| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120 | using Fort23.Core;using Fort23.UTool;using GameLogic.Combat;using GameLogic.Combat.CombatTool;using UnityEngine;using UnityEngine.UI;namespace Fort23.Mono.Phases{    public class Phase5 : IGuideLogic    {        public PlayerGuideManager pgm;        public BetterList<string> dialogList = new BetterList<string>();        private bool once = false;        public Phase5(PlayerGuideManager guideManager)        {            this.pgm = guideManager;            once = true;        }        public override void Active()        {            base.Active();            actionList.Add(OnStep501);            // actionList.Add(OnStep502);            actionList.Add(OnStepEnd);        }        public override void Begin()        {            guideID = 5;            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 OnStep501(UnityEngine.Object obj)        {            pgm.StepInit();            pgm.SetBlackAlpha(0.05f);            pgm.SetOnClickMask(true);            // CombatPanel combatPanel = UIManager.Instance.GetComponent<CombatPanel>();            // combatPanel.CameraSelect.value = 0.2f;            await TimerComponent.Instance.WaitAsync(1000);            pgm.SetOnClickMask(false);            CombatDrive.Instance.CombatController.isUpdate = false;            await pgm.ConfigLogic(501, delegate() { pgm.NextGuide(); });        }        /// <summary>        /// 点击功法        /// </summary>        /// <param name="obj"></param>        public async CTask OnStep502(UnityEngine.Object obj)        {            pgm.StepInit();            CombatDrive.Instance.CombatController.isUpdate = true;            await pgm.ConfigLogic(502, delegate() { });        }        public async CTask OnStepEnd(UnityEngine.Object obj)        {            pgm.StepInit();            CombatDrive.Instance.CombatController.isUpdate = true;            pgm.SetBlackBaseVisiable(false);            ForceGuideOver();        }        /// <summary>        /// 引导完成        /// </summary>        private void ForceGuideOver()        {            pgm.CloseForceGuide();            pgm.RestGuide();        }    }}
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