232 lines
7 KiB
Lua
232 lines
7 KiB
Lua
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-- 大秘境【作战层】实例
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local XRiftFightLayer = XClass(nil, "XRiftFightLayer")
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local XRiftStageGroup = require("XEntity/XRift/XRiftStageGroup")
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function XRiftFightLayer:Ctor(config)
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self.Config = config
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self.ClientConfig = XRiftConfig.GetAllConfigs(XRiftConfig.TableKey.RiftLayerDetail)[config.Id]
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self.ParentChapter = nil
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self.StageGroupCount = config.NodePositions and #config.NodePositions or 0
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-- 服务端下发后确认的数据
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self.s_Passed = nil
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self.s_Lock = true
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self.s_StageGroupDic = {} -- 所有的关卡节点(最多3个)
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self.s_LuckStageGroup = nil -- + 1个幸运关卡节点(不含在all内)
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self.s_RecordPluginDrop = {} -- 记录每次作战累计的插件掉落,用于层结算
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self.s_HasJumpCount = 0 -- 该跃升进行了多少层
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end
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-- 向上建立关系(固定)
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function XRiftFightLayer:InitRelationshipChainUp()
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self.ParentChapter = XDataCenter.RiftManager.GetEntityChapterById(self.Config.ChapterId)
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self.ParentChapter:InitRelationshipChainDown(self)
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end
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-- 向下建立关系
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function XRiftFightLayer:InitRelationshipChainDown(stageGroupList)
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for k, StageGroupData in pairs(stageGroupList) do -- StageGroupData里面是关卡节点的Stage
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local xStageGroup = XRiftStageGroup.New(k, self)
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xStageGroup:InitRelationshipChainDown(StageGroupData.StageDatas)
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self.s_StageGroupDic[k] = xStageGroup
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end
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end
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-- 清除与关卡节点的关系(幸运关卡固定,不会重置数据)
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function XRiftFightLayer:ClearRelationShipChainDown()
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self.s_StageGroupDic = {}
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self.s_RecordPluginDrop = {}
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end
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-- 【获取】Id
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function XRiftFightLayer:GetId()
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return self.Config.Id
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end
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-- 【获取】Config
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function XRiftFightLayer:GetConfig()
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return self.Config
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end
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-- 【获取】父区域
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function XRiftFightLayer:GetParent()
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return self.ParentChapter
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end
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-- 【检查】当前作战层是否处于作战中
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function XRiftFightLayer:CheckIsOwnFighting()
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local curr, total = self:GetProgress()
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return curr > 0 and curr < total
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end
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-- 【获取】当前作战层进度,注意:层pass不代表进度大于1,因为层pass是首通,层可以反复打
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function XRiftFightLayer:GetProgress()
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local curr = 0
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local total = 0
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for k, xStageGroup in pairs(self.s_StageGroupDic) do
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for k, xStage in pairs(xStageGroup:GetAllEntityStages()) do
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if xStage:CheckHasPassed() then
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curr = curr + 1
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end
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total = total + 1
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end
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end
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return curr, total
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end
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-- 【检查】是否解锁了,但是还没下发数据
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function XRiftFightLayer:CheckNoneData()
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return XTool.IsTableEmpty(self.s_StageGroupDic)
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end
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-- 【检查】是否下发作战层关卡库数据,但是还没通过任意一关
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function XRiftFightLayer:CheckHasStartedButNotFight()
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return not XTool.IsTableEmpty(self.s_StageGroupDic) and self:GetProgress() == 0
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end
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-- 【检查】是否点击了开始作战,下发数据
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function XRiftFightLayer:CheckHasStarted()
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return not XTool.IsTableEmpty(self.s_StageGroupDic)
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end
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-- 【检查】是否首通过该作战层
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function XRiftFightLayer:CheckHasPassed()
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return self.s_Passed
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end
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function XRiftFightLayer:SetHasPassed(value)
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self.s_Passed = value
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end
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-- 【检查】奖励是否已被领取
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function XRiftFightLayer:CheckHadReceiveReward()
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return false
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end
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-- 【检查】红点(查看该层后,或者被领取跃升奖励后消失)
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function XRiftFightLayer:CheckRedPoint()
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return not self:CheckHasLock() and not self:CheckHadFirstEntered()
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end
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-- 【检查】上锁
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function XRiftFightLayer:CheckHasLock()
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return self.s_Lock
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end
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function XRiftFightLayer:SetHasLock(value)
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self.s_Lock = value
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end
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-- 【检查】是否可以扫荡
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function XRiftFightLayer:CheckSweepEnable()
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-- 不为跃升,且通关
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return self:GetType() ~= XRiftConfig.LayerType.Zoom and self:CheckHasPassed()
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end
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-- 【检查】是否是当前区域最后一个作战层
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function XRiftFightLayer:CheckIsLastLayerInChapter()
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local allLayerList = self:GetParent():GetAllFightLayersOrderList()
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local lastLayer = allLayerList[#allLayerList]
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return lastLayer:GetId() == self:GetId()
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end
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-- 【获取】所有关卡节点(不包含幸运关卡节点)
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function XRiftFightLayer:GetAllStageGroups()
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return self.s_StageGroupDic
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end
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-- 【获取】幸运关卡节点
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function XRiftFightLayer:GetLuckStageGroup()
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return self.s_LuckStageGroup
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end
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-- 【设置】幸运关卡节点
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function XRiftFightLayer:SetLuckStageGroup(data)
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local xStageGroup = XRiftStageGroup.New(XRiftConfig.StageGroupLuckyPos, self)
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xStageGroup:InitRelationshipChainDown(data.StageDatas)
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self:GetParent():SetCurrLuckFightLayer(self) -- 区域缓存唯一有幸运关卡的作战层
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self.s_LuckStageGroup = xStageGroup
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end
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-- 【获取】气泡奖励展示列表
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function XRiftFightLayer:GetShowRewardIds()
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end
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-- 【获取】幸运关卡奖励列表
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function XRiftFightLayer:GetShowFortuneRewardIds()
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end
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-- 【获取】当前跃升进度(虽然这是显示在关卡详情的数据,但是该数据其实和作战层绑定,而且每层作战层只可能有一关跃升关卡)
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function XRiftFightLayer:GetJumpProgress()
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end
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-- 【获取】作战层类型
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function XRiftFightLayer:GetType()
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return self:GetConfig().Type
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end
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function XRiftFightLayer:GetTypeDesc()
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local textKey = "RiftLayer"
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local isIn, key = table.contains(XRiftConfig.LayerType, self:GetConfig().Type)
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if isIn then
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textKey = textKey..key
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end
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return CS.XTextManager.GetText(textKey)
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end
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function XRiftFightLayer:GetTotalStagePassTime()
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local passTime = 0
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for _, xStageGroup in pairs(self:GetAllStageGroups()) do
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for _, xStage in pairs(xStageGroup:GetAllEntityStages()) do
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passTime = passTime + (xStage:GetPassTime() or 0)
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end
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end
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return passTime
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end
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function XRiftFightLayer:SetJumpCount(count)
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-- 只有比之前的大再更新
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self.s_HasJumpCount = count > self.s_HasJumpCount and count or self.s_HasJumpCount
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end
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function XRiftFightLayer:GetJumpCount()
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return self.s_HasJumpCount
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end
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function XRiftFightLayer:AddRecordPluginDrop(value)
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self.s_RecordPluginDrop = appendArray(self.s_RecordPluginDrop , value)
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end
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function XRiftFightLayer:GetRecordPluginDrop()
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return self.s_RecordPluginDrop
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end
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-- 【保存】首次进入(跃升领奖也调用一次,功能相似)
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function XRiftFightLayer:SaveFirstEnter()
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local key = "RiftFightLayer"..XPlayer.Id..self:GetId()
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XSaveTool.SaveData(key, true)
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end
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-- 【检查】是否有过首次进入
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function XRiftFightLayer:CheckHadFirstEntered()
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local key = "RiftFightLayer"..XPlayer.Id..self:GetId()
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return XSaveTool.GetData(key)
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end
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function XRiftFightLayer:CheckMopupDisable()
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local res = false
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if XDataCenter.RiftManager.GetSweepLeftTimes() <= 0 then
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res = true
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end
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if not self:CheckHasPassed() then
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res = true
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end
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if self:CheckIsOwnFighting() then
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res = true
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end
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return res
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end
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function XRiftFightLayer:SyncData()
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end
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return XRiftFightLayer
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