PGRData/Script/matrix/xentity/xsupersmashbros/XSmashBMode.lua

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--===========================
--超限乱斗模式对象
--模块负责:吕天元
--===========================
local XSmashBMode = XClass(nil, "XSmashBMode")
function XSmashBMode:Ctor(modeCfg)
self.ModeCfg = modeCfg
self.RewardCfgs = XSuperSmashBrosConfig.GetCfgByIdKey(XSuperSmashBrosConfig.TableKey.Mode2RewardDic, self:GetId(), true)
self.RewardLevel = 1
self.IsPlaying = false
--总怪物数
self.TotalMonsters = #XSuperSmashBrosConfig.GetCfgByIdKey(XSuperSmashBrosConfig.TableKey.Group2MonsterGroupDic, self:GetMonsterLibraryId(), true)
end
--=============
--模式ID
--=============
function XSmashBMode:GetId()
return self.ModeCfg and self.ModeCfg.Id
end
--=============
--活动ID
--=============
function XSmashBMode:GetActivityId()
return self.ModeCfg and self.ModeCfg.ActivityId
end
--=============
--模式名称
--=============
function XSmashBMode:GetName()
return self.ModeCfg and self.ModeCfg.Name
end
--=============
--模式开放时间(填活动开始后经过的时间)
--=============
function XSmashBMode:GetOpenCondition()
return self.ModeCfg and self.ModeCfg.OpenTime or 0
end
--=============
--怪物库Id
--=============
function XSmashBMode:GetMonsterLibraryId()
return self.ModeCfg and self.ModeCfg.MonsterLibraryId
end
--=============
--地图库Id
--=============
function XSmashBMode:GetMapLibraryId()
return self.ModeCfg and self.ModeCfg.MapLibraryId
end
--=============
--环境库Id
--=============
function XSmashBMode:GetEnvLibraryId()
return self.ModeCfg and self.ModeCfg.EnvLibraryId
end
--=============
--是否是线性模式
--=============
function XSmashBMode:GetIsLinearStage()
return self.ModeCfg and self.ModeCfg.IsLinearStage
end
--=============
--我方队伍角色数量最大值
--=============
function XSmashBMode:GetRoleMaxPosition()
return self.ModeCfg and self.ModeCfg.RoleMaxPosition
end
--=============
--我方队伍角色数量最小值
--=============
function XSmashBMode:GetRoleMinPosition()
return self.ModeCfg and self.ModeCfg.RoleMinPosition
end
--=============
--敌人队伍角色数量最大值
--=============
function XSmashBMode:GetMonsterMaxPosition()
return self.ModeCfg and self.ModeCfg.MonsterMaxPosition
end
--=============
--敌人队伍角色数量最大值
--=============
function XSmashBMode:GetMonsterMinPosition()
return self.ModeCfg and self.ModeCfg.MonsterMinPosition
end
--=============
--我方每次出战人数
--=============
function XSmashBMode:GetRoleBattleNum()
return self.ModeCfg and self.ModeCfg.RoleBattleNum
end
--=============
--我方强制随机开始位置,和monster的固定随机不同强随机需设为UnKnown状态在进入ready界面也不能揭开角色信息直到该角色上场
--=============
function XSmashBMode:GetRoleRandomStartIndex()
local num = self.ModeCfg.RoleForceRandomIndex
if num and num <= 0 then
num = nil
end
return num
end
--=============
--敌方每次出战人数
--=============
function XSmashBMode:GetMonsterBattleNum()
return self.ModeCfg and self.ModeCfg.MonsterBattleNum
end
--=============
--敌方随机位置
--=============
function XSmashBMode:GetMonsterRandomNum()
return self.ModeCfg and self.ModeCfg.MonsterRandomNum
end
--=============
--获取一次游戏中敌方Boss限制数量
--若没配置,则默认为敌方最大出战数目
--=============
function XSmashBMode:GetBossLimit()
local bossLimit = self.ModeCfg and self.ModeCfg.BossLimit
return bossLimit and bossLimit > 0 and bossLimit or self:GetMonsterMaxPosition()
end
--=============
--模式描述
--=============
function XSmashBMode:GetDescription()
return self.ModeCfg and self.ModeCfg.Description
end
--=============
--背景图
--=============
function XSmashBMode:GetBgPath()
return self.ModeCfg and self.ModeCfg.BgPath
end
--=============
--图标
--=============
function XSmashBMode:GetIcon()
return self.ModeCfg and self.ModeCfg.Icon
end
--=============
--序号图标
--=============
function XSmashBMode:GetOrderIcon()
return self.ModeCfg and self.ModeCfg.OrderIcon
end
--=============
--背景影子图
--=============
function XSmashBMode:GetShadowBgPath()
return self.ModeCfg and self.ModeCfg.ShadowBgPath
end
--=============
--入口底色
--=============
function XSmashBMode:GetNamePlateColor()
local color = CS.UnityEngine.Color(self.ModeCfg.NamePlateColorR / 255, self.ModeCfg.NamePlateColorG / 255, self.ModeCfg.NamePlateColorB / 255)
return color
end
--=============
--模式优先级
--=============
function XSmashBMode:GetPriority()
return self.ModeCfg and self.ModeCfg.Priority
end
--===============
--获取队伍格最大数
--===============
function XSmashBMode:GetTeamMaxPosition()
return self.ModeCfg and self.ModeCfg.TeamMaxPosition
end
--===============
--获取是否显示排行榜
--===============
function XSmashBMode:GetIsRanking()
return self.ModeCfg and self.ModeCfg.IsRanking
end
--===============
--获取正常选角替换彩蛋概率
--===============
function XSmashBMode:GetEggRateNormal()
return self.ModeCfg and self.ModeCfg.EggRateNormal
end
--获取随机选角替换彩蛋概率
--===============
function XSmashBMode:GetEggRateRandom()
return self.ModeCfg and self.ModeCfg.EggRateRandom
end
--获取彩蛋开始替换的下标
--===============
function XSmashBMode:GetEggStartEndIndex()
if self.ModeCfg then
return self.ModeCfg.EggStartIndex, self.ModeCfg.EggEndIndex
end
return nil
end
--获取该模式的彩蛋机器人列表
--===============
function XSmashBMode:GetEggRobots()
return self.ModeCfg and self.ModeCfg.EggRobots
end
--获取该模式的任务
--===============
function XSmashBMode:GetTaskGroupId()
return self.ModeCfg and self.ModeCfg.TaskGroupId
end
--=============
--模式主页面的预制件地址
--=============
function XSmashBMode:GetPickUiPrefab()
local isLine = self:GetIsLinearStage()
if isLine then
return CS.XGame.ClientConfig:GetString("SmashBrosPickPrefabLine")
else
return CS.XGame.ClientConfig:GetString("SmashBrosPickPrefabNormal")
end
end
--=============
--模式准备对战页面的预制件地址
--=============
function XSmashBMode:GetReadyUiPrefab()
local is1v1 = self:GetRoleBattleNum() == 1
if is1v1 then
return CS.XGame.ClientConfig:GetString("SmashBrosReadyPrefabLine")
else
return CS.XGame.ClientConfig:GetString("SmashBrosReadyPrefabNormal")
end
end
--=============
--获取所有该模式的关卡
--=============
function XSmashBMode:GetAllStages()
return XSuperSmashBrosConfig.GetCfgByIdKey(XSuperSmashBrosConfig.TableKey.Group2SceneDic, self:GetMapLibraryId())
end
--=============
--检查是否已完成所有积分奖励
--=============
function XSmashBMode:CheckComplete()
local rewards = self:GetAllRewardCfgs()
for _, reward in pairs(rewards) do
if not (self.ReceivedReward and self.ReceivedReward[reward.Id]) then
return false
end
end
return true
end
--=============
--获取当前积分档位
--=============
function XSmashBMode:GetRewardLevel()
local rewards = self:GetAllRewardCfgs()
for level, rewardCfg in pairs(rewards) do
if (self.RewardCfgs[level].NeedScore > self:GetScore()) and (not self.ReceivedReward or not self.ReceivedReward[rewardCfg.Id]) then
return level
end
end
return #rewards
end
--=============
--获取首个可以获取奖励的奖励等级
--=============
function XSmashBMode:GetFirstCanGetRewardLevel()
local rewards = self:GetAllRewardCfgs()
for level, rewardCfg in pairs(rewards) do
if (self.RewardCfgs[level].NeedScore <= self:GetScore()) and (self.ReceivedReward and not self.ReceivedReward[rewardCfg.Id]) then
return level
end
end
return self:GetRewardLevel()
end
--=============
--获取当前积分已完成的档位数
--=============
function XSmashBMode:GetScoreArriveNum()
local total = 0
for level, rewardCfg in pairs(self:GetAllRewardCfgs()) do
if self.RewardCfgs[level].NeedScore <= (self:GetScore()) then
total = total + 1
end
end
return total
end
--=============
--获取当前已领取的奖励数
--=============
function XSmashBMode:GetRewardReceivedNum()
local result = 0
for _, _ in pairs(self.ReceivedReward or {}) do
result = result + 1
end
return result
end
--=============
--获取当前奖励配置(下一档奖励)
--=============
function XSmashBMode:GetCurrentRewardCfg()
local level = self:GetRewardLevel()
if level > #self:GetAllRewardCfgs() then level = #self:GetAllRewardCfgs() end
return self.RewardCfgs[level] or {}
end
--=============
--根据给定奖励等级获取奖励配置
--=============
function XSmashBMode:GetRewardCfgByLevel(level)
return self.RewardCfgs and self.RewardCfgs[level] or {}
end
--=============
--获取所有奖励配置
--=============
function XSmashBMode:GetAllRewardCfgs()
return self.RewardCfgs or {}
end
--=============
--获取当前奖励的目标分数
--=============
function XSmashBMode:GetTargetScore()
local cfg = self:GetRewardCfgByLevel(self:GetFirstCanGetRewardLevel())
if cfg and next(cfg) then
return cfg.NeedScore
end
return 0
end
--=============
--获取当前奖励的奖励Id
--=============
function XSmashBMode:GetRewardId()
local rewards = self:GetAllRewardCfgs()
for _, cfg in pairs(rewards) do
if not (self.ReceivedReward and self.ReceivedReward[cfg.Id]) then
return cfg.RewardId
end
end
return rewards[#rewards] and rewards[#rewards].RewardId or 0
end
function XSmashBMode:CheckRewardReceiveStateByLevel(level)
local cfg = self:GetRewardCfgByLevel(level)
if not cfg or (not next(cfg)) then return false, false end
local isGet = self.ReceivedReward and self.ReceivedReward[cfg.Id]
local canGet = (not isGet) and (cfg.NeedScore <= self:GetScore())
return canGet, isGet
end
function XSmashBMode:SetReceiveStateByRewardId(rewardId)
if not self.ReceivedReward then self.ReceivedReward = {} end
self.ReceivedReward[rewardId] = true
end
--=============
--获取最前面未领取且是可领取的奖励配置
--若没有,则返回空
--=============
function XSmashBMode:GetFirstRewardCfgNotGet()
local rewards = self:GetAllRewardCfgs()
local score = self:GetScore()
for _, cfg in pairs(rewards) do
if (cfg.NeedScore <= score) and not (self.ReceivedReward and self.ReceivedReward[cfg.Id]) then
return cfg
end
end
return nil
end
--=============
--获取已通过的怪物数
--=============
function XSmashBMode:GetPassMonsters()
return XDataCenter.SuperSmashBrosManager.GetPassMonstersNumByModeId(self:GetId())
end
--=============
--获取所有怪物总数
--=============
function XSmashBMode:GetTotalMonsters()
return self.TotalMonsters or 1 --缺省1能正常被除
end
--=============
--获取剩余未首通怪物数量
--=============
function XSmashBMode:GetMonstersNotPass()
return self:GetTotalMonsters() - self:GetPassMonsters()
end
--=============
--获取通关模式解锁的核心对象
--=============
function XSmashBMode:GetCore()
return XDataCenter.SuperSmashBrosManager.GetCoreByPriority(self:GetPriority())
end
--=============
--检查是否解锁
--=============
function XSmashBMode:CheckUnlock()
local startTime = XDataCenter.SuperSmashBrosManager.GetActivityStartTime()
local now = XTime.GetServerNowTimestamp()
return (now - startTime) > self:GetOpenCondition()
end
--=============
--获取模式现在积分
--=============
function XSmashBMode:GetScore()
return self.Score or 0
end
--=============
--检查是否正在进行
--=============
function XSmashBMode:CheckIsPlaying()
return self.IsPlaying
end
--=============
--设置是否正在进行
--=============
function XSmashBMode:SetIsPlaying(value)
self.IsPlaying = value
end
--=============
--获取我方的模式参战队伍所有成员
--=============
function XSmashBMode:GetBattleTeam()
return XDataCenter.SuperSmashBrosManager.GetRoleIdsByModeId(self:GetId())
end
--=============
--获取我方的下一场战斗出战的成员
--=============
function XSmashBMode:GetBattleMember()
local team = {}
local ownTeam = self:GetBattleTeam()
local battleNum = self:GetRoleBattleNum()
if self.CharacterProgressIndex and self.CharacterProgressIndex > 0 then
for i = 1, self.CharacterProgressIndex + battleNum - 1 do
local id = ownTeam[i]
local chara
if id then
chara = XDataCenter.SuperSmashBrosManager.GetRoleById(id)
end
table.insert(team, id)
end
end
return team
end
--=============
--获取出战下标
--=============
function XSmashBMode:GetBattleCharaIndex()
return self.CharacterProgressIndex or 1
end
--=============
--获取敌人出战队伍
--=============
function XSmashBMode:GetEnemyTeam()
return self.EnemyTeam
end
--=============
--获取敌人出战下标
--=============
function XSmashBMode:GetBattleEnemyIndex()
return self.MonsterGroupProgressIndex
end
--=============
--获取累计消耗时间(整轮模式累计)
--=============
function XSmashBMode:GetSpendTime()
return self.LastSpendTime or 0
end
--=============
--获取历史最佳消耗时间
--=============
function XSmashBMode:GetBestTime()
return self.BestSpendTime or 0
end
--=============
--(连战模式)获取当前正在进行的连胜数值
--这里在确认前后端发来的数值不会+1若要在确认前展示暂时的连胜次数需在数值上手动+1
--=============
function XSmashBMode:GetWinCount()
return self.WinCount or 0
end
--=============
--(连战模式)获取连胜最高数值
--这里在确认前后端发来的数值不会+1若要在确认前展示暂时的连胜次数需在数值上手动+1
--=============
function XSmashBMode:GetCurrentWinCount()
return (self.StageProgressIndex - 1) or 0
end
--=============
--获取最新一轮的连战时间挑战数据
--=============
function XSmashBMode:GetLastTimeAttackData()
return self.LastTimeAttackList or {}
end
--=============
--获取历史最佳连战时间挑战数据
--=============
function XSmashBMode:GetBestTimeAttackData()
return self.BestTimeAttackList or {}
end
--=============
--获取历史最佳连战时间挑战数据的数量
--=============
function XSmashBMode:GetBestStageAttackNum()
return #self:GetBestTimeAttackData()
end
--=============
--获取上一关通关时间
--=============
function XSmashBMode:GetLastStagePassTime()
return self.StageSpendTime or 0
end
--=============
--获取下一关StageId
--=============
function XSmashBMode:GetNextStageId()
if self.StageProgressIndex > #self.AllStageId then
return -1 --表示已全部通关
end
return self.AllStageId[self.StageProgressIndex]
end
--=============
--获取连战模式下的进度字符串
--=============
function XSmashBMode:GetLineProgress()
return XUiHelper.GetText("SSBMainPointGetText", self.StageProgressIndex, #self.AllStageId)
end
--=============
--获取连战模式下一个敌人信息
--这里关卡进度下标也表示与模式的按ID排序的敌人的顺位
--=============
function XSmashBMode:GetNextEnemy()
local monsterGroups = XDataCenter.SuperSmashBrosManager.GetMonsterGroupListByModeId(self:GetId())
if not monsterGroups then return nil end
local monsterGroup = monsterGroups[self.StageProgressIndex + 1]
return monsterGroup
end
--=============
--获取模式结果状态
--=============
function XSmashBMode:GetModeResult()
local isStart = self:GetBattleCharaIndex() == 1 and self:GetBattleEnemyIndex() == 1
local isWin = self:GetBattleEnemyIndex() > #self:GetEnemyTeam()
local isEnd = (self:GetBattleCharaIndex() > self:GetRoleMaxPosition()) or (self:GetBattleEnemyIndex() > #self:GetEnemyTeam())
return isStart, isEnd, isWin
end
--=============
--获取确认标识
--=============
function XSmashBMode:GetConfirmFlag()
return self.ConfirmFlag
end
--=============
--检查是否开始
--=============
function XSmashBMode:CheckIsStart()
return self:GetBattleCharaIndex() == 1 and self:GetBattleEnemyIndex() == 1
end
--=============
--检查是否结束
--=============
function XSmashBMode:CheckIsEnd()
return (not self:GetBattleTeam()[self:GetBattleCharaIndex()] or self:GetBattleTeam()[self:GetBattleCharaIndex()] == 0)
or (self:CheckIsWin())
end
--=============
--检查是否胜利
--=============
function XSmashBMode:CheckIsWin()
return (self:GetBattleEnemyIndex() > #self:GetEnemyTeam()) and (self.StageProgressIndex >= #self.AllStageId)
end
--=============
--检查上一场的胜利方
--=============
function XSmashBMode:GetLastWin()
if self.LastWin == nil then
return 0
else
return self.LastWin
end
end
--=============
--存储result 用于重新挑战寻找再上一次对战的角色数据
--=============
function XSmashBMode:RecordResult(result)
self.Result = result
end
--=============
--获取result
--=============
function XSmashBMode:GetResult()
return self.Result
end
--=============
--刷新后台推送活动数据
--@param data:
--List<SuperSmashBrosModeDb>
--SuperSmashBrosModeDb:
--int ModeId
--List<int> CurFightMonsterGroupId
--Dictionary<int, int> MonsterGroupWinCount
--int Score
--List<int> TakedRewardList
--SuperSmashBrosBattleDb BattleDb
--int LastRankScore
--=============
function XSmashBMode:RefreshNotifyModeData(modeDb)
self.Score = modeDb.Score --当前分数
--累计战斗耗时
self.LastSpendTime = modeDb.CurSpendTime
--本模式最佳耗时时间
self.BestSpendTime = modeDb.BestSpendTime
self.ReceivedReward = {}
for _, rewardId in pairs(modeDb.TakedRewardList or {}) do
self.ReceivedReward[rewardId] = true
end
self.HistoryWinCount = modeDb.WinCountMax
self.LastTimeAttackList = {}
for index, timeAttackInfo in pairs(modeDb.CurStageList) do
self.LastTimeAttackList[index] = {
StageId = timeAttackInfo.Id,
Time = timeAttackInfo.Time
}
end
self.BestTimeAttackList = {}
for index, timeAttackInfo in pairs(modeDb.StageHistory) do
self.BestTimeAttackList[index] = {
StageId = timeAttackInfo.Id,
Time = timeAttackInfo.Time
}
end
self.BestStageAttackNum = #self.BestTimeAttackList
--用于连胜模式表示当前胜利次数
self.WinCount = #modeDb.CurStageList
local manager = XDataCenter.SuperSmashBrosManager
manager.RefreshMonsterGroupWinCount(modeDb.MonsterGroupWinCountList)
self:RefreshNotifyBattleData(modeDb.BattleDb)
end
--=============
--刷新后台推送模式战斗数据
--@param data:
--SuperSmashBrosBattleDb:
--List<int> CharacterIdList
--Dictionary<int,int> CharacterIdResult
--List<int> CharacterPosList
--int LastBattleCharacterIndex
--List<int> MonsterGroupIdList
--List<XNpcHpInfo> LeftMonster
--int LastBattleMonsterIndex
--int StageId
--int EnvId
--int StageProgressIndex
--long SpendTime
--long StartTime
--int WinCount
--=============
function XSmashBMode:RefreshNotifyBattleData(battleDb)
self.EnemyTeam = {}
if not battleDb or not next(battleDb) then
return
end
for index, enemyId in pairs(battleDb.MonsterGroupIdList or {}) do
table.insert(self.EnemyTeam, enemyId)
end
XDataCenter.SuperSmashBrosManager.SetTeamByModeId(
battleDb.CaptainPos,
battleDb.FirstFightPos,
battleDb.CharacterIdList,
battleDb.CharacterPosList,
self:GetId()
)
--所有关卡Id非连战模式只有一项连战模式会是整个关卡链的数组
self.AllStageId = battleDb.StageId
--下一个关卡的下标
self.StageProgressIndex = battleDb.StageProgressIndex + 1
--上一个战斗胜利的关卡,在关卡结束未确认结果前就会刷新
self.LastWinStageId = battleDb.LastWinStageId
--环境Id
self.CurrentEvironment = battleDb.EnvId
if battleDb.LastResult then
--ConfirmFlag是后端用于确认重登掉线等情况再连上时有没保留未确认数据的标识
--LastResult有值时先使用这个值展示但是不能被确认详细请跟后端确认
self.ConfirmFlag = true
self:RefreshBattleResultDb(battleDb.LastResult)
self.LastWin = (self.AllStageId[self.StageProgressIndex] == battleDb.LastResult.LastWinStageId) or not (battleDb.LastResult.LastWinStageId == 0)
else
self.ConfirmFlag = false
self:RefreshBattleResultDb(battleDb.Result)
self.LastWin = (self.AllStageId[self.StageProgressIndex] == battleDb.Result.LastWinStageId) or not (battleDb.Result.LastWinStageId == 0)
end
-- 重新挑战时必现要用到 Result 纯记录一遍Result
if battleDb.Result then
self:RecordResult(battleDb.Result)
end
end
--================
--刷新登陆时接收的缓存战斗数据
--================
function XSmashBMode:RefreshBattleResultDb(data)
local manager = XDataCenter.SuperSmashBrosManager
--下个角色出战下标(+1对齐Lua从1开始的下标),注意,若一次上阵多个角色,此下标表示第一个上阵角色的下标
self.CharacterProgressIndex = (data.CharacterProgressIndex or 0) + 1
manager.SetBattleRoleLeftHp(self:GetBattleTeam(), self.CharacterProgressIndex, data.CharacterResultList)
--下个怪物出战下标(+1对齐Lua从1开始的下标),注意,若一次上阵多个角色,此下标表示第一个上阵角色的下标
self.MonsterGroupProgressIndex = (data.MonsterGroupProgressIndex or 0) + 1
manager.SetMonsterTeamLeftHp(self:GetEnemyTeam(), self.MonsterGroupProgressIndex, data.LeftMonster, self:GetMonsterBattleNum())
end
--================
--刷新战斗后接收的缓存战斗数据
--================
function XSmashBMode:RefreshBattleResult(data, isWin)
if not data then return end
local manager = XDataCenter.SuperSmashBrosManager
self.LastWin = (self.AllStageId[self.StageProgressIndex] == data.LastWinStageId) or not (data.LastWinStageId == 0)
self.ConfirmFlag = true --当正常战斗结算后检测确认Flag
--下个角色出战下标(+1对齐Lua从1开始的下标),注意,若一次上阵多个角色,此下标表示第一个上阵角色的下标
self.CharacterProgressIndex = (data.CharacterProgressIndex or 0) + 1
--下个怪物出战下标(+1对齐Lua从1开始的下标),注意,若一次上阵多个角色,此下标表示第一个上阵角色的下标
self.MonsterGroupProgressIndex = (data.MonsterGroupProgressIndex or 0) + 1
if isWin then
manager.SetBattleRoleLeftHp(self:GetBattleTeam(), self.CharacterProgressIndex, data.CharacterResultList)
manager.SetMonsterTeamLeftHp(self:GetEnemyTeam(), self.MonsterGroupProgressIndex)
else
manager.SetBattleRoleLeftHp(self:GetBattleTeam(), self.CharacterProgressIndex, data.CharacterResultList)
manager.SetMonsterTeamLeftHp(self:GetEnemyTeam(), self.MonsterGroupProgressIndex, data.LeftMonster, self:GetMonsterBattleNum())
end
--上一个战斗的时间
self.StageSpendTime = data.StageSpendTime
end
--================
--重置模式正在进行的状态
--================
function XSmashBMode:ResetPlaying()
self:SetIsPlaying(false)
XDataCenter.SuperSmashBrosManager.ResetTeamByModeId(self:GetId())
XDataCenter.SuperSmashBrosManager.ResetMonsterGroupHpLeftByIdList(self:GetEnemyTeam())
self.EnemyTeam = {}
self.CharacterProgressIndex = 1
self.MonsterGroupProgressIndex = 1
self.StageProgressIndex = 1
self.StageSpendTime = 0
self.LastWinStageId = 0
self.LastWin = nil
self.Result = nil
end
return XSmashBMode