427 lines
15 KiB
C#
427 lines
15 KiB
C#
using Framework;
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using Gameplay.Net;
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using System;
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using System.Collections.Generic;
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using Code.Scripts.Gameplay.Game;
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using Cysharp.Threading.Tasks;
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using Gameplay.Guide;
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using NLDPB;
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using UnityEngine;
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using Debug = DebugUtil;
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using cfg.LevelCfg;
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using Gameplay.Effect;
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namespace Gameplay.Level
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{
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public partial class LevelManager
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{
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//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
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const int NO_LEVEL_FLAG = -1;
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private int _levelIDTryToEnter = NO_LEVEL_FLAG;
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/// <summary>
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/// 剧情加载完成后是否立即播放
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/// </summary>
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private bool isPlay;
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private object _levelParam;
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private Action _enterLevelFinishCallBack;
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private Action _exitLevelFinishCallBack;
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/// <summary>
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/// 退出关卡是否切换主场景回调
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/// </summary>
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public Func<bool> ExitLevelChangeMainFunc;
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private int _bgmID;
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public bool IsInLevel { get; private set; }
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public bool IsSuccess { get; private set; }
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public LevelInfo CurrLevel { get; set; }
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public bool IsSweep { get; set; }
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private void InitAction()
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{
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IsInLevel = false;
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CurrLevel = null;
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RegisterEventAction();
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}
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private void ReleaseAction()
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{
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UnregisterEventAction();
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_enterLevelFinishCallBack = null;
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_exitLevelFinishCallBack = null;
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_levelParam = null;
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}
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private void RegisterEventAction()
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{
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EventManager.Instance.Register(EventManager.EventName.ServerResponseEnterLevel, OnServerResponseEnterLevel);
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EventManager.Instance.Register<ItemList>(EventManager.EventName.ServerResponseExitLevel,
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OnServerResponseExitLevel);
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}
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private void UnregisterEventAction()
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{
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EventManager.Instance.Unregister(EventManager.EventName.ServerResponseEnterLevel,
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OnServerResponseEnterLevel);
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EventManager.Instance.Unregister<ItemList>(EventManager.EventName.ServerResponseExitLevel,
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OnServerResponseExitLevel);
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}
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//服务器回消息,进入关卡
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private void OnServerResponseEnterLevel()
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{
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if (_levelIDTryToEnter != NO_LEVEL_FLAG)
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{
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_EnterLevelDirectly(_levelIDTryToEnter);
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}
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else
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Debug.LogError($"levelID 不合法,无法进入关卡,levelID:{_levelIDTryToEnter}");
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_levelIDTryToEnter = NO_LEVEL_FLAG;
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}
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private async void OnServerResponseExitLevel(ItemList itemList)
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{
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if (!IsInLevel)
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{
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Debug.LogError("当前未处于关卡中");
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return;
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}
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if (CurrLevel.IsStory)
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{
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var filterItemList = CommonUtils.GetLevelRewardFilterItemList(itemList);
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var listItem = new ListItem(filterItemList);
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CommonUtils.FilterListItem(listItem);
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if (GuideManager.Instance.IsGuiding && 300003 == CurrLevel.Cfg.Id) // 引导中不显示序章剧情3的奖励
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{
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ExitLevelDirectly(_exitLevelFinishCallBack);
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_exitLevelFinishCallBack = null;
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}
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else if (listItem.Length > 0)
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{
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_EnterStorySettle(listItem);
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}
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else
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{
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ExitLevelDirectly(_exitLevelFinishCallBack);
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_exitLevelFinishCallBack = null;
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}
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}
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else
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{
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StopBGM();
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//TeamManager.IsHideAllUI = true;
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TeamManager.Instance.TeamUIClose();
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if (IsSuccess)
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{
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// CommonUtils.CaptureScreenshot();
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// UIManager.Instance.OpenWindow(UINameConst.UIMissionWin, itemList).Forget();
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await ShowTransitionMgr.Instance.ShowLevelTransition(UI_LevelTransitionController.OpenType.Success);
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await SettleSceneProcess(itemList, false);
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}
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else
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{
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await ShowTransitionMgr.Instance.ShowLevelTransition(UI_LevelTransitionController.OpenType.Fail);
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if (!UIManager.Instance.IsWindowOpening(UINameConst.UIDefeatGame))
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{
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UIDefeatGameController.Open().Forget();
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}
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}
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}
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SaveFightLevel(CurrLevel);
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}
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private void _EnterLevelDirectly(int levelID)
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{
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if (!Instance.TryGetLevelInfoByID(levelID, out LevelInfo levelInfo))
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{
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Debug.LogError($"关卡不存在,id:{levelID}");
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return;
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}
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if (levelInfo.IsStory)
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GameStateManager.Instance.ChangeState(new GameStateStory(levelInfo.Cfg.StoryID.ToString(), isPlay));
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else
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GameStateManager.Instance.ChangeState(new GameStateLevel(levelID));
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CurrLevel = levelInfo;
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IsInLevel = true;
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_enterLevelFinishCallBack?.Invoke();
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_enterLevelFinishCallBack = null;
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// if (!levelInfo.IsStory)
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// PlayBGM();
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}
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public void _ExitLevelDirectly()
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{
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if (!CurrLevel.IsStory)
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TeamManager.Instance.Release();
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var levelID = CurrLevel.Cfg.Id;
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var isPVP = false;
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if (CurrentLevel != null)
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{
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isPVP = CurrentLevel.IsPvPLevel;
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}
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if (null != ExitLevelChangeMainFunc && !ExitLevelChangeMainFunc.Invoke())
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{
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CurrLevel = null;
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IsInLevel = false;
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EventManager.Instance.Send(EventManager.EventName.GuideExitLevel);
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}
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else
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{
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if (isPVP)
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//GameStateManager.Instance.ChangeState(new GameStateMainScene());
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GameStateManager.Instance.ChangeState(new GameStateMainScene(false,
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async () =>
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{
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CurrLevel = null;
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IsInLevel = false;
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await JumpToManager.JumpFuncAsync(cfg.JumpFuncType.PVP_Main);
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}));
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else
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GameStateManager.Instance.ChangeState(new GameStateMainScene(false,
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async () =>
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{
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CurrLevel = null;
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IsInLevel = false;
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await JumpToManager.JumpFuncAsync(cfg.JumpFuncType.Level_Select, levelID);
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}));
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}
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ExitLevelChangeMainFunc = null;
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_exitLevelFinishCallBack?.Invoke();
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_exitLevelFinishCallBack = null;
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_cacheSettleData = null;
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}
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public void ExitLevelOnLogout()
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{
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if (!IsInLevel)
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{
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return;
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}
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if (!CurrLevel.IsStory)
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TeamManager.Instance.Release();
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var levelID = CurrLevel.Cfg.Id;
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var isPVP = false;
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if (CurrentLevel != null)
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{
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isPVP = CurrentLevel.IsPvPLevel;
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}
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if (null != ExitLevelChangeMainFunc && !ExitLevelChangeMainFunc.Invoke())
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{
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CurrLevel = null;
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IsInLevel = false;
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EventManager.Instance.Send(EventManager.EventName.GuideExitLevel);
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}
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else
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{
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CurrLevel = null;
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IsInLevel = false;
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}
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ExitLevelChangeMainFunc = null;
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_exitLevelFinishCallBack?.Invoke();
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_exitLevelFinishCallBack = null;
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_cacheSettleData = null;
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}
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private async void _EnterStorySettle(ListItem listItem)
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{
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CommonUtils.CaptureScreenshot();
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await ShowTransitionMgr.Instance.EnterBlackTransition(true);
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await ShowTransitionMgr.Instance.EnterBlack();
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await UniTask.Delay(150);
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await UI_GetItemWindowController.Open(listItem, UI_GetItemWindowController.EShowType.StorySettle, cb: () =>
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{
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ExitFromLevel();//自己传入关闭奖励领取界面的后续操作
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});
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await UniTask.Delay(250);
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await ShowTransitionMgr.Instance.ExitBlack();
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ShowTransitionMgr.Instance.ExitTransition();
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}
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async void ExitFromLevel()
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{
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await GameSceneHelper.Instance.UnLoadSceneForRt();
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AudioManager.Instance.StopAll();
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LevelManager.Instance.ExitLevelDirectly();
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EffectManager.instance.rootObj.SetActive(true);
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UIManager.Instance.CloseWindow(UINameConst.UIMissionWin);
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}
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#region API
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/// <summary>
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/// 向服务器发送消息准备进入关卡
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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 TryEnterLevel(int id, Action finishCallback = null, object param = null, bool isPlay = true)
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{
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IsSweep = false;
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if (IsInLevel)
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{
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Debug.LogError($"进入关卡失败!当前正处于关卡中!当前关卡ID:{CurrLevel.Cfg.Id}");
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return;
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}
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if(!TryGetLevelInfoByID(id, out LevelInfo levelInfo))
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{
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Debug.LogError($"关卡不存在,id:{id}");
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return;
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}
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if (!levelInfo.CanEnter)
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{
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Debug.LogError($"关卡无法进入,id:{id}");
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return;
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}
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//清掉上次的奖励
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Actor.Instance.RewardItems.Clear();
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var team = TeamEditManager.Instance.GetSelectTeam();
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_cacheSettleData = new LevelSettleData(id, team);
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var temIdx = TeamEditManager.Instance.SelectTeamIdx;
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NetHelper.EnterLevel((uint)id, (uint)temIdx);
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if (LevelManager.Instance.TryGetLevelInfoByID(id,out LevelInfo curLevelInfo))
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{
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BIManager.Instance.TrackEvent("level_event", new Dictionary<string, object>//关卡事件开始
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{
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{"level_id", curLevelInfo.Cfg.Id},
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{"level_type" ,(int)curLevelInfo.ChapterInfo.Cfg.Type},
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{"difficulty", (int)curLevelInfo.GroupInfo.Cfg.LevelDifficulty},
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{"event", 0},
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{"auto", 0}
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});
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}
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_enterLevelFinishCallBack = finishCallback;
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_levelParam = param;
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_levelIDTryToEnter = id;
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this.isPlay = isPlay;
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}
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//向服务器发送消息退出关卡
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public void TryExitLevel(bool isSuccess, Action finishCallback = null, bool isGiveup = false)
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{
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if (!IsInLevel)
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{
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Debug.LogError("当前未处于关卡中");
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return;
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}
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List<uint> starResult = new() { 0, 0, 0 };
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if (E_ChapterType.War == CurrLevel.ChapterInfo.Cfg.Type)
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{
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if (CurrentLevel != null && CurrentLevel.StarResult != null)
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{
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starResult[0] = (uint)CurrentLevel.Score; // 第一位记录分数
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for (int i = 0; i < CurrentLevel.StarResult.Count; ++i)
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{
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uint result = CurrentLevel.StarResult[i];
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if (result > 0)
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starResult[1] += 1u << i; // 按位存是否完成目标
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}
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}
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}
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else
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{
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if (CurrentLevel != null && CurrentLevel.StarResult != null)
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{
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for (int i = 0; i < CurrentLevel.StarResult.Count; ++i)
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{
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uint result = CurrentLevel.StarResult[i];
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if (result > 0 && result <= starResult.Count)
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{
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starResult[(int)result - 1] = 1;
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}
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}
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}
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}
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IsSuccess = isSuccess;
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//由于pvp关卡结算不走这边流程所以这里不需要判断
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if (CurrLevel != null)
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{
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var curLevelInfo = CurrLevel;
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BIManager.Instance.TrackEvent("level_event", new Dictionary<string, object>//关卡通关成功打点
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{
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{"level_id", curLevelInfo.Cfg.Id},
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{"level_type" ,(int)curLevelInfo.ChapterInfo.Cfg.Type},
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{"difficulty", (int)curLevelInfo.GroupInfo.Cfg.LevelDifficulty},
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{"event", isSuccess? 1 : isGiveup ? 3 : 2 },//0:开始/1: 成功 / 2 :失败 / 3: 中途退出
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{"auto", 0}
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});
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}
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NetHelper.ExitLevel(isSuccess, starResult);
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_exitLevelFinishCallBack = finishCallback;
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}
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//直接进入关卡,不通过服务器
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public void EnterLevelDirectly(int levelID, Action enterLevelFinishCallBack = null, object param = null)
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{
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_enterLevelFinishCallBack = enterLevelFinishCallBack;
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_levelParam = param;
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_EnterLevelDirectly(levelID);
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if (!TryGetLevelInfoByID(levelID, out LevelInfo levelInfo))
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return;
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if (!levelInfo.IsStory && GuideManager.Instance.IsGuiding)
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PlayBGM();
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}
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//直接退出关卡,不走服务器
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public void ExitLevelDirectly(Action exitLevelFinishCallBack = null)
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{
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if (IsSweep)
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return;
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_exitLevelFinishCallBack = exitLevelFinishCallBack;
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_ExitLevelDirectly();
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}
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public void PlayBGM()
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{
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//_bgmID = await AudioManager.Instance.PlayAudio("NLD_BGM_01");
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AudioManager.Instance.StopAll();
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_bgmID = AudioManager.Instance.PlayAudio("bgm_1", AudioCriManager.EPlayType.Music, null, true);
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}
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public void StopBGM()
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{
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AudioManager.Instance.AudioMgrObj.StopMusicById(_bgmID);
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}
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public async UniTask OnPVPSettle()
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{
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if (CurrentLevel.IsPvPLevel)
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{
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// ShowTransitionMgr.Instance.ExitTransition();
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// await ShowTransitionMgr.Instance.EnterBlack();
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// await UniTask.Delay(250);
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// await UI_PVPSettlementController.Open(PVPManager.Instance.IsWin);
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// await ShowTransitionMgr.Instance.ExitBlack();
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// ShowTransitionMgr.Instance.ExitTransition();
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await SettlePvPSceneProcess(PVPManager.Instance.RewardItemList, PVPManager.Instance.IsWin);
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}
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}
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#endregion API
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}
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} |