| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172 | using Common.Utility.CombatEvent;using Fort23.Core;using Fort23.UTool;using GameLogic.Combat;using GameLogic.Combat.CombatTool;using UnityEngine;using UnityEngine.UI;namespace Fort23.Mono.Phases{    public class Phase9 : IGuideLogic    {        public PlayerGuideManager pgm;        private bool once = false;        public Phase9(PlayerGuideManager guideManager)        {            this.pgm = guideManager;            once = true;        }        public override void Active()        {            base.Active();            actionList.Add(OnStep901);            actionList.Add(OnStep902);            actionList.Add(OnStepEnd);        }        public override void Begin()        {            guideID = 9;            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()        {        }        private CTask ctask = null;        /// <summary>        /// 点击宝箱        /// </summary>        /// <param name="obj"></param>        public async CTask OnStep901(UnityEngine.Object obj)        {            pgm.StepInit();            pgm.SetOnClickMask(true);            CombatEventManager.Instance.AddEventListener(CombatEventType.MagicWeaponCDFinish,                MagicWeaponCDFinishEvent);            ctask = CTask.Create();            await ctask;            pgm.SetOnClickMask(false);            CombatController.currActiveCombat.isUpdate = false;            GameObject gameObject = UIManager.Instance.GetComponent<CombatPanel>().magicWeapons[0].bg_hui.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(901, delegate() { });            pgm.SetFingerPos(localPos);            pgm.SetFingerVisiable(true);        }        private void MagicWeaponCDFinishEvent(IEventData e)        {            ctask.SetResult();        }        /// <summary>        /// 点十连抽        /// </summary>        /// <param name="obj"></param>        public async CTask OnStep902(UnityEngine.Object obj)        {            CombatController.currActiveCombat.isUpdate = true;            pgm.StepInit();            pgm.SetOnClickMask(true);            CombatEventManager.Instance.AddEventListener(CombatEventType.FaBaoDuiPingStart,                FaBaoDuiPingStartEvent);            await TimerComponent.Instance.WaitAsync(100);            ctask = CTask.Create();            await ctask;            CombatController.currActiveCombat.isUpdate = false;            pgm.SetOnClickMask(false);            // GameObject gameObject = UIManager.Instance.GetComponent<BoxPanel>().oneButton.gameObject;            // Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);            // Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;            //            // pgm.SetfxTransVisiable(true);            // pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);            await pgm.ConfigLogic(902, delegate() { pgm.NextGuide(); });        }        private void FaBaoDuiPingStartEvent(IEventData e)        {            ctask.SetResult();            FaBaoDuiPingStartEventData faBaoDuiPingStartEventData = (FaBaoDuiPingStartEventData)e;            Vector3 localPos =                UIManager.Instance.CurrCustomCameraStack.camera.WorldToScreenPoint(faBaoDuiPingStartEventData                    .MagicWeaponCollisionInfo.a.dotPos);            localPos = UIManager.Instance.UICamera.ScreenToWorldPoint(localPos);            localPos = pgm.WorldPosToLocalPos(localPos);            pgm.SetfxTransVisiable(true);            pgm.SetShowFramePosAndSize(localPos, new Vector2(150, 150), 0);        }        public async CTask OnStepEnd(UnityEngine.Object obj)        {            CombatController.currActiveCombat.isUpdate = true;            CombatEventManager.Instance.RemoveEventListener(CombatEventType.MagicWeaponCDFinish,                MagicWeaponCDFinishEvent);            CombatEventManager.Instance.RemoveEventListener(CombatEventType.FaBaoDuiPingStart,                FaBaoDuiPingStartEvent);            pgm.StepInit();            pgm.SetBlackBaseVisiable(false);            ForceGuideOver();        }        /// <summary>        /// 引导完成        /// </summary>        private async void ForceGuideOver()        {            pgm.CloseForceGuide();            pgm.RestGuide();            await UIManager.Instance.HideUIUIPanel<GachaPanel>();            UIManager.Instance.HideUIUIPanel<BoxPanel>();        }    }}
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