| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274 | 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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