Phase8.cs 3.9 KB

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  1. using Fort23.Core;
  2. using Fort23.UTool;
  3. using GameLogic.Combat;
  4. using GameLogic.Combat.CombatTool;
  5. using UnityEngine;
  6. using UnityEngine.UI;
  7. namespace Fort23.Mono.Phases
  8. {
  9. public class Phase8 : IGuideLogic
  10. {
  11. public PlayerGuideManager pgm;
  12. private bool once = false;
  13. public Phase8(PlayerGuideManager guideManager)
  14. {
  15. this.pgm = guideManager;
  16. once = true;
  17. }
  18. public override void Active()
  19. {
  20. base.Active();
  21. actionList.Add(OnStep801);
  22. actionList.Add(OnStep802);
  23. actionList.Add(OnStep803);
  24. actionList.Add(OnStepEnd);
  25. }
  26. public override void Begin()
  27. {
  28. guideID = 8;
  29. guideIdx = -1;
  30. pgm.isForceDone = false;
  31. pgm.isTriggerDone = false;
  32. }
  33. public override void End()
  34. {
  35. }
  36. public override async CTask Guide()
  37. {
  38. if (actionList.Count > guideIdx)
  39. {
  40. pgm.ResetPlayerGuide();
  41. guideIdx++;
  42. SaveStep(guideIdx);
  43. await actionList[guideIdx](null);
  44. }
  45. else
  46. {
  47. LogTool.Error("没有引导了,强制结束。出错步骤,:" + pgm.curPhase + guideIdx);
  48. pgm.isForceDone = true;
  49. }
  50. }
  51. public override void LogicRelase()
  52. {
  53. actionList.Clear();
  54. }
  55. public override void LogicUpdate()
  56. {
  57. }
  58. /// <summary>
  59. /// 点击宝箱
  60. /// </summary>
  61. /// <param name="obj"></param>
  62. public async CTask OnStep801(UnityEngine.Object obj)
  63. {
  64. pgm.StepInit();
  65. await TimerComponent.Instance.WaitAsync(100);
  66. GameObject gameObject = UIManager.Instance.GetComponent<MainPanel>().Btn_Box.gameObject;
  67. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  68. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  69. pgm.SetfxTransVisiable(true);
  70. pgm.SetMaskTarget(gameObject);
  71. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  72. await pgm.ConfigLogic(801, delegate() { });
  73. pgm.SetFingerPos(localPos);
  74. pgm.SetFingerVisiable(true);
  75. }
  76. /// <summary>
  77. /// 点十连抽
  78. /// </summary>
  79. /// <param name="obj"></param>
  80. public async CTask OnStep802(UnityEngine.Object obj)
  81. {
  82. pgm.StepInit();
  83. await TimerComponent.Instance.WaitAsync(100);
  84. GameObject gameObject = UIManager.Instance.GetComponent<BoxPanel>().tenButton.gameObject;
  85. Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
  86. Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
  87. pgm.SetfxTransVisiable(true);
  88. pgm.SetMaskTarget(gameObject);
  89. pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
  90. await pgm.ConfigLogic(602, delegate() { });
  91. pgm.SetFingerPos(localPos);
  92. pgm.SetFingerVisiable(true);
  93. }
  94. /// <summary>
  95. /// 点空关闭
  96. /// </summary>
  97. /// <param name="obj"></param>
  98. public async CTask OnStep803(UnityEngine.Object obj)
  99. {
  100. pgm.StepInit();
  101. await pgm.ConfigLogic(803, delegate() { pgm.NextGuide(); });
  102. UIManager.Instance.HideUIUIPanel<GachaPanel>();
  103. UIManager.Instance.HideUIUIPanel<BoxPanel>();
  104. }
  105. public async CTask OnStepEnd(UnityEngine.Object obj)
  106. {
  107. pgm.StepInit();
  108. pgm.SetBlackBaseVisiable(false);
  109. ForceGuideOver();
  110. }
  111. /// <summary>
  112. /// 引导完成
  113. /// </summary>
  114. private void ForceGuideOver()
  115. {
  116. pgm.CloseForceGuide();
  117. pgm.RestGuide();
  118. }
  119. }
  120. }