MainController.cs 3.2 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using cfg.GfgCfg;
  5. using ET;
  6. using UnityEngine;
  7. namespace GFGGame
  8. {
  9. public class MainControllerr : SingletonBase<MainControllerr>
  10. {
  11. public static bool GotoStoryChapter(bool isOpen = false)
  12. {
  13. LogServerHelper.SendPlayParticipationLog((int)PlayParticipationEnum.CHUN_ZHONG_LOU, 1);
  14. if (isOpen) return isOpen;
  15. isOpen = true;
  16. List<StoryChapterCfg> _chapterCfgs = CommonDataManager.Tables.TblStoryChapterCfg.GetGroup1BySubType(0);
  17. for (int i = 0; i < _chapterCfgs.Count; i++)
  18. {
  19. StoryChapterCfg chapterCfg = _chapterCfgs[i];
  20. if (i == _chapterCfgs.Count - 1 && MainStoryDataManager.CheckChapterUnlock(chapterCfg.Id))
  21. {
  22. if (StoryController.CheckSuitGot(_chapterCfgs[i - 1].SuitId))
  23. {
  24. MainStoryDataManager.currentChapterCfgId = chapterCfg.Id;
  25. ViewManager.Show<StoryChapterView>(new object[] { chapterCfg.Id, 0 });
  26. isOpen = false;
  27. return isOpen;
  28. }
  29. else
  30. {
  31. ViewManager.Show<StoryChapterListView>(new object[] { 0, Mathf.Max(0, chapterCfg.Order - 1) });
  32. isOpen = false;
  33. return isOpen;
  34. }
  35. }
  36. else if (!MainStoryDataManager.CheckChapterUnlock(chapterCfg.Id))
  37. {
  38. StoryChapterCfg chapterTowCfg = _chapterCfgs[Mathf.Max(0, i - 1)];
  39. StoryChapterCfg chaptersuitCfg = _chapterCfgs[Mathf.Max(0, i - 2)];
  40. var list = CommonDataManager.Tables.TblStoryLevelCfg.DataList.Where(a =>
  41. a.Type == chapterTowCfg.Type && a.SubType == chapterTowCfg.SubType &&
  42. a.ChapterId == chapterTowCfg.Id).ToList();
  43. StoryLevelCfg lastLevelCfg = list[list.Count - 1];
  44. //这里是当下一章没解锁,但是上一章的最后一关已经通过了
  45. if (lastLevelCfg != null && InstanceZonesDataManager.CheckLevelPass(lastLevelCfg.Id))
  46. {
  47. ViewManager.Show<StoryChapterListView>(new object[] { 0, Mathf.Max(0, chapterCfg.Order - 1) });
  48. isOpen = false;
  49. return isOpen;
  50. }
  51. if (StoryController.CheckSuitGot(chaptersuitCfg.SuitId))
  52. {
  53. MainStoryDataManager.currentChapterCfgId = chapterCfg.Id - 1;
  54. ViewManager.Show<StoryChapterView>(new object[] { chapterCfg.Id - 1, 0 });
  55. isOpen = false;
  56. return isOpen;
  57. }
  58. else
  59. {
  60. ViewManager.Show<StoryChapterListView>(new object[] { 0, Mathf.Max(0, chapterCfg.Order - 1) });
  61. isOpen = false;
  62. return isOpen;
  63. }
  64. }
  65. }
  66. return isOpen;
  67. }
  68. }
  69. }