mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
305 lines
8.8 KiB
C#
305 lines
8.8 KiB
C#
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using Fie.Manager;
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using Fie.Scene;
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using Fie.User;
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using Fie.Utility;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace Fie.UI
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{
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public class FieResult : MonoBehaviour
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{
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public enum ResultState
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{
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STATE_INIT,
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STATE_ANIMATING_SCORE,
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STATE_SHOWING_TOTAL_SCORE,
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STATE_ANIMATING_EXP,
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STATE_SHOWING_FOOTER,
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STATE_WAITING_OK_AT_SCORE,
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STATE_SHOWING_TRESURE,
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STATE_WAITING_OK_AT_FINALLY,
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STATE_LOADING_LOBBY
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}
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[Serializable]
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public struct FieResultParameter
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{
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public FieConstValues.FieGameCharacter gameCharacterID;
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public string userName;
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public int beforeExp;
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public int gainedExp;
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public int teamGainedExp;
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}
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private bool _isNowTransition;
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[SerializeField]
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private GameObject resultBarPrefab;
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[SerializeField]
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private RectTransform resultBarRoot;
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[SerializeField]
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private AudioSource scoreGainingSound;
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[SerializeField]
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private Animation totalScoreAnimation;
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[SerializeField]
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private TextMeshProUGUI totalScoreText;
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[SerializeField]
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private CanvasGroup hooterCanvas;
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[SerializeField]
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private FieSkillTreeExpAndLevelUI hooterExpComponent;
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[SerializeField]
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private FieSkillTreeReminingSkillPointsUI hooterSkillPointComponent;
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[SerializeField]
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private Button _okButton;
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public ResultState resultState;
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private List<FieResultBar> resultBars = new List<FieResultBar>();
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private FieResultParameter[] _resultParamters;
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private FieLevelInfo afterGameLevelInfo;
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private int afterGameSkillPoint;
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private void Start()
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{
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FieManagerBehaviour<FieInputManager>.I.isEnableControll = false;
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FieManagerBehaviour<FieGameCameraManager>.I.gameObject.SetActive(value: false);
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FieManagerBehaviour<FieGameCharacterManager>.I.gameObject.SetActive(value: false);
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hooterCanvas.gameObject.SetActive(value: false);
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FieGameCharacter gameOwnerCharacter = FieManagerBehaviour<FieUserManager>.I.gameOwnerCharacter;
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if (gameOwnerCharacter == null)
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{
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GotoLobby();
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}
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else
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{
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Dictionary<string, int> snapShottedExp = FieManagerBehaviour<FieSaveManager>.I.GetSnapShottedExp();
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Dictionary<string, int> currentGameExp = FieManagerBehaviour<FieSaveManager>.I.GetCurrentGameExp();
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if (snapShottedExp == null || snapShottedExp.Count <= 0)
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{
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GotoLobby();
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}
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else
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{
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_resultParamters = CreateResultParam(snapShottedExp, currentGameExp).ToArray();
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if (_resultParamters == null || _resultParamters.Length <= 0)
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{
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GotoLobby();
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}
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else
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{
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FieManagerBehaviour<FieSaveManager>.I.FlushExpToSaveData(gameOwnerCharacter);
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FieManagerBehaviour<FieSaveManager>.I.ResetCurrentGameData();
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afterGameLevelInfo = FieManagerBehaviour<FieSaveManager>.I.GetCharacterLevelInfo(gameOwnerCharacter.getGameCharacterID());
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afterGameSkillPoint = FieManagerBehaviour<FieSaveManager>.I.onMemorySaveData.CharacterSkillPoint[(int)gameOwnerCharacter.getGameCharacterID()];
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resultState = ResultState.STATE_INIT;
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InitWithResultParam(_resultParamters.ToList());
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}
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}
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}
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}
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private List<FieResultParameter> CreateResultParam(Dictionary<string, int> beforeGameExp, Dictionary<string, int> currentGameExp)
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{
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if (beforeGameExp == null || beforeGameExp.Count <= 0)
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{
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return null;
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}
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List<FieResultParameter> list = new List<FieResultParameter>();
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int num = 0;
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foreach (KeyValuePair<string, int> item2 in currentGameExp)
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{
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num += item2.Value;
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}
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foreach (KeyValuePair<string, int> item3 in beforeGameExp)
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{
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FieConstValues.FieGameCharacter gameCharacterID = FieConstValues.FieGameCharacter.NONE;
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FieResultParameter item = default(FieResultParameter);
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string userName = string.Empty;
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int gainedExp = 0;
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int userNumberByHash = FieManagerBehaviour<FieUserManager>.I.getUserNumberByHash(item3.Key);
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FieUser userData = FieManagerBehaviour<FieUserManager>.I.GetUserData(userNumberByHash);
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if (userData != null)
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{
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gameCharacterID = userData.usersCharacter.getGameCharacterID();
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userName = userData.userName;
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}
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if (currentGameExp.ContainsKey(item3.Key))
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{
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gainedExp = currentGameExp[item3.Key];
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}
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item.gameCharacterID = gameCharacterID;
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item.beforeExp = item3.Value;
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item.gainedExp = gainedExp;
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item.teamGainedExp = num;
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item.userName = userName;
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list.Add(item);
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}
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if (list == null || list.Count <= 0)
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{
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return null;
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}
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IOrderedEnumerable<FieResultParameter> source = from data in list
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orderby data.gainedExp descending
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select data;
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return source.ToList();
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}
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private void InitWithResultParam(List<FieResultParameter> resultParamters)
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{
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Vector2 sizeDelta = resultBarRoot.sizeDelta;
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float num = sizeDelta.y * 0.5f;
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float num2 = 0f - num + num * 0.5f * (float)(resultParamters.Count - 1);
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int num3 = 0;
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int num4 = 0;
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foreach (FieResultParameter resultParamter in resultParamters)
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{
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FieResultParameter current = resultParamter;
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num4 += current.gainedExp;
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GameObject gameObject = UnityEngine.Object.Instantiate(resultBarPrefab, Vector3.zero, Quaternion.identity);
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if (!(gameObject == null))
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{
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gameObject.transform.parent = resultBarRoot;
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gameObject.transform.localPosition = new Vector3(0f, num2 + (0f - num) * (float)num3, -1f);
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gameObject.transform.localScale = Vector3.one;
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gameObject.transform.localRotation = Quaternion.identity;
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FieResultBar component = gameObject.gameObject.GetComponent<FieResultBar>();
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if (!(component == null))
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{
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resultBars.Add(component);
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component.Initialize(current, num3 + 1);
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num3++;
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}
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}
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}
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totalScoreText.text = num4.ToString();
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resultState = ResultState.STATE_ANIMATING_SCORE;
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}
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private void Update()
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{
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switch (resultState)
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{
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case ResultState.STATE_SHOWING_FOOTER:
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case ResultState.STATE_WAITING_OK_AT_SCORE:
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break;
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case ResultState.STATE_ANIMATING_SCORE:
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{
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if (!scoreGainingSound.isPlaying)
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{
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scoreGainingSound.loop = true;
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scoreGainingSound.Play();
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}
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bool flag2 = true;
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for (int k = 0; k < resultBars.Count; k++)
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{
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flag2 &= resultBars[k].isEndTransitin;
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}
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if (flag2)
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{
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scoreGainingSound.Stop();
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totalScoreAnimation.Stop();
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totalScoreAnimation.Play();
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resultState = ResultState.STATE_SHOWING_TOTAL_SCORE;
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}
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break;
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}
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case ResultState.STATE_SHOWING_TOTAL_SCORE:
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if (!totalScoreAnimation.isPlaying)
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{
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for (int j = 0; j < resultBars.Count; j++)
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{
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resultBars[j].StartExpTransition();
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}
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resultState = ResultState.STATE_ANIMATING_EXP;
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}
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break;
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case ResultState.STATE_ANIMATING_EXP:
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{
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if (!scoreGainingSound.isPlaying)
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{
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scoreGainingSound.loop = true;
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scoreGainingSound.Play();
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}
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bool flag = true;
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for (int i = 0; i < resultBars.Count; i++)
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{
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flag &= resultBars[i].isEndTransitin;
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}
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if (flag)
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{
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scoreGainingSound.Stop();
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StartCoroutine(ShowingFooterCoroutine());
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resultState = ResultState.STATE_SHOWING_FOOTER;
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}
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break;
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}
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case ResultState.STATE_SHOWING_TRESURE:
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resultState = ResultState.STATE_WAITING_OK_AT_FINALLY;
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break;
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}
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}
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public void GotoLobby()
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{
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if (resultState != ResultState.STATE_LOADING_LOBBY)
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{
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if (PhotonNetwork.inRoom)
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{
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PhotonNetwork.LeaveRoom();
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}
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FieManagerBehaviour<FieGameCameraManager>.I.gameObject.SetActive(value: true);
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FieManagerBehaviour<FieGameCharacterManager>.I.gameObject.SetActive(value: true);
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FieManagerBehaviour<FieUserManager>.I.SetUserCharacter(FieManagerBehaviour<FieUserManager>.I.getUserNumberByHash(FieManagerBehaviour<FieUserManager>.I.myHash), null);
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FieManagerBehaviour<FieGameCharacterManager>.I.DestroyAllCharacters();
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FieManagerBehaviour<FieSceneManager>.I.LoadScene(new FieSceneLobby(), allowSceneActivation: true, FieFaderManager.FadeType.OUT_TO_WHITE, 1f);
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resultState = ResultState.STATE_LOADING_LOBBY;
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}
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}
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private IEnumerator FirstTransitionCoroutine()
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{
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yield break;
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}
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private IEnumerator ShowingFooterCoroutine()
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{
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hooterCanvas.gameObject.SetActive(value: true);
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hooterExpComponent.InithWithLevelInfo(afterGameLevelInfo);
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hooterSkillPointComponent.InithWithSkillPoint(afterGameSkillPoint);
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Tweener<TweenTypesInOutSine> canvasAlphaTweener = new Tweener<TweenTypesInOutSine>();
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canvasAlphaTweener.InitTweener(1f, 0f, 1f);
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if (!canvasAlphaTweener.IsEnd())
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{
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hooterCanvas.alpha = 1f * canvasAlphaTweener.UpdateParameterFloat(Time.deltaTime);
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yield return (object)null;
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/*Error: Unable to find new state assignment for yield return*/;
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}
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hooterCanvas.alpha = 1f;
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resultState = ResultState.STATE_SHOWING_TRESURE;
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EventSystem.current.SetSelectedGameObject(_okButton.gameObject);
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}
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}
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}
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