486 lines
11 KiB
C#
486 lines
11 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 Gameplay.Fight.FightStory;
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using Gameplay.Fight.FightStory.Data;
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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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/// 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 公有字段
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/// <summary>
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/// 战斗内剧情数据,如果没有则为空
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/// </summary>
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public FightStoryData fightStoryData { get; private set; }
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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 { get; private set; }
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/// <summary>
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/// 关卡名
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/// </summary>
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public string Name
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{
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get { return CommonUtils.GetLocalizeText(E_LocalizePrefix.LevelName, Cfg.Id); }
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}
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/// <summary>
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/// 关卡描述
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/// </summary>
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public string Desc
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{
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get { return CommonUtils.GetLocalizeText(E_LocalizePrefix.LevelDesc, Cfg.Id); }
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}
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/// <summary>
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/// 关卡序号
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/// </summary>
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public string Number
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{
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get { return CommonUtils.GetLocalizeText(E_LocalizePrefix.LevelNumber, Cfg.Id); }
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}
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/// <summary>
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/// 章节序号
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/// </summary>
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public string ChapterNumber
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{
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get
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{
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if (null == ChapterInfo)
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return string.Empty;
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return ChapterInfo.Number;
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}
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}
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/// <summary>
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/// 完整序号
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/// </summary>
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public string FullNumebr
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{
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get
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{
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string chapterNumber = ChapterNumber;
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string levelNumber = Number;
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if (string.Empty == chapterNumber)
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{
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if (string.Empty == levelNumber)
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return string.Empty;
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return $"0-{levelNumber}";
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}
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if (string.Empty == levelNumber)
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return $"{chapterNumber}-0";
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return $"{chapterNumber}-{levelNumber}";
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}
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}
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#endregion
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#region Data
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/// <summary>
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/// 所属关卡组信息
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/// </summary>
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public LevelGroupInfo GroupInfo
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{
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get
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{
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if (0 == Cfg.LevelGroupID)
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return null;
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LevelManager.Instance.TryGetLevelGroupInfoByID(Cfg.LevelGroupID, out LevelGroupInfo levelGroupInfo);
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return levelGroupInfo;
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}
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}
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/// <summary>
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/// 所属章节信息
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/// </summary>
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public ChapterInfo ChapterInfo
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{
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get { return GroupInfo?.ChapterInfo; }
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}
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/// <summary>
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/// 环境类型
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/// </summary>
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public EnvironmentType Environment
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{
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get
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{
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if (null == MapData)
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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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/// <summary>
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/// 是否锁住
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/// </summary>
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public bool IsLock { get; private set; } = true;
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/// <summary>
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/// 能否进入
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/// </summary>
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public bool CanEnter
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{
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get { return !IsLock && IsConstEnough(); }
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}
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/// <summary>
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/// 地图数据
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/// </summary>
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public MapData MapData
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{
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get { return mapData; }
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}
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/// <summary>
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/// 关卡数据
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/// </summary>
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public LevelData LevelData
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{
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get { return levelData; }
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}
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/// <summary>
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/// 是否剧情
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/// </summary>
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public bool IsStory
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{
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get { return !string.IsNullOrWhiteSpace(Cfg.StoryID); }
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}
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/// <summary>
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/// 环境buff描述
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/// </summary>
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public string EnvironmentBuffString
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{
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get
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{
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return CommonUtils.GetLocalizeText(TableManager.Instance.Tables.EnviormentConfig.Get((int)Environment).DescLocal);
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}
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}
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#endregion
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#region 服务器数据
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/// <summary>
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/// 完成的星级或分数
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/// </summary>
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public int Score
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{
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get
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{
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if (null == serverData)
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return 0;
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return ChapterInfo.Cfg.Type switch
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{
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E_ChapterType.War => serverData.Score,
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_ => serverData.StarCount,
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};
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}
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}
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/// <summary>
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/// 最大星级或者分数
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/// </summary>
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public int ScoreMax
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{
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get
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{
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switch (ChapterInfo.Cfg.Type)
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{
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case E_ChapterType.War:
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{
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int total = 0;
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if (null == LevelData)
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return total;
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foreach (ConditionModifier conditionModifier in LevelData.scoreTarget)
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{
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total += conditionModifier.score;
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}
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return total;
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}
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default:
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return (int)NLDPB.GlobalDefine.MaxLevelStar;
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}
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}
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}
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public int GetScoreTarget(int index)
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{
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if (index >= LevelData.scoreTarget.Count)
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{
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DebugUtil.LogError($"获取战役评价索引超出限制,index:{index}");
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return 0;
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}
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var condition = LevelData.scoreTarget[index];
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return condition.score;
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}
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/// <summary>
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/// 关卡评级
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/// </summary>
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public E_WarRating WarRating
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{
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get { return LevelUtils.GetWarLevelRatingByLevelInfo(this); }
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}
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/// <summary>
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/// 星级达成结果
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/// </summary>
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public bool[] StarResult
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{
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get
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{
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if (null == serverData)
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return new bool[(int)NLDPB.GlobalDefine.MaxLevelStar];
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return serverData.star.Select(s => s > 0).ToArray();
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}
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}
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public bool[] ScoreResult
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{
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get
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{
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bool[] results = new bool[15];
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if (null == serverData)
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return results;
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uint value = serverData.star[1];
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for (int i = 0; i < results.Length; ++i)
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{
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results[i] = ((value >> i) & 1u) == 1u;
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}
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return results;
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}
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}
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/// <summary>
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/// 是否通关
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/// </summary>
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public bool IsPass
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{
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get
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{
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if (null == serverData)
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return false;
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return serverData.isPassed;
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}
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}
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/// <summary>
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/// 红点
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/// </summary>
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public RedPointNode RedPoint { get; private set; }
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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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IsLock = true;
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RefreshServerData(true);
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Load();
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}
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private async void Load()
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{
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mapData = await MapUtils.LoadMapData(Cfg.MapData);
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levelData = await LevelUtils.LoadLevelData(Cfg.Id);
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fightStoryData = await FightStoryUtils.LoadFightStoryData(Cfg.FightStoryNameId);
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if (mapData == null)
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{
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DebugUtil.LogError("Map data is null, level id = {0}", Cfg?.Id);
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}
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if (levelData == null)
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{
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DebugUtil.LogError("Level data is null, level id = {0}", Cfg?.Id);
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}
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}
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#region API
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/// <summary>
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/// 获取解锁条件文本
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/// </summary>
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/// <returns></returns>
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public string GetUnlockLocalizationText()
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{
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string res = string.Empty;
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foreach (int id in Cfg.Unlock)
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{
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if (null != res && string.Empty != res)
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res += ",";
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res += ConditionManager.Instance.GetConditionLocalization(id);
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}
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return res;
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}
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/// <summary>
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/// 获得星级目标的文本
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/// </summary>
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/// <param name="targetIndex"></param>
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/// <returns></returns>
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public string GetStarTargetLocalizationText(int targetIndex)
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{
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List<ConditionModifier> 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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/// <summary>
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/// 刷新服务器数据
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/// </summary>
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/// <param name="isReset"></param>
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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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#endregion
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#region 私有方法
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/// <summary>
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/// 体力是否足够
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/// </summary>
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/// <returns></returns>
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private bool IsConstEnough()
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{
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if (null == Cfg.CostItems || Cfg.CostItems.Count <= 0)
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return true;
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bool result = true;
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foreach (cfg.item.ItemCounts costItem in Cfg.CostItems)
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{
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int currCount = (int)Actor.Instance.Item.GetItemCount(costItem.Id);
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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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/// <summary>
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/// 构造红点树
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/// </summary>
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/// <param name="parent"></param>
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public void ConstructRedPointTree(RedPointNode parent)
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{
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RedPoint = RedPointManager.Instance.AddDynamicNode(NodeType.Level, parent, Cfg.Id);
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}
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/// <summary>
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/// 添加注册解锁条件
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/// </summary>
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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(Cfg.Unlock, OnUnlockConditionChanged);
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}
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/// <summary>
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/// 解锁回调
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/// </summary>
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/// <param name="result"></param>
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/// <param name="callBackParam"></param>
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/// <param name="reactionID"></param>
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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($"关卡未解锁,id:{Cfg.Id}");
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EventManager.Instance.Send(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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#endregion
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}
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/// <summary>
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/// 战役评级
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/// </summary>
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public enum E_WarRating
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{
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C = 0,
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B = 1,
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A = 2,
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S = 3
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}
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public static class WarRating
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{
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public static Dictionary<E_WarRating, string> WarRatingPath = new Dictionary<E_WarRating, string>()
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{
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[E_WarRating.C] = "Assets/Art/UI/Texture/LevelSelectNew/War/UI_C.png",
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[E_WarRating.B] = "Assets/Art/UI/Texture/LevelSelectNew/War/UI_B.png",
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[E_WarRating.A] = "Assets/Art/UI/Texture/LevelSelectNew/War/UI_A.png",
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[E_WarRating.S] = "Assets/Art/UI/Texture/LevelSelectNew/War/UI_S.png",
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};
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} |