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using System;
using XMainClient.UI;
using XMainClient.UI.UICommon;
using XUtliPoolLib;
namespace XMainClient
{
internal class XWorldStage : XConcreteStage
{
public XWorldStage() : base(EXStage.World)
{
}
protected override void InstallCamera()
{
XSingleton<XComponentMgr>.singleton.CreateComponent(XSingleton<XScene>.singleton.GameCamera, XCameraSoloComponent.uuID);
XSingleton<XComponentMgr>.singleton.CreateComponent(XSingleton<XScene>.singleton.GameCamera, XCameraVAdjustComponent.uuID);
XSingleton<XComponentMgr>.singleton.CreateComponent(XSingleton<XScene>.singleton.GameCamera, XCameraIntellectiveFollow.uuID);
XSingleton<XComponentMgr>.singleton.CreateComponent(XSingleton<XScene>.singleton.GameCamera, XCameraWallComponent.uuID);
base.InstallCamera();
}
public override void OnEnterStage(EXStage eOld)
{
base.OnEnterStage(eOld);
}
public override void OnLeaveStage(EXStage eNew)
{
base.OnLeaveStage(eNew);
}
public override void OnEnterScene(uint sceneid, bool transfer)
{
base.OnEnterScene(sceneid, transfer);
XSingleton<XGameUI>.singleton.m_uiTool.SetRootPanelUpdateFreq(3);
XSingleton<XGameUI>.singleton.LoadWorldUI(this._eStage);
bool flag = DlgBase<SpectateSceneView, SpectateSceneBehaviour>.singleton.IsLoaded();
if (flag)
{
DlgBase<SpectateSceneView, SpectateSceneBehaviour>.singleton.SetVisible(true, true);
}
bool flag2 = DlgBase<BattleMain, BattleMainBehaviour>.singleton.IsLoaded();
if (flag2)
{
DlgBase<BattleMain, BattleMainBehaviour>.singleton.SetVisible(true, true);
}
XSingleton<XAIGeneralMgr>.singleton.InitAIMgr();
}
public override void OnLeaveScene(bool transfer)
{
XSingleton<XLevelSpawnMgr>.singleton.OnLeaveScene();
XSingleton<XLevelDoodadMgr>.singleton.OnLeaveScene();
XSingleton<XLevelStatistics>.singleton.OnLeaveScene();
XSingleton<XBulletMgr>.singleton.OnLeaveScene();
XSingleton<XGameUI>.singleton.UnloadWorldUI();
base.OnLeaveScene(transfer);
}
}
}
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