| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475 | using System.Collections.Generic;using CombatLibrary.CombatLibrary.CombatCore.Utility;using Common.Utility.CombatEvent;using Core.Audio;using Fort23.Core;using Fort23.Mono;using Fort23.UTool;using GameLogic.Bag;using GameLogic.Combat.CombatTool;using GameLogic.Combat.CombatType;using UnityEngine;using UnityEngine.UI;using Utility.UITool;namespace GameUI.Combat{    /// <summary>    /// 战斗和mono层的桥接    /// </summary>    public class CombatMonoBaisc    {        protected CombatController combatController;        public async CTask Init(CombatController combatController)        {            this.combatController = combatController;            AddEvent();        }        protected void AddEvent()        {            EventManager.Instance.AddEventListener(CustomEventType.Combat_ItemShow, Combat_ItemShow);            // CombatEventManager.Instance.AddEventListener(CombatEventType.HeroDieFinish, HeroDie);        }        public async CTask GameOver(bool isWin)        {            await ProGameOver(isWin);        }        protected virtual async CTask ProGameOver(bool isWin)        {        }        // protected void HeroDie(IEventData iEventData)        // {        //     HeroDieEventData heroDieEventData= iEventData as HeroDieEventData;        //     if (heroDieEventData.combatHeroEntity.IsEnemy)        //     {        //         return;        //     }        //        //     BetterList<CombatHeroEntity> myHero = combatController.CombatHeroController.GetHeroList(false);        //     if (myHero.Count <= 0)        //     {        //         // BattleSettlementPanel.OpenPanel(true);        //     }        // }        protected void Combat_ItemShow(IEventData iEventData)        {        }        private void SetTargetPoint(ImageMove imageMove)        {        }        public void Update(float t)        {        }    }}
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