MainController.cs 2.5 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using ET;
  4. using UnityEngine;
  5. namespace GFGGame
  6. {
  7. public class MainControllerr : SingletonBase<MainControllerr>
  8. {
  9. public static bool GotoStoryChapter(bool isOpen = false)
  10. {
  11. LogServerHelper.SendPlayParticipationLog((int)PlayParticipationEnum.CHUN_ZHONG_LOU, 1);
  12. if (isOpen) return isOpen;
  13. isOpen = true;
  14. List<StoryChapterCfg> _chapterCfgs = StoryChapterCfgArray.Instance.GetCfgsBysubType(0);
  15. for (int i = 0; i < _chapterCfgs.Count; i++)
  16. {
  17. StoryChapterCfg chapterCfg = _chapterCfgs[i];
  18. if (i == _chapterCfgs.Count - 1 && MainStoryDataManager.CheckChapterUnlock(chapterCfg.id))
  19. {
  20. ViewManager.Show<StoryChapterView>(new object[] { chapterCfg.id, 0 });
  21. isOpen = false;
  22. return isOpen;
  23. }
  24. else if (!MainStoryDataManager.CheckChapterUnlock(chapterCfg.id))
  25. {
  26. StoryChapterCfg chapterTowCfg = _chapterCfgs[Mathf.Max(0, i - 1)];
  27. StoryChapterCfg chaptersuitCfg = _chapterCfgs[Mathf.Max(0, i - 2)];
  28. var list = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(chapterTowCfg.type, chapterTowCfg.subType, chapterTowCfg.id);
  29. StoryLevelCfg lastLevelCfg = list[list.Count - 1];
  30. //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
  31. if (lastLevelCfg != null && InstanceZonesDataManager.CheckLevelPass(lastLevelCfg.id))
  32. {
  33. ViewManager.Show<StoryChapterListView>(new object[] { 0, Mathf.Max(0, chapterCfg.order - 1) });
  34. isOpen = false;
  35. return isOpen;
  36. }
  37. if (StoryController.CheckSuitGot(chaptersuitCfg.suitId))
  38. {
  39. ViewManager.Show<StoryChapterView>(new object[] { chapterCfg.id - 1, 0 });
  40. isOpen = false;
  41. return isOpen;
  42. }
  43. else
  44. {
  45. ViewManager.Show<StoryChapterListView>(new object[] { 0, Mathf.Max(0, chapterCfg.order - 1) });
  46. isOpen = false;
  47. return isOpen;
  48. }
  49. }
  50. }
  51. return isOpen;
  52. }
  53. }
  54. }