e0549005e1
EN: 1.9.0.103 CN: 1.9.0.104 JP: 1.9.0.106 KR: 1.9.0.108
426 lines
17 KiB
Lua
426 lines
17 KiB
Lua
local StoryLevel = class("StoryLevel")
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local Actor2DManager = require("Game.Actor2D.Actor2DManager")
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local mapEventConfig = {
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LevelStateChanged = "OnEvent_SendMsgFinishBattle",
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[EventId.AbandonBattle] = "OnEvent_AbandonBattle",
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LoadLevelRefresh = "OnEvent_LoadLevelRefresh",
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Mainline_Time_CountUp = "OnEvent_Time",
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BattlePause = "OnEvnet_Pause",
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AdventureModuleEnter = "OnEvent_AdventureModuleEnter"
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}
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function StoryLevel:Init(parent, nLevelId, nBuildId, bActivityStory)
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self.bSettle = false
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self.parent = parent
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self.nMainLineTime = 0
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self.nCacheFloorTime = 0
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self.nLevelId = nLevelId
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self.curFloorIdx = 1
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self.mapCharacterTempData = {}
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self.bActivityStory = bActivityStory == true
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local mapStory = bActivityStory == true and ConfigTable.GetData("ActivityStory", nLevelId) or ConfigTable.GetData_Story(nLevelId)
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if mapStory == nil then
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printError("mapStory is nil,id = " .. nLevelId)
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return
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end
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self.bTrialLevel = mapStory.TrialBuild ~= nil and nBuildId == 0
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local GetBuildCallback = function(mapBuildData)
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self.mapBuildData = mapBuildData
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self.tbCharId, self.tbCharTrialId = {}, {}
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for _, mapChar in ipairs(self.mapBuildData.tbChar) do
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table.insert(self.tbCharId, mapChar.nTid)
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self.tbCharTrialId[mapChar.nTid] = mapChar.nTrialId
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end
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self.tbDiscId = {}
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for _, nDiscId in ipairs(self.mapBuildData.tbDisc) do
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if 0 < nDiscId then
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table.insert(self.tbDiscId, nDiscId)
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end
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end
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if bActivityStory then
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PlayerData.nCurGameType = AllEnum.WorldMapNodeType.ActivityStory
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CS.AdventureModuleHelper.EnterActivityStoryLevelsInstance(mapStory.FloorId[1], self.tbCharId)
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else
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PlayerData.nCurGameType = AllEnum.WorldMapNodeType.Mainline
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CS.AdventureModuleHelper.EnterMainlineMap(mapStory.FloorId[1], self.tbCharId, {})
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end
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NovaAPI.EnterModule("AdventureModuleScene", true, 17)
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end
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if self.bTrialLevel then
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local mapBuildData = PlayerData.Build:GetTrialBuild(mapStory.TrialBuild)
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GetBuildCallback(mapBuildData)
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else
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PlayerData.Build:GetBuildDetailData(GetBuildCallback, nBuildId)
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end
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end
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function StoryLevel:RefreshCharDamageData()
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self.tbCharDamage = UTILS.GetCharDamageResult(self.tbCharId)
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for k, v in pairs(self.tbCharDamage) do
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local mapSkin = ConfigTable.GetData_CharacterSkin(PlayerData.Char:GetCharSkinId(v.nCharId))
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if mapSkin ~= nil then
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v.nSkinId = mapSkin.Id
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end
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end
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end
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function StoryLevel:OnEvent_LoadLevelRefresh()
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local mapAllEft, mapDiscEft, mapNoteEffect, tbNoteInfo = {}, {}, {}, {}
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if self.bTrialLevel then
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mapAllEft, mapDiscEft, mapNoteEffect, tbNoteInfo = PlayerData.Build:GetTrialBuildAllEft()
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else
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mapAllEft, mapDiscEft, mapNoteEffect, tbNoteInfo = PlayerData.Build:GetBuildAllEft(self.mapBuildData.nBuildId)
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end
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safe_call_cs_func(CS.AdventureModuleHelper.SetNoteInfo, tbNoteInfo)
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self.mapEftData = UTILS.AddBuildEffect(mapAllEft, mapDiscEft, mapNoteEffect)
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self:ResetCharacter()
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end
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function StoryLevel:OnEvent_SendMsgFinishBattle(LevelResult, FadeTime, sVideoName)
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if self.bSettle == true then
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print("已在结算流程中!")
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return
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end
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self.bSettle = true
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print("OnEvent_SendMsgFinishBattle")
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local fadeT = 0
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if FadeTime ~= nil then
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fadeT = FadeTime
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end
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if LevelResult == AllEnum.LevelResult.Failed then
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self:OnEvent_AbandonBattle()
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return
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end
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local mapStory = self.bActivityStory == true and ConfigTable.GetData("ActivityStory", self.nLevelId) or ConfigTable.GetData_Story(self.nLevelId)
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if self.curFloorIdx < #mapStory.FloorId then
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self:ChangeFloor()
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return
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end
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local func_cbFinishSucc = function(mapChangeInfo)
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self:PlaySuccessPerform(fadeT, mapChangeInfo, sVideoName)
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end
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print("====== 当前通关主线关卡ID:" .. self.nLevelId .. " ======")
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local events = {
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List = PlayerData.Achievement:GetBattleAchievement(GameEnum.levelType.Mainline, LevelResult ~= AllEnum.LevelResult.Failed)
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}
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if self.bActivityStory then
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PlayerData.ActivityAvg:SendMsg_STORY_DONE(func_cbFinishSucc, events)
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else
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PlayerData.Avg:SendMsg_STORY_DONE(func_cbFinishSucc, events)
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end
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end
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function StoryLevel:OnEvent_AbandonBattle()
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self:RefreshCharDamageData()
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if self.nLevelId > 0 then
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local nMainlineId = self.nLevelId
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EventManager.Hit(EventId.OpenPanel, PanelId.BattleResult, false, 0, {}, {}, {}, 0, false, "", "", nMainlineId, self.tbCharId, {}, self.tbCharDamage)
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self:UnBindEvent()
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self.parent:LevelEnd()
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end
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end
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function StoryLevel:OnEvent_AdventureModuleEnter()
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PlayerData.Achievement:SetSpecialBattleAchievement(GameEnum.levelType.Mainline)
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EventManager.Hit(EventId.OpenPanel, PanelId.Adventure, self.tbCharId)
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self:SetPersonalPerk()
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self:SetDiscInfo()
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for idx, nCharId in ipairs(self.tbCharId) do
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local nTrialOrCharId = self.bTrialLevel and self.tbCharTrialId[nCharId] or nCharId
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local stActorInfo = self:CalCharFixedEffect(nTrialOrCharId, idx == 1, self.tbDiscId, self.bTrialLevel)
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safe_call_cs_func(CS.AdventureModuleHelper.SetActorAttribute, nCharId, stActorInfo)
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end
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end
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function StoryLevel: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 StoryLevel: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 StoryLevel:PlaySuccessPerform(FadeTime, mapChangeInfo, sVideoName)
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local func_SettlementFinish = function(bSuccess)
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end
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local bHasReward = mapChangeInfo and mapChangeInfo.Props and #mapChangeInfo.Props > 0
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local FirstRewardItems = {}
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if bHasReward then
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local tbRewardDisplay = UTILS.DecodeChangeInfo(mapChangeInfo)
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for _, v in pairs(tbRewardDisplay) do
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for k, value in pairs(v) do
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table.insert(FirstRewardItems, {
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Tid = value.Tid,
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Qty = value.Qty,
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rewardType = AllEnum.RewardType.First
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})
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end
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end
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end
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local tbChar = self.tbCharId
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self:RefreshCharDamageData()
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local function openBattleResultPanel()
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EventManager.Remove("SettlementPerformLoadFinish", self, openBattleResultPanel)
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local sLarge, sSmall = "", ""
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EventManager.Hit(EventId.OpenPanel, PanelId.BattleResult, true, 3, {}, FirstRewardItems or {}, {}, 0, false, sLarge, sSmall, self.nLevelId, self.tbCharId, mapChangeInfo, self.tbCharDamage)
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self.bSettle = false
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self.parent:LevelEnd()
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self:UnBindEvent()
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end
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local function levelEndCallback()
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EventManager.Remove("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelEndCallback)
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EventManager.Hit(EventId.SetTransition)
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local function videoCallback()
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EventManager.Remove("VIDEO_END", self, videoCallback)
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EventManager.Hit(EventId.OpenPanel, PanelId.BattleResultMask)
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local storyCfg = self.bActivityStory == true and ConfigTable.GetData("ActivityStory", self.nLevelId) or ConfigTable.GetData_Story(self.nLevelId)
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local nFloorCount = #storyCfg.FloorId
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local nMapId = storyCfg.FloorId[nFloorCount]
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local nType = self.bActivityStory == true and ConfigTable.GetData("ActivityLevelsFloor", nMapId).Theme or ConfigTable.GetData("MainlineFloor", nMapId).Theme
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local sName = ConfigTable.GetData("EndSceneType", nType).EndSceneName
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EventManager.Add("SettlementPerformLoadFinish", self, openBattleResultPanel)
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local tbSkin = {}
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for _, nCharId in ipairs(tbChar) do
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local nSkinId = PlayerData.Char:GetCharSkinId(nCharId)
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table.insert(tbSkin, nSkinId)
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end
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CS.AdventureModuleHelper.PlaySettlementPerform(sName, "", tbSkin, func_SettlementFinish)
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end
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if sVideoName ~= nil and sVideoName ~= "" then
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EventManager.Add("VIDEO_END", self, videoCallback)
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EventManager.Hit(EventId.OpenPanel, PanelId.ProVideoGUI, sVideoName, true, 0.5, false, 0, true)
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else
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videoCallback()
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end
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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, FadeTime or 0.5)
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end
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function StoryLevel:CalCharFixedEffect(nTrialOrCharId, bMainChar, tbDiscId, bTrialLevel)
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local stActorInfo = CS.Lua2CSharpInfo_CharAttribute()
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if bTrialLevel then
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PlayerData.Char:CalCharacterTrialAttrBattle(nTrialOrCharId, stActorInfo, bMainChar, tbDiscId, self.mapBuildData.nBuildId)
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else
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PlayerData.Char:CalCharacterAttrBattle(nTrialOrCharId, stActorInfo, bMainChar, tbDiscId, self.mapBuildData.nBuildId)
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end
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return stActorInfo
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end
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function StoryLevel:SetPersonalPerk()
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if self.mapBuildData ~= nil then
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for nCharId, tbPerk in pairs(self.mapBuildData.tbPotentials) do
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local mapAddLevel = {}
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if self.bTrialLevel then
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if self.tbCharTrialId[nCharId] then
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mapAddLevel = PlayerData.Talent:GetTrialEnhancedPotential(self.tbCharTrialId[nCharId])
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else
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printError("体验build内,有多余角色的潜能" .. nCharId)
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end
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else
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mapAddLevel = PlayerData.Char:GetCharEnhancedPotential(nCharId)
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end
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local tbPerkInfo = {}
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for _, mapPerkInfo in ipairs(tbPerk) do
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local nAddLv = mapAddLevel[mapPerkInfo.nPotentialId] or 0
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local stPerkInfo = CS.Lua2CSharpInfo_TPPerkInfo()
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stPerkInfo.perkId = mapPerkInfo.nPotentialId
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stPerkInfo.nCount = mapPerkInfo.nLevel + nAddLv
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table.insert(tbPerkInfo, stPerkInfo)
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end
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safe_call_cs_func(CS.AdventureModuleHelper.ChangePersonalPerkIds, tbPerkInfo, nCharId)
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end
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end
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end
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function StoryLevel:SetDiscInfo()
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local tbDiscInfo = {}
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for k, nDiscId in ipairs(self.mapBuildData.tbDisc) do
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if k <= 3 then
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local discInfo
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if self.bTrialLevel then
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discInfo = PlayerData.Disc:CalcTrialInfoInBuild(nDiscId, self.mapBuildData.tbSecondarySkill)
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else
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discInfo = PlayerData.Disc:CalcDiscInfoInBuild(nDiscId, self.mapBuildData.tbSecondarySkill)
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end
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table.insert(tbDiscInfo, discInfo)
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end
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end
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safe_call_cs_func(CS.AdventureModuleHelper.SetDiscInfo, tbDiscInfo)
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end
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function StoryLevel:OnEvent_Time(nTime)
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self.nMainLineTime = self.nCacheFloorTime + nTime
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end
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function StoryLevel:OnEvnet_Pause()
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local sAim = self.bActivityStory == true and ConfigTable.GetData("ActivityStory", self.nLevelId).Aim or ConfigTable.GetData_Story(self.nLevelId).Aim
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EventManager.Hit(EventId.OpenPanel, PanelId.MainBattlePause, self.nMainLineTime or 0, self.mapBuildData.tbChar, sAim)
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end
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function StoryLevel:ChangeFloor()
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self:CacheTempData()
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local mapStory = self.bActivityStory == true and ConfigTable.GetData("ActivityStory", self.nLevelId) or ConfigTable.GetData_Story(self.nLevelId)
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self.curFloorIdx = self.curFloorIdx + 1
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self.nCacheFloorTime = self.nMainLineTime
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local function levelUnloadCallback()
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EventManager.Remove("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelUnloadCallback)
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self:SetPersonalPerk()
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self:SetDiscInfo()
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for idx, nCharId in ipairs(self.tbCharId) do
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local nTrialOrCharId = self.bTrialLevel and self.tbCharTrialId[nCharId] or nCharId
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local stActorInfo = self:CalCharFixedEffect(nTrialOrCharId, idx == 1, self.tbDiscId, self.bTrialLevel)
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safe_call_cs_func(CS.AdventureModuleHelper.SetActorAttribute, nCharId, stActorInfo)
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end
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self:SetCharStatus()
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end
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EventManager.Add("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelUnloadCallback)
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if self.bActivityStory then
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CS.AdventureModuleHelper.EnterActivityStoryLevelsInstance(mapStory.FloorId[self.curFloorIdx], self.tbCharId)
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else
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CS.AdventureModuleHelper.EnterMainlineMap(mapStory.FloorId[self.curFloorIdx], self.tbCharId, {})
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end
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CS.AdventureModuleHelper.LevelStateChanged(false)
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self.bSettle = false
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end
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function StoryLevel:SetCharStatus()
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local nStatus = 0
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local nStatusTime = 0
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local tbActorInfo = {}
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for _, nTid in pairs(self.tbCharId) do
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local stCharInfo = CS.Lua2CSharpInfo_ActorStatus()
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if self.mapCharacterTempData.stateInfo ~= nil and self.mapCharacterTempData.stateInfo[nTid] ~= nil then
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nStatus = self.mapCharacterTempData.stateInfo[nTid].nState
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nStatusTime = self.mapCharacterTempData.stateInfo[nTid].nStateTime
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end
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stCharInfo.actorID = nTid
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stCharInfo.status = nStatus
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stCharInfo.specialStatusTime = nStatusTime
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table.insert(tbActorInfo, stCharInfo)
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end
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safe_call_cs_func(CS.AdventureModuleHelper.SetActorStatus, tbActorInfo)
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end
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function StoryLevel:ResetCharacter()
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if self.mapCharacterTempData.hpInfo ~= nil then
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local tbActorInfo = {}
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for nTid, nHp in pairs(self.mapCharacterTempData.hpInfo) do
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local stCharInfo = CS.Lua2CSharpInfo_ActorAttribute()
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stCharInfo.actorID = nTid
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stCharInfo.curHP = nHp
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table.insert(tbActorInfo, stCharInfo)
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end
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safe_call_cs_func(CS.AdventureModuleHelper.ResetActorAttributes, tbActorInfo)
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end
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if self.mapCharacterTempData.skillInfo ~= nil then
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local tbSkillInfos = {}
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for _, skillInfo in ipairs(self.mapCharacterTempData.skillInfo) do
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local stSkillInfo = CS.Lua2CSharpInfo_ResetSkillInfo()
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stSkillInfo.skillId = skillInfo.nSkillId
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stSkillInfo.currentSectionAmount = skillInfo.nSectionAmount
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stSkillInfo.cd = skillInfo.nCd
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stSkillInfo.currentResumeTime = skillInfo.nSectionResumeTime
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stSkillInfo.currentUseTimeHint = skillInfo.nUseTimeHint
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stSkillInfo.energy = skillInfo.nEnergy
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if tbSkillInfos[skillInfo.nCharId] == nil then
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tbSkillInfos[skillInfo.nCharId] = {}
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end
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table.insert(tbSkillInfos[skillInfo.nCharId], stSkillInfo)
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end
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safe_call_cs_func(CS.AdventureModuleHelper.ResetActorSkillInfo, tbSkillInfos)
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end
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if self.mapCharacterTempData.buffInfo ~= nil then
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local tbBuffinfo = {}
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for nCharId, mapBuff in pairs(self.mapCharacterTempData.buffInfo) do
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if mapBuff.mapBuff ~= nil then
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for _, mapBuffInfo in pairs(mapBuff.mapBuff) do
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local stBuffInfo = CS.Lua2CSharpInfo_ResetBuffInfo()
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stBuffInfo.Id = mapBuffInfo.Id
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stBuffInfo.Cd = mapBuffInfo.CD
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stBuffInfo.buffNum = mapBuffInfo.nNum
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if tbBuffinfo[nCharId] == nil then
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tbBuffinfo[nCharId] = {}
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end
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table.insert(tbBuffinfo[nCharId], stBuffInfo)
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end
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end
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end
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safe_call_cs_func(CS.AdventureModuleHelper.ResetBuff, tbBuffinfo)
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end
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end
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function StoryLevel:CacheTempData()
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local FP = CS.TrueSync.FP
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self.mapCharacterTempData = {}
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local AdventureModuleHelper = CS.AdventureModuleHelper
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local id = AdventureModuleHelper.GetCurrentActivePlayer()
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self.mapCharacterTempData.curCharId = CS.AdventureModuleHelper.GetCharacterId(id)
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self.mapCharacterTempData.skillInfo = {}
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self.mapCharacterTempData.effectInfo = {}
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self.mapCharacterTempData.buffInfo = {}
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self.mapCharacterTempData.hpInfo = {}
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self.mapCharacterTempData.stateInfo = {}
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local playerids = AdventureModuleHelper.GetCurrentGroupPlayers()
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local Count = playerids.Count - 1
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for i = 0, Count do
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local charTid = AdventureModuleHelper.GetCharacterId(playerids[i])
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local clsSkillId = AdventureModuleHelper.GetPlayerSkillCd(playerids[i])
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local nStatus = AdventureModuleHelper.GetPlayerActorStatus(playerids[i])
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local nStatusTime = AdventureModuleHelper.GetPlayerActorSpecialStatusTime(playerids[i])
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self.mapCharacterTempData.hpInfo[charTid] = AdventureModuleHelper.GetEntityHp(playerids[i])
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if clsSkillId ~= nil then
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local tbSkillInfos = clsSkillId.skillInfos
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local nSkillCount = tbSkillInfos.Count - 1
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for j = 0, nSkillCount do
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local clsSkillInfo = tbSkillInfos[j]
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local mapSkill = ConfigTable.GetData_Skill(clsSkillInfo.skillId)
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if mapSkill.Type == GameEnum.skillType.ULTIMATE then
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table.insert(self.mapCharacterTempData.skillInfo, {
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nCharId = charTid,
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nSkillId = clsSkillInfo.skillId,
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nCd = clsSkillInfo.currentUseInterval.RawValue,
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nSectionAmount = clsSkillInfo.currentSectionAmount,
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nSectionResumeTime = clsSkillInfo.currentResumeTime.RawValue,
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nUseTimeHint = clsSkillInfo.currentUseTimeHint.RawValue,
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nEnergy = clsSkillInfo.currentEnergy.RawValue
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})
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end
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end
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self.mapCharacterTempData.effectInfo[charTid] = {
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mapEffect = {}
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}
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local tbClsEfts = AdventureModuleHelper.GetEffectList(playerids[i])
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if tbClsEfts ~= nil then
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local nEftCount = tbClsEfts.Count - 1
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for k = 0, nEftCount do
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local eftInfo = tbClsEfts[k]
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local mapEft = ConfigTable.GetData_Effect(eftInfo.effectConfig.Id)
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local nCd = eftInfo.CD.RawValue
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if mapEft.Remove and 0 < nCd then
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self.mapCharacterTempData.effectInfo[charTid].mapEffect[eftInfo.effectConfig.Id] = {nCount = 0, nCd = nCd}
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end
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end
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end
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local tbBuffInfo = AdventureModuleHelper.GetEntityBuffList(playerids[i])
|
||
self.mapCharacterTempData.buffInfo[charTid] = {
|
||
mapBuff = {}
|
||
}
|
||
if tbBuffInfo ~= nil then
|
||
local nBuffCount = tbBuffInfo.Count - 1
|
||
for l = 0, nBuffCount do
|
||
local eftInfo = tbBuffInfo[l]
|
||
local mapBuff = ConfigTable.GetData_Buff(eftInfo.buffConfig.Id)
|
||
if mapBuff.NotRemove then
|
||
table.insert(self.mapCharacterTempData.buffInfo[charTid].mapBuff, {
|
||
Id = eftInfo.buffConfig.Id,
|
||
CD = eftInfo:GetBuffLeftTime().RawValue,
|
||
nNum = eftInfo:GetBuffNum()
|
||
})
|
||
end
|
||
end
|
||
end
|
||
end
|
||
self.mapCharacterTempData.stateInfo[charTid] = {nState = nStatus, nStateTime = nStatusTime}
|
||
end
|
||
end
|
||
return StoryLevel
|