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							- using Fort23.Core;
 
- using Fort23.UTool;
 
- using UnityEngine;
 
- using UnityEngine.UI;
 
- namespace Fort23.Mono.Phases
 
- {
 
-     public class Phase4 : IGuideLogic
 
-     {
 
-         public PlayerGuideManager pgm;
 
-         public BetterList<string> dialogList = new BetterList<string>();
 
-         private bool once = false;
 
-         public Phase4(PlayerGuideManager guideManager)
 
-         {
 
-             this.pgm = guideManager;
 
-             once = true;
 
-         }
 
-         public override void Active()
 
-         {
 
-             base.Active();
 
-             actionList.Add(OnStep401);
 
-             actionList.Add(OnStep402);
 
-             actionList.Add(OnStep403);
 
-             actionList.Add(OnStep404);
 
-             actionList.Add(OnStep405);
 
-             actionList.Add(OnStep406);
 
-             actionList.Add(OnStep407);
 
-             actionList.Add(OnStep408);
 
-             actionList.Add(OnStepEnd);
 
-         }
 
-         public override void Begin()
 
-         {
 
-             guideID = 4;
 
-             guideIdx = -1;
 
-             pgm.isForceDone = false;
 
-             pgm.isTriggerDone = false;
 
-         }
 
-         public override void End()
 
-         {
 
-         }
 
-         public override async CTask Guide()
 
-         {
 
-             if (actionList.Count > guideIdx)
 
-             {
 
-                 pgm.ResetPlayerGuide();
 
-                 guideIdx++;
 
-                 SaveStep(guideIdx);
 
-                 await actionList[guideIdx](null);
 
-             }
 
-             else
 
-             {
 
-                 LogTool.Error("没有引导了,强制结束。出错步骤,:" + pgm.curPhase + guideIdx);
 
-                 pgm.isForceDone = true;
 
-             }
 
-         }
 
-         public override void LogicRelase()
 
-         {
 
-             actionList.Clear();
 
-         }
 
-         public override void LogicUpdate()
 
-         {
 
-         }
 
-         /// <summary>
 
-         /// 点击功法
 
-         /// </summary>
 
-         /// <param name="obj"></param>
 
-         public async CTask OnStep401(UnityEngine.Object obj)
 
-         {
 
-             pgm.StepInit();
 
-             GameObject gameObject = UIManager.Instance.GetComponent<AppBarPanel>().Btn_GongFa.gameObject;
 
-             Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
 
-             Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
 
-             localPos = new Vector2(-30, -755);
 
-             size = new Vector2(78, 97);
 
-             pgm.SetfxTransVisiable(true);
 
-             pgm.SetMaskTarget(gameObject);
 
-             pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
 
-             await pgm.ConfigLogic(401, delegate() { });
 
-             pgm.SetFingerPos(localPos);
 
-             pgm.SetFingerVisiable(true);
 
-         }
 
-         /// <summary>
 
-         /// 框选功法 
 
-         /// </summary>
 
-         /// <param name="obj"></param>
 
-         public async CTask OnStep402(UnityEngine.Object obj)
 
-         {
 
-             pgm.StepInit();
 
-             await TimerComponent.Instance.WaitAsync(100);
 
-             Vector2 size = new Vector2(735, 785);
 
-             Vector3 localPos = new Vector2(0, -279);
 
-             pgm.SetfxTransVisiable(true);
 
-             pgm.SetShowFramePosAndSize(localPos, size, 0, null);
 
-             await pgm.ConfigLogic(402, delegate() { pgm.NextGuide(); });
 
-             pgm.SetFingerPos(localPos);
 
-             pgm.SetFingerVisiable(true);
 
-         }
 
-         /// <summary>
 
-         /// 框选功法盘
 
-         /// </summary>
 
-         /// <param name="obj"></param>
 
-         public async CTask OnStep403(UnityEngine.Object obj)
 
-         {
 
-             pgm.StepInit();
 
-             await TimerComponent.Instance.WaitAsync(100);
 
-             pgm.SetfxTransVisiable(true);
 
-             Vector2 size = new Vector2(743, 690);
 
-             Vector2 localPos = new Vector2(0, 461);
 
-             pgm.SetShowFramePosAndSize(localPos, size, 0, null);
 
-             await pgm.ConfigLogic(403, delegate() { pgm.NextGuide(); });
 
-             pgm.SetFingerPos(localPos);
 
-             pgm.SetFingerVisiable(true);
 
-         }
 
-         /// <summary>
 
-         /// 点击调整
 
-         /// </summary>
 
-         /// <param name="obj"></param>
 
-         public async CTask OnStep404(UnityEngine.Object obj)
 
-         {
 
-             pgm.StepInit();
 
-             await TimerComponent.Instance.WaitAsync(100);
 
-             GameObject gameObject =
 
-                 UIManager.Instance.GetComponent<SkillSelectPanel>().Btn_Setting.gameObject;
 
-             Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
 
-             Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
 
-             pgm.SetfxTransVisiable(true);
 
-             pgm.SetMaskTarget(gameObject);
 
-             pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
 
-             await pgm.ConfigLogic(404, delegate() { });
 
-             pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
 
-             pgm.SetFingerVisiable(true);
 
-         }
 
-         /// <summary>
 
-         /// 点击第二个功法
 
-         /// </summary>
 
-         /// <param name="obj"></param>
 
-         public async CTask OnStep405(UnityEngine.Object obj)
 
-         {
 
-             pgm.StepInit();
 
-             await TimerComponent.Instance.WaitAsync(100);
 
-             GameObject gameObject =
 
-                 UIManager.Instance.GetComponent<SkillSelectPanel>()._skillWidgets[1].own;
 
-             Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
 
-             Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
 
-             pgm.SetfxTransVisiable(true);
 
-             pgm.SetMaskTarget(gameObject);
 
-             pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
 
-             await pgm.ConfigLogic(405, delegate() { });
 
-             pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
 
-             pgm.SetFingerVisiable(true);
 
-         }
 
-         /// <summary>
 
-         /// 对话
 
-         /// </summary>
 
-         /// <param name="obj"></param>
 
-         public async CTask OnStep406(UnityEngine.Object obj)
 
-         {
 
-             pgm.StepInit();
 
-             await TimerComponent.Instance.WaitAsync(100);
 
-             await pgm.ConfigLogic(406, delegate() { pgm.NextGuide(); });
 
-         }
 
-         /// <summary>
 
-         /// 这是个{火}功法,把他放在功法盘{火}的附近,会优先释放
 
-         /// </summary>
 
-         /// <param name="obj"></param>
 
-         public async CTask OnStep407(UnityEngine.Object obj)
 
-         {
 
-             pgm.StepInit();
 
-             await TimerComponent.Instance.WaitAsync(100);
 
-             GameObject gameObject =
 
-                 UIManager.Instance.GetComponent<SkillSelectPanel>().allKongSkill[6].own;
 
-             Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
 
-             Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
 
-             pgm.SetfxTransVisiable(true);
 
-             pgm.SetMaskTarget(gameObject);
 
-             pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
 
-             await pgm.ConfigLogic(407, delegate() { });
 
-             pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
 
-             pgm.SetFingerVisiable(true);
 
-         }
 
-         /// <summary>
 
-         /// 功法调整完毕,点这里返回
 
-         /// </summary>
 
-         /// <param name="obj"></param>
 
-         public async CTask OnStep408(UnityEngine.Object obj)
 
-         {
 
-             pgm.StepInit();
 
-             await TimerComponent.Instance.WaitAsync(100);
 
-             GameObject gameObject =
 
-                 UIManager.Instance.GetComponent<SkillSelectPanel>().guanbi.gameObject;
 
-             Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
 
-             Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
 
-             pgm.SetfxTransVisiable(true);
 
-             pgm.SetMaskTarget(gameObject);
 
-             pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
 
-             await pgm.ConfigLogic(408, delegate() { });
 
-             pgm.SetFingerPos(pgm.Setpos(localPos, size, gameObject));
 
-             pgm.SetFingerVisiable(true);
 
-         }
 
-         public async CTask OnStepEnd(UnityEngine.Object obj)
 
-         {
 
-             pgm.StepInit();
 
-             pgm.SetBlackBaseVisiable(false);
 
-             ForceGuideOver();
 
-         }
 
-         /// <summary>
 
-         /// 引导完成
 
-         /// </summary>
 
-         private void ForceGuideOver()
 
-         {
 
-             pgm.CloseForceGuide();
 
-             pgm.RestGuide();
 
-         }
 
-     }
 
- }
 
 
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