hch
17 小时以前 ee7f8b5362d27b228274c197dba97b17cb6bda57
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using UnityEngine;
using System.Collections.Generic;
 
public class BattleStartAction : RecordAction
{
    private bool isRun = false;
 
    public BattleStartAction(BattleField _battleField)
        : base(RecordActionType.BattleStart, _battleField, null)
    {
 
    }
 
    public override bool IsFinished()
    {
        return isFinish;
    }
 
 
    public override void Run()
    {
        base.Run();
 
        if (isRun)
            return;
 
        //    隐藏部分UI
        EventBroadcast.Instance.Broadcast(EventName.DISPLAY_BATTLE_UI, battleField.guid, false);
 
        // battleField.battleRootNode.SetSortingOrder();
        battleField.StartBattle(() =>
        {
            if (1 == battleField.MapID)
            {
                //  主线不播战斗开始
                StartBattleCallback();
                return;
            }
 
            battleField.battleRootNode.battleStartNode.SetActive(true);
 
            UniTaskExtension.DelayTime((GameObject)null, 1f, () =>
            {
                if (battleField ==null|| battleField.battleRootNode == null|| battleField.battleRootNode.battleStartNode == null)
                {
                    return;
                }
                battleField.battleRootNode.battleStartNode.SetActive(false);
                StartBattleCallback();
            });
        });
 
        isRun = true;
    }
 
    private void StartBattleCallback()
    {
        isFinish = true;
        EventBroadcast.Instance.Broadcast(EventName.DISPLAY_BATTLE_UI, battleField.guid, true);
        battleField.DistributeNextPackage();
    }
 
    public override void ForceFinish()
    {
        if (!isRun)
        {
            isRun = true;
            UniTaskExtension.DelayTime((GameObject)null, 1f, () =>
            {
                if (battleField ==null|| battleField.battleRootNode == null|| battleField.battleRootNode.battleStartNode == null)
                {
                    return;
                }
                battleField.battleRootNode.battleStartNode.SetActive(false);
                StartBattleCallback();
            });
        }
 
        if (isFinish)
            return;
 
        // 这里无法强制执行 必须等待isFinish = true
 
    }
}