292 lines
7.1 KiB
C#
292 lines
7.1 KiB
C#
using Gameplay;
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using Gameplay.Level;
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using Gameplay.Net;
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using System.Collections.Generic;
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using System.Linq;
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using cfg.RedPoint;
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using Cysharp.Threading.Tasks;
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using Framework;
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using Framework.Condition;
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using Debug = DebugUtil;
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using System;
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using cfg.LevelCfg;
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using static MapData;
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/// <summary>
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/// 关卡信息
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/// </summary>
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public class LevelInfo : IRedPointTreeNode
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{
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#region 私有字段
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/// <summary>
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/// 关卡配置信息
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/// </summary>
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private readonly DataLevel cfg;
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/// <summary>
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/// 关卡数据
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/// </summary>
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private LevelData levelData;
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/// <summary>
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/// 地图数据
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/// </summary>
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private MapData mapData;
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/// <summary>
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/// 服务器关卡数据
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/// </summary>
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private Gameplay.Net.LevelInfo serverData;
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/// <summary>
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/// 红点
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/// </summary>
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private RedPointNode redPointNode;
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/// <summary>
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/// 章节索引
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/// </summary>
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private int _chapterIndex = -1;
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/// <summary>
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/// 关卡索引
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/// </summary>
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private int _levelIndex = -1;
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/// <summary>
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/// 解锁条件id
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/// </summary>
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private int unLockConditionId;
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#endregion
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#region config
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/// <summary>
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/// 配置数据
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/// </summary>
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public DataLevel Cfg
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{
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get { return cfg; }
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}
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/// <summary>
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/// 所在关卡组信息
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/// </summary>
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public LevelGroupInfo GroupInfo
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{
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get { return LevelManager.Instance.GetLevelGroupInfoByID(cfg.LevelGroupID); }
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}
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public ChapterInfo ChapterInfo => GroupInfo?.ChapterInfo;
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//解锁条件
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public int[] UnLockCondition => cfg.Unlock;
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//消耗
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public List<cfg.item.ItemCounts> CostItems => cfg.CostItems;
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public int[] NomralRewardID => cfg.NormalRewardID;
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public int[] FirstRewardID => cfg.FristRewardID;
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//一星奖励
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public int[] StarRewardID_1 => cfg.StarRewardID1;
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//二星奖励
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public int[] StarRewardID_2 => cfg.StarRewardID2;
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//三星奖励
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public int[] StarRewardID_3 => cfg.StarRewardID3;
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public int SettleExp => cfg.SettleExp;
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public int SettleLikability => cfg.SettleLikability;
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public string LevelDataPath => cfg.LevelData;
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public string Name => StringManager.Instance.GetLocalizeTextByKey(cfg.Name);
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public string Desc => StringManager.Instance.GetLocalizeTextByKey(cfg.Desc);
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public string LevelScene => cfg.LevelScene;
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public string MapDataPath => cfg.MapData;
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public float ShadowDistance => cfg.ShadowDistance;
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public string StoryID => cfg.StoryID;
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//章节序号
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public int ChapterIndex
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{
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get
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{
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if (_chapterIndex == -1)
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{
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if (cfg.Id < 100000)
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{
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DebugUtil.LogError("关卡id为{0}的关卡id没到6位", cfg.Id);
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return 0;
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}
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var resultStr = cfg.Id.ToString().Substring(1, 2);
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_chapterIndex = int.Parse(resultStr);
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}
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return _chapterIndex;
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}
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}
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//关卡序号
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public int LevelIndex
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{
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get
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{
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if (_levelIndex == -1)
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{
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if (cfg.Id < 100000)
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{
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DebugUtil.LogError("关卡id为{0}的关卡id没到6位", cfg.Id);
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return 0;
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}
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var resultStr = cfg.Id.ToString().Substring(3, 3);
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_levelIndex = int.Parse(resultStr);
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}
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return _levelIndex;
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}
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}
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#endregion
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#region Data
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public WeatherType WeatherType
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{
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get
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{
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if (LevelData == null)
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return WeatherType.Fog;
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return cfg.LevelWeather;
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}
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}
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public DayNightType DayNightType
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{
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get
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{
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if (LevelData == null)
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return DayNightType.Day;
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return cfg.LevelTime;
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}
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}
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public EnvironmentType EnvironmentType
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{
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get
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{
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if (MapData == null)
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return EnvironmentType.Desert;
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return mapData.environmentType;
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}
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}
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public bool IsLock { get; set; } = true;
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public bool CostEnough => IsConstEnough();
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public bool CanEnter => !IsLock && CostEnough;
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public MapData MapData => mapData ??= MapUtils.LoadMapData(MapDataPath);
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public LevelData LevelData => levelData ??= LevelUtils.LoadLevelData(cfg.Id);
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public bool IsStory => !string.IsNullOrWhiteSpace(StoryID);
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//返回环境buff
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public string EnvironmentBuffString =>
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CommonUtils.GetLocalizeText(TableManager.Instance.Tables.EnviormentConfig.Get((int)EnvironmentType).DescLocal);
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#endregion
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#region Server Data
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public int StarCount => (int)(serverData == null ? 0 : serverData.StarCount);
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public bool[] StarResult => serverData == null ? new bool[3] : serverData.star.Select(s => s > 0).ToArray();
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public bool HasPass => serverData == null ? false : serverData.isPassed;
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public RedPointNode RedPointNode => redPointNode;
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#endregion
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public LevelInfo(DataLevel config)
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{
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cfg = config;
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RefreshServerData(true);
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}
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private bool IsConstEnough()
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{
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bool result = true;
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if (CostItems == null || CostItems.Count == 0)
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return result;
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foreach (var costItem in CostItems)
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{
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var currCount = Actor.Instance.Item.GetItemCount(costItem.Id);
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result = result && currCount >= costItem.Count;
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if (!result)
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{
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Debug.LogError($"关卡消耗品不足,level id:{cfg.Id}");
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break;
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}
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}
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return result;
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}
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public void RefreshServerData(bool isReset)
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{
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serverData = Actor.Instance.Level.GetLevelInfo((uint)cfg.Id);
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if (isReset)
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{
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IsLock = true;
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AddLockConditionReaction();
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}
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}
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public void ConstructRedPointTree(RedPointNode parent)
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{
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redPointNode = RedPointManager.Instance.AddDynamicNode(NodeType.Level, parent, cfg.Id);
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}
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//获得星级目标的文本
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public string GetStarTargetLocalizationText(int targetIndex)
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{
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var starTarget = LevelData.starTarget;
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if (targetIndex < 0 || targetIndex >= starTarget.Count)
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return null;
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return starTarget[targetIndex].GetConditionLocalization();
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}
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private void AddLockConditionReaction()
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{
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ConditionReactor.Instance.RemoveReaction(unLockConditionId);
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unLockConditionId = ConditionReactor.Instance.AddReaction(UnLockCondition, OnUnlockConditionChanged);
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}
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private void OnUnlockConditionChanged(bool result, object callBackParam, int reactionID)
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{
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if (result)
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{
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IsLock = false;
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DebugUtil.Log($"[Level] level unlock,id:{cfg.Id}");
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EventManager.Instance.Send<int>(EventManager.EventName.LevelUnlock, cfg.Id);
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ConditionReactor.Instance.RemoveReaction(reactionID);
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}
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}
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public void ConstructRedPointTree(int parentID)
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{
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throw new NotImplementedException();
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}
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} |