using System; using System.Collections.Generic; using KKSG; using UnityEngine; using XUtliPoolLib; namespace XMainClient { internal class XLevelState { public uint _current_scene_id; public int _total_monster = 0; public int _total_kill = 0; public int _before_force_kill = 0; public int _after_force_kill = 0; public Dictionary _entity_in_level_spawn = new Dictionary(); public Dictionary _entity_die = new Dictionary(); public int _boss_total = 0; public int _boss_kill = 0; public int _remain_monster = 0; public int _boss_rush_kill = 0; public int _abnormal_monster = 0; public int _boss_exist_time = 0; public int _monster_exist_time = 0; public int _BossWave = 0; public Vector3 _lastDieEntityPos; public float _lastDieEntityHeight = 0f; public bool _refuseRevive = false; public int _player_continue_index = 0; public uint _my_team_alive = 0u; public uint _op_team_alive = 0u; public uint _revive_count = 0u; public uint _death_count = 0u; public uint _max_combo; public uint _player_behit; public float _start_time; public float _end_time; public bool _key_npc_die; public uint _enemy_in_fight; public int _box_enemy_kill = 0; public float _total_damage = 0f; public float _total_hurt = 0f; public float _total_heal = 0f; public List _monster_refresh_time = new List(); private SceneType sceneType; public void AddEntityDieCount(ulong entityID) { } public void AddLevelSpawnEntityCount(ulong entityID) { bool flag = !this._entity_in_level_spawn.ContainsKey(entityID); if (flag) { this._entity_in_level_spawn.Add(entityID, 1); } else { Dictionary entity_in_level_spawn = this._entity_in_level_spawn; entity_in_level_spawn[entityID]++; } } public bool CheckEntityInLevelSpawn(ulong entityID) { int num = 0; bool flag = this._entity_in_level_spawn.TryGetValue(entityID, out num); return flag && num > 0; } public void Reset() { this._current_scene_id = 0u; this._total_monster = 0; this._total_kill = 0; this._remain_monster = 0; this._before_force_kill = 0; this._after_force_kill = 0; this._entity_in_level_spawn.Clear(); this._entity_die.Clear(); this._boss_kill = 0; this._boss_total = 0; this._boss_rush_kill = 0; this._BossWave = 0; this._lastDieEntityPos = Vector3.zero; this._lastDieEntityHeight = 0f; this._refuseRevive = false; this._revive_count = 0u; this._player_continue_index = 0; this._abnormal_monster = 0; this._boss_exist_time = 0; this._monster_exist_time = 0; this._my_team_alive = 1u; this._op_team_alive = 0u; this._max_combo = 0u; this._player_behit = 0u; this._start_time = 0f; this._end_time = 0f; this._box_enemy_kill = 0; this._key_npc_die = false; this._enemy_in_fight = 0u; this._total_damage = 0f; this._total_hurt = 0f; this._total_heal = 0f; this._monster_refresh_time.Clear(); this.sceneType = XSingleton.singleton.SceneType; } } }