using ET; using log4net.Core; using System.Collections.Generic; using static GFGGame.StoryController; namespace GFGGame { //主线剧情专用类 public class StoryController { public static void ShowLevelView(int levelCfgId) { InstanceZonesController.ShowLevelView(levelCfgId, OnFinishStoryLevel); } public static void ShowCardStoryDialog(CardStoryCfg cardStoryCfg, CardData cardData) { ViewManager.Show(ViewName.STORY_DIALOG_VIEW, new object[] { cardStoryCfg.storyStartID, true, new OnCompleteStoryDialogCall(OnCompleteCardStoryDialog), cardData }, null, true); } public static void ShowPriorStoryDialog() { InstanceZonesDataManager.currentLevelCfgId = 100001001; ViewManager.Show(ViewName.STORY_DIALOG_VIEW, new object[] { MainStoryDataManager.priorId, false, new OnCompleteStoryDialogCall(OnCompletePriorStoryDialog) }, null, true); } public static void OnFinishStoryLevel(int levelCfgId, bool firstPass, bool success) { if(success) { //判断是否是首次打通最后一关 int nextLevelID = levelCfgId + 1; StoryLevelCfg nextLevelCfg = StoryLevelCfgArray.Instance.GetCfg(nextLevelID); var fistPassLastLvl = (nextLevelCfg == null) && firstPass; if (fistPassLastLvl) { ViewManager.Show(ViewName.STORY_CHAPTER_LIST_VIEW, null, null, true); } else { ViewManager.Show(ViewName.STORY_CHAPTER_VIEW, MainStoryDataManager.currentChapterCfgId, ViewManager.GetGoBackDatas(ViewName.STORY_CHAPTER_VIEW), true); } } else { //异常返回到关卡列表界面 ViewManager.Show(ViewName.STORY_CHAPTER_VIEW, MainStoryDataManager.currentChapterCfgId, ViewManager.GetGoBackDatas(ViewName.STORY_CHAPTER_VIEW), true); } } private static void OnCompleteCardStoryDialog(bool isSkip, object param) { CardData cardData = param as CardData; ViewManager.Show(ViewName.CARD_FOSTER_VIEW, cardData, new object[] { ViewName.CARD_DETAIL_VIEW }, true); ViewManager.Show(ViewName.CARD_STORY_VIEW, cardData); } private static void OnCompletePriorStoryDialog(bool isSkip, object param) { ViewManager.Show(ViewName.STORY_CHAPTER_VIEW, MainStoryDataManager.currentChapterCfgId, ViewManager.GetGoBackDatas(ViewName.STORY_CHAPTER_VIEW), true); } } }