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using System;
using System.Collections.Generic;
using UnityEngine;
using XUtliPoolLib;
namespace XMainClient
{
internal class XTutorialHelper : XSingleton<XTutorialHelper>
{
protected List<uint> _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<uint>();
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<XTutorialHelper>.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<XGameUI>.singleton.Base_UI_Width * (float)Screen.width;
float num2 = basePos.y / (float)XSingleton<XGameUI>.singleton.Base_UI_Height * (float)Screen.height;
return new Vector2(num, num2);
}
}
}
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