local GuideGroup_27 = class("GuideGroup_27") local mapEventConfig = {} local groupId = 27 local totalStep = 2 local current = 1 function GuideGroup_27:Init(parent, runStep) self:BindEvent() self.parent = parent current = 1 local funName = "Step_" .. current local func = handler(self, self[funName]) func() end function GuideGroup_27:BindEvent() if type(mapEventConfig) ~= "table" then return end for nEventId, sCallbackName in pairs(mapEventConfig) do local callback = self[sCallbackName] if type(callback) == "function" then EventManager.Add(nEventId, self, callback) end end end function GuideGroup_27:UnBindEvent() if type(mapEventConfig) ~= "table" then return end for nEventId, sCallbackName in pairs(mapEventConfig) do local callback = self[sCallbackName] if type(callback) == "function" then EventManager.Remove(nEventId, self, callback) end end end function GuideGroup_27:SendGuideStep(step) self.parent:SendGuideStep(groupId, step) end function GuideGroup_27:Clear() self.runGuide = false self:UnBindEvent() self.parent = nil end function GuideGroup_27:Step_1() self.msg = { BindIcon = "MainlineFormationDiscPanelEx/----SafeAreaRoot----/bottomBtnList/btnFastFormation", Deviation = {0, 2}, Head = "Icon/Head/head_11101", Desc = "Guide_27_1", DescDeviation = {-800, 10}, HandDeviation = {0, 120}, HandRotation = 180, Type = GameEnum.guidetype.ForcedClick } self.parent:ActiveHide(true) current = 1 self.parent:PlayTypeMask(self.msg) end function GuideGroup_27:Step_2() self.msg = { BindIcon = "MainlineFormationDiscPanelEx/----SafeAreaRoot----/rtSelect/rtCur/rtMainDisc/rtDisc1/rtDisc/btnDetail", Deviation = {0, 2}, Head = "Icon/Head/head_11101", Desc = "Guide_27_2", DescDeviation = {720, 50}, HandDeviation = {0, -120}, HandRotation = 0, Type = GameEnum.guidetype.ForcedClick } self.parent:ActiveHide(true) current = 2 self.waitAnimTime = 0.2 end function GuideGroup_27:FinishCurrentStep() self.msg = nil self.openPanelId = nil self.waitAinEnd = nil self.runGuide = false self.waitAnimTime = 0 self.nStarTowerGroupId = 0 if current == totalStep then self:SendGuideStep(-1) self.parent:ClearCurGuide(true) return elseif current < totalStep then self:SendGuideStep(current) end local funName = "Step_" .. current + 1 local func = handler(self, self[funName]) func() if self.openPanelId == nil and self.waitAnimTime ~= 0 then local wait = function() coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime + 0.2)) self.parent:PlayTypeMask(self.msg) end cs_coroutine.start(wait) end end return GuideGroup_27