using System; using System.Collections.Generic; using UnityEngine; using XUtliPoolLib; namespace XMainClient { internal class XTutorialHelper : XSingleton { protected List _newOpenedSystem; public bool SkillLevelup; public bool SkillBind; public bool UseItem; public bool GetReward; public bool Moved; public bool ArtSkillOver; public bool MeetEnemy; public bool HasBoss; public bool HasTarget; public bool FashionCompose; public bool ReinforceItem; public bool EnhanceItem; public bool SwitchProf; public bool Smelting; public bool DragonCrusadeOpen; public bool HasTeam; public bool HitDownOnGround; public bool SelectView; public bool SelectSkipTutorial; public bool ActivityOpen; public bool BattleNPCTalkEnd; public override bool Init() { this._newOpenedSystem = new List(); this.SkillLevelup = false; this.SkillBind = false; this.UseItem = false; this.GetReward = false; this.Moved = false; this.MeetEnemy = false; this.HasTarget = false; this.ArtSkillOver = false; this.HasBoss = false; this.FashionCompose = false; this.ReinforceItem = false; this.EnhanceItem = false; this.SwitchProf = false; this.HasTeam = false; this.Smelting = false; this.ActivityOpen = false; this.HitDownOnGround = false; this.DragonCrusadeOpen = false; this.BattleNPCTalkEnd = false; this.SelectView = false; this.SelectSkipTutorial = false; return true; } public void NextCmdClear() { XSingleton.singleton.BattleNPCTalkEnd = false; } public override void Uninit() { this._newOpenedSystem.Clear(); } public void AddNewOpenSystem(uint sysID) { this._newOpenedSystem.Add(sysID); } public bool IsSysOpend(uint SysID) { for (int i = 0; i < this._newOpenedSystem.Count; i++) { bool flag = this._newOpenedSystem[i] == SysID; if (flag) { return true; } } return false; } public static Vector2 BaseScreenPos2Real(Vector2 basePos) { float num = basePos.x / (float)XSingleton.singleton.Base_UI_Width * (float)Screen.width; float num2 = basePos.y / (float)XSingleton.singleton.Base_UI_Height * (float)Screen.height; return new Vector2(num, num2); } } }