Update - 1.13.0.124
EN: 1.13.0.124 CN: 1.13.0.124 JP: 1.13.0.128 KR: 1.13.0.130
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local SoldierBattle = class("SoldierBattle")
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local AdventureModuleHelper = CS.AdventureModuleHelper
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local SoldierAttrData = require("GameCore.Data.DataClass.Soldier.SoldierAttrData")
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local mapEventConfig = {
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LoadLevelRefresh = "OnEvent_LoadLevelRefresh",
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AdventureModuleEnter = "OnEvent_AdventureModuleEnter",
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BattlePause = "OnEvent_Pause",
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ADVENTURE_LEVEL_UNLOAD_COMPLETE = "OnEvent_UnloadComplete",
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InputEnable = "OnEvent_InputEnable",
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Soldier_Result = "OnEvent_Result",
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SettleSoldierBattle = "OnEvent_SettleSoldierBattle",
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RestartSoldier = "OnEvent_RestartSoldier",
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LeaveSoldier = "OnEvent_LeaveSoldier",
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SoldierLevel_Gameplay_Time = "OnEvent_GamePlayTime",
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EnemyBattle_TotalHP = "OnEvent_EnemyHp",
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SoldierLevel_AddItem = "OnEvent_AddItem",
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Soldier_CastSkill = "OnEvent_CastSkill",
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SoldierActor_Spawn = "OnEvent_ActorSpawn",
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Soldier_DamageValue = "OnEvent_Damage"
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}
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function SoldierBattle:EnterLevel()
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self.nTotalHp = 0
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self.tbItems = {}
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self.nBattleTime = 0
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self.bRestart = false
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for _, v in ipairs(self.tbChess) do
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v.nUId = 0
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v.nDamage = 0
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end
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local sJson = self:GetSoldierLevelMsg()
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AdventureModuleHelper.EnterDynamic(self.nFloorId, {}, GameEnum.dynamicLevelType.SoldierChess, {
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tostring(self.nTemplateId),
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sJson
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})
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end
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function SoldierBattle:Init(parent, tbChess, nFloorId, nTemplateId)
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self:BindEvent()
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self.parent = parent
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self.tbChess = tbChess
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self.nFloorId = nFloorId
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self.nTemplateId = nTemplateId
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self.tbCharDamage = {}
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self.tbPartner = SoldierAttrData.CalcActivePartners(tbChess)
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self:EnterLevel()
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NovaAPI.EnterModule("AdventureModuleScene", true, 17)
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end
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function SoldierBattle:Exit()
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self:UnBindEvent()
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end
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function SoldierBattle:BindEvent()
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if type(mapEventConfig) ~= "table" then
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return
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end
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for nEventId, sCallbackName in pairs(mapEventConfig) do
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local callback = self[sCallbackName]
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if type(callback) == "function" then
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EventManager.Add(nEventId, self, callback)
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end
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end
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end
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function SoldierBattle:UnBindEvent()
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if type(mapEventConfig) ~= "table" then
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return
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end
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for nEventId, sCallbackName in pairs(mapEventConfig) do
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local callback = self[sCallbackName]
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if type(callback) == "function" then
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EventManager.Remove(nEventId, self, callback)
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end
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end
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end
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function SoldierBattle:GetSoldierLevelMsg()
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local soldierLevelMsg = CS.SoldierLevelController.SoldierLevelMsg(1)
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local tbServerBuff = self.parent:GetClientBuffList()
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local mapAll = SoldierAttrData.CalcAttrForBattle(self.tbChess, self.tbPartner, tbServerBuff)
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for _, v in ipairs(self.tbChess) do
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local mapAttr = CS.SoldierLevelController.SoldierAttr()
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if v.nId ~= 0 then
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mapAttr = mapAll[v.nId]
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end
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local bMain = v.nPositionType == GameEnum.SoldierPositionType.FightPosition
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local nIndex = v.nIndex
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if not bMain then
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nIndex = v.nIndex + 3
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end
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soldierLevelMsg.SoldierData:Add(CS.SoldierLevelController.SoldierMsg(v.nId, bMain, nIndex, v.nStar, mapAttr))
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end
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for _, nId in pairs(self.tbPartner) do
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if 0 < nId then
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soldierLevelMsg.PartnerArr:Add(nId)
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end
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end
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return soldierLevelMsg:ToJson()
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end
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function SoldierBattle:OnEvent_LoadLevelRefresh()
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EventManager.Hit("OpenSoldierRoomInfo", self.nFloorId)
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end
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function SoldierBattle:OnEvent_AdventureModuleEnter()
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EventManager.Hit(EventId.OpenPanel, PanelId.SoldierBattlePanel, self.tbChess, self.tbPartner)
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end
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function SoldierBattle:OnEvent_UnloadComplete()
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if self.bRestart then
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self:EnterLevel()
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end
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end
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function SoldierBattle:OnEvent_Result(bResult)
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local tbDamage = {}
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for nId, nValue in pairs(self.tbCharDamage) do
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local nStar = 0
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for _, v in ipairs(self.tbChess) do
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if v.nId == nId then
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nStar = v.nStar
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break
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end
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end
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tbDamage[nId] = {nStar = nStar, nDamage = nValue}
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end
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local nCoin = self.tbItems[AllEnum.CoinItemId.SoldierCurrency] or 0
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nCoin = math.min(nCoin, ConfigTable.GetConfigNumber("SoldierSkillCoinMax"))
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self.parent:BattleEnd(bResult, {
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nTime = self.nBattleTime,
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tbDamage = tbDamage,
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nCoin = nCoin
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})
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end
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function SoldierBattle:OnEvent_SettleSoldierBattle()
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local tbDamage = {}
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for nId, nValue in pairs(self.tbCharDamage) do
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local nStar = 0
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for _, v in ipairs(self.tbChess) do
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if v.nId == nId then
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nStar = v.nStar
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break
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end
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end
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tbDamage[nId] = {nStar = nStar, nDamage = nValue}
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end
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local nCoin = self.tbItems[AllEnum.CoinItemId.SoldierCurrency] or 0
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nCoin = math.min(nCoin, ConfigTable.GetConfigNumber("SoldierSkillCoinMax"))
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self.parent:BattleEnd(false, {
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nTime = self.nBattleTime,
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tbDamage = tbDamage,
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nCoin = nCoin
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})
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end
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function SoldierBattle:OnEvent_RestartSoldier()
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self.bRestart = true
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AdventureModuleHelper.LevelStateChanged(false)
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EventManager.Hit("ResetBossHUD")
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end
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function SoldierBattle:OnEvent_LeaveSoldier()
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if NovaAPI.GetCurrentModuleName() == "MainMenuModuleScene" then
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EventManager.Hit(EventId.CloesCurPanel)
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PlayerData.Base:OnBackToMainMenuModule()
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else
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local function levelEndCallback()
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EventManager.Remove("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelEndCallback)
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NovaAPI.EnterModule("MainMenuModuleScene", true, 17)
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end
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EventManager.Add("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelEndCallback)
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CS.AdventureModuleHelper.LevelStateChanged(true, 0, true)
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end
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end
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function SoldierBattle:OnEvent_ActorSpawn(nDataId, nUId)
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for _, v in ipairs(self.tbChess) do
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if v.nId == nDataId then
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v.nUId = nUId
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EventManager.Hit("SoldierCharSpawn", nDataId, nUId)
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return
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end
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end
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end
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function SoldierBattle:OnEvent_Damage(nUId, nDamage)
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for _, v in ipairs(self.tbChess) do
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if v.nUId == nUId then
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v.nDamage = nDamage
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self.tbCharDamage[v.nId] = v.nDamage
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EventManager.Hit("RefreshChessDamage", v.nId, v.nDamage)
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return
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end
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end
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end
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function SoldierBattle:OnEvent_GamePlayTime(nTime)
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self.nBattleTime = nTime
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if 0 < nTime then
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EventManager.Hit("RefreshSoldierBattleTime", nTime)
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end
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end
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function SoldierBattle:OnEvent_EnemyHp(nHp)
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if self.nTotalHp == 0 then
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self.nTotalHp = nHp
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end
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EventManager.Hit("RefreshSoldierProgress", self.nTotalHp, nHp)
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end
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function SoldierBattle:OnEvent_AddItem(nId, nCount)
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if self.tbItems[nId] == nil then
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self.tbItems[nId] = 0
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end
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self.tbItems[nId] = self.tbItems[nId] + nCount
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local nCount = self.tbItems[AllEnum.CoinItemId.SoldierCurrency] or 0
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EventManager.Hit("RefreshSoldierCoin", nCount)
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if nId == AllEnum.CoinItemId.SoldierCurrency then
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printError("[Soldier]战斗内技能获得金币数量:" .. nCount)
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end
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end
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function SoldierBattle:OnEvent_CastSkill(nUId, nId, nSkillId)
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EventManager.Hit("SoldierSkillDisPlay", nId, nSkillId)
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end
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return SoldierBattle
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