBattle.Unit;
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using Gameplay.Net;
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using Google.Protobuf.Collections;
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using NLDPB;
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using PhxhSDK;
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using System.Collections.Generic;
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namespace Gameplay.LegionBattle
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{
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public sealed partial class LegionBattleManager : Singlenton<LegionBattleManager>, IUpdatable
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{
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/// <summary>
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/// 是否军团战中
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/// </summary>
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public bool IsLegionBattle { get; private set; }
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/// <summary>
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/// 是否进入军团战完成
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/// </summary>
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public bool IsLegionBattleOK { get; private set; }
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private void InitAction()
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{
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IsLegionBattle = false;
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IsLegionBattleOK = false;
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EventManager.Instance.Register(EventManager.EventName.EnterLegionBattle, OnServerEnterLegionBattle);
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EventManager.Instance.Register(EventManager.EventName.EnterLegionBattleSuccess, OnServerEnterLegionBattleOK);
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EventManager.Instance.Register(EventManager.EventName.ExitLegionBattle, OnServerExitLegionBattle);
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}
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private void ReleaseAction()
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{
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EventManager.Instance.Unregister(EventManager.EventName.ExitLegionBattle, OnServerExitLegionBattle);
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EventManager.Instance.Unregister(EventManager.EventName.EnterLegionBattleSuccess, OnServerEnterLegionBattleOK);
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EventManager.Instance.Unregister(EventManager.EventName.EnterLegionBattle, OnServerEnterLegionBattle);
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}
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#region 进入军团战
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/// <summary>
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/// 向服务器发送消息进入军团战
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/// </summary>
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/// <param name="id"></param>
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/// <param name="finishCallback"></param>
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/// <param name="param"></param>
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/// <param name="isPlay">剧情加载完成后是否立即播放</param>
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public void TryEnterLegionBattleByServer()
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{
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WaitingForServer.Instance.EventWaiting(WaitingForServer.EventName.FightEnter, false);
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if (IsLegionBattle)
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{
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DebugUtil.LogError($"进入军团战失败!当前正处于军团战中!");
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WaitingForServer.Instance.EventDone(WaitingForServer.EventName.FightEnter);
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return;
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}
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CurLegionBattle = new();
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NetHelper.EnterLegionBattle(); // 进入军团战消息
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}
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/// <summary>
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/// 向服务器发送消息退出军团战
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/// </summary>
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public void TryExitLegionBattleByServer()
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{
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WaitingForServer.Instance.EventWaiting(WaitingForServer.EventName.FightEnter, false);
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if (!IsLegionBattleOK)
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{
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DebugUtil.LogError($"退出军团战失败!当前不处于军团战中!");
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WaitingForServer.Instance.EventDone(WaitingForServer.EventName.FightEnter);
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return;
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}
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NetHelper.ExitLegionBattle(); // 退出军团战消息
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}
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/// <summary>
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/// 进入军团战(不经过服务器)
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/// </summary>
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public void EnterLegionBattle()
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{
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IsLegionBattle = true;
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GameStateManager.Instance.ChangeState(new GameStateLegionBattle());
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}
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/// <summary>
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/// 退出军团战(经过服务器)
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/// </summary>
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public void ExitLegionBattle()
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{
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IsLegionBattleOK = false;
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IsLegionBattle = false;
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GameStateManager.Instance.ChangeState(new GameStateCampScene());
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}
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#endregion
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#region 同步数据
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/// <summary>
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/// 同步初始化军团战军团数据
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/// </summary>
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public void InitLegionData(int mapId, uint startTime, int timeLength, MSG_LB_Legion legionAData, MSG_LB_Legion legionBData)
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{
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CurLegionBattle.InitLegionData(mapId, startTime, timeLength, legionAData, legionBData);
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}
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/// <summary>
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/// 同步初始化军团战玩家数据
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/// </summary>
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public void InitActorData(MSG_LB_Actor actorData)
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{
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CurLegionBattle.InitActorUnit(actorData);
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}
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/// <summary>
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/// 同步初始化军团战建筑数据
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/// </summary>
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public void InitBuildingData(MSG_LB_Building buildingData)
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{
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CurLegionBattle.InitBuildingInfo(buildingData);
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}
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/// <summary>
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/// 更新军团战玩家数据
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/// </summary>
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/// <param name="index"></param>
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/// <param name="actorData"></param>
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public void UpdateActorData(MSG_LB_ActorUpdate actorData)
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{
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CurLegionBattle.UpdateActorData(actorData);
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}
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/// <summary>
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/// 通过id更新军团战玩家数据
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/// </summary>
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/// <param name="id"></param>
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/// <param name="command"></param>
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/// <param name="x"></param>
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/// <param name="z"></param>
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/// <param name="pathX"></param>
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/// <param name="pathZ"></param>
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public void UpdateActorDataById(uint id, BattlefieldActorCommand command, int x, int z, RepeatedField<uint> pathX, RepeatedField<uint> pathZ)
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{
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CurLegionBattle.UpdateActorInfoById(id, command, x, z, pathX, pathZ);
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}
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/// <summary>
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/// 通过索引更新军团战建筑数据
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/// </summary>
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public void UpdateBuildingDataByIndex(int index, BattlefieldActorCamp camp, int defCount, int total)
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{
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CurLegionBattle.UpdateBuildingInfoByIndex(index, camp, defCount, total);
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}
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/// <summary>
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/// 设置军团战分数
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/// </summary>
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/// <param name="aScore"></param>
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/// <param name="bScore"></param>
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public void UpdateScore(int aScore, int bScore)
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{
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CurLegionBattle.SetScore(aScore, bScore);
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if (IsLegionBattle)
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EventManager.Instance.Send(EventManager.EventName.UpdateLegionBattleScore);
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}
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#endregion
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#region 获取数据
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/// <summary>
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/// 尝试获取友方军团数据
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/// </summary>
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/// <param name="legionData"></param>
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/// <returns></returns>
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public bool TryGetMyLegionData(out LegionData legionData)
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{
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return CurLegionBattle.TryGetLegionData(CurLegionBattle.MyCamp, out legionData);
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}
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/// <summary>
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/// 尝试获取军团数据
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/// </summary>
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public bool TryGetLegionData(BattlefieldActorCamp camp, out LegionData legionData)
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{
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return CurLegionBattle.TryGetLegionData(camp, out legionData);
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}
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/// <summary>
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/// 尝试获取玩家数据
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/// </summary>
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/// <param name="actorId"></param>
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/// <param name="actorData"></param>
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/// <returns></returns>
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public bool TryGetActorData(uint actorId, out LegionActorData actorData)
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{
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return CurLegionBattle.TryGetActorData(actorId, out actorData);
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}
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/// <summary>
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/// 获取友方军团玩家列表
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/// </summary>
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public void GetMyLegionActorList(ref List<LegionActorData> listActorData)
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{
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CurLegionBattle.GetActorDataListByCamp(CurLegionBattle.MyCamp, ref listActorData);
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}
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#endregion
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#region 回调
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/// <summary>
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/// 服务器回调进入军团战
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/// </summary>
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private void OnServerEnterLegionBattle()
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{
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WaitingForServer.Instance.EventDone(WaitingForServer.EventName.FightEnter);
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EnterLegionBattle();
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}
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/// <summary>
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/// 服务器回调进入军团战完成
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/// </summary>
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private void OnServerEnterLegionBattleOK()
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{
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IsLegionBattleOK = true;
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}
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/// <summary>
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/// 服务器退出军团战
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/// </summary>
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private void OnServerExitLegionBattle()
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{
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WaitingForServer.Instance.EventDone(WaitingForServer.EventName.FightEnter);
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ExitLegionBattle();
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}
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#endregion
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/// <summary>
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/// 军团战测试Log
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/// </summary>
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public static void Debug(string content)
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{
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DebugUtil.Log($"(军团战)<color=#00FFFF>{content}</color>");
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}
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}
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} |