少年修仙传客户端代码仓库
hch
2025-03-03 28785d6ddf9c08e49527ede9405c7b6c93c6ed32
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using H2Engine;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class ClientSceneManager : Singleton<ClientSceneManager>
{
    private H2Engine.MapData m_MapData;
    private List<TransferGroup> m_TransferGroupList = new List<TransferGroup>();
    private Dictionary<int, IEventHandler> m_EventHandlerDict = new Dictionary<int, IEventHandler>();
    private List<IEventHandler> m_ReadyRemoveEventHandlerList = new List<IEventHandler>();
    private Dictionary<int, uint> m_TriggerIDToMissionIDDict = new Dictionary<int, uint>();
    private Dictionary<int, TriggerHandler> m_TriggerHandlerDict = new Dictionary<int, TriggerHandler>();
    private List<int> m_ReadyRemoveTriggerList = new List<int>();
    private Dictionary<int, List<GActor>> m_EventActorDict = new Dictionary<int, List<GActor>>();
    public bool IsClientFightMode { get; private set; }
    public event Action ClientSceneChangeEvent;
 
    public void ExitTransStatus()
    {
        foreach (var _t in m_TransferGroupList)
        {
            _t.StartMoveTo();
        }
    }
 
    private IEnumerator DelayUnTrigger(int id)
    {
        while (m_MapData == null)
        {
            yield return null;
        }
        float _escapeTime = 0;
        while (m_TriggerHandlerDict.Count == 0)
        {
            _escapeTime += Time.deltaTime;
            if (_escapeTime > 1f)
            {
                yield break;
            }
            yield return null;
        }
 
        Debug.LogFormat("=           结束触发: {0}             =", id);
        foreach (var _trigger in m_MapData.triggers)
        {
            if (_trigger.id != id)
            {
                continue;
            }
 
            if (_trigger.evevntIDs == null
             || _trigger.evevntIDs.Length == 0)
            {
                continue;
            }
 
            Debug.LogFormat("=           触发器有: {0} 个事件             =", _trigger.evevntIDs.Length);
            foreach (var _eventID in _trigger.evevntIDs)
            {
                if (!m_EventActorDict.ContainsKey(_eventID))
                {
                    continue;
                }
 
                if (m_EventActorDict[_eventID] == null
                 || m_EventActorDict[_eventID].Count == 0)
                {
                    continue;
                }
 
                Debug.LogFormat("=           残留有: {0} 个NPC             =", m_EventActorDict[_eventID].Count);
                foreach (var _npc in m_EventActorDict[_eventID])
                {
                    _npc.KillerServerInstID = PlayerDatas.Instance.PlayerId;
                    _npc.ActorInfo.serverDie = true;
                    GAMgr.Instance.ServerDie(_npc.ServerInstID);
                    GAMgr.Instance.Release(_npc);
                }
 
                m_EventHandlerDict.Remove(_eventID);
            }
 
            break;
        }
    }
 
    public void NpcBorn(int eventID, GActor npc)
    {
        if (!m_EventActorDict.ContainsKey(eventID))
        {
            m_EventActorDict.Add(eventID, new List<GActor>());
        }
 
        if (!m_EventActorDict[eventID].Contains(npc))
        {
            m_EventActorDict[eventID].Add(npc);
            Debug.LogFormat("= 为事件: {0} 增加Npc: {1}", eventID, npc.ServerInstID);
        }
    }
 
    public Vector3 lastDeadPos { get; set; }
    private bool HasStartCheck = false;
    public void NpcDead(int eventID, GActor npc, int npcID)
    {
        if (eventID < 0 || npc == null)
        {
            return;
        }
 
        var _eventHandler = GetEventHandler(eventID) as EventRefreshNPCHandler;
        if (_eventHandler != null)
        {
            _eventHandler.NpcDead(npcID);
        }
 
        if (m_EventActorDict.ContainsKey(eventID))
        {
            if (m_EventActorDict[eventID].Contains(npc))
            {
                m_EventActorDict[eventID].Remove(npc);
            }
        }
 
        lastDeadPos = npc.Pos;
    }
    public bool isWaitPickup = false;
    private IEnumerator DoWaitJiaPickup()
    {
        isWaitPickup = true;
        yield return WaitingForSecondConst.WaitMS500;
        while (ClientDropItemUtility.Instance.HasDropItem())
        {
            yield return null;
        }
        isWaitPickup = false;
        CA225_tagCMClientTaskCount _a225 = new CA225_tagCMClientTaskCount
        {
            CountID = 10001
        };
        GameNetSystem.Instance.SendInfo(_a225);
    }
 
    public void Handle_0820(H0820_tagMissionDict package)
    {
        if (package.DictKey.Equals("gonpc"))
        {
            MapTransferUtility.Instance.MoveToNPC((int)package.DictValue);
        }
 
        m_ReadyRemoveTriggerList.Clear();
 
        foreach (var _triggerID in m_TriggerIDToMissionIDDict.Keys)
        {
            if (m_TriggerIDToMissionIDDict[_triggerID] == package.MissionID)
            {
                if (package.DictKey.Equals("state"))
                {
                    if (package.DictValue > 2)
                    {
                        m_ReadyRemoveTriggerList.Add(_triggerID);
                        SnxxzGame.Instance.StartCoroutine(DelayUnTrigger(_triggerID));
                    }
                }
            }
        }
 
        foreach (var _id in m_ReadyRemoveTriggerList)
        {
            m_TriggerIDToMissionIDDict.Remove(_id);
        }
 
        if (package.DictKey.Equals("riggerID"))
        {
            int _triggerID = (int)package.DictValue;
            if (_triggerID == 0)
            {
                Debug.LogFormat("退出当前触发事件, 已触发数量: {0}", m_TriggerIDToMissionIDDict.Count);
                foreach (var _removeTriggerID in m_TriggerIDToMissionIDDict.Keys)
                {
                    SnxxzGame.Instance.StartCoroutine(DelayUnTrigger(_removeTriggerID));
                }
                SnxxzGame.Instance.StartCoroutine(DoWaitJiaPickup());
            }
            else
            {
                m_TriggerIDToMissionIDDict[_triggerID] = package.MissionID;
                SnxxzGame.Instance.StartCoroutine(DelayTrigger(package.MissionID, _triggerID));
            }
        }
        else if (package.DictKey.Equals("xinshou"))
        {
            if (package.DictValue == 0)
            {
                Debug.LogFormat("=           退出了前端模式             =");
                IsClientFightMode = false;
            }
            else
            {
                Debug.LogFormat("=           进入了前端模式             =");
                IsClientFightMode = true;
                JiaPlayerManager.UnInit();
            }
            ClientSceneChangeEvent?.Invoke();
        }
    }
 
    private bool m_Inited = false;
 
    public void Init()
    {
        if (m_Inited)
        {
            return;
        }
        m_Inited = true;
 
        int _mapID = PlayerDatas.Instance.baseData.MapID;
        m_MapData = MapData.LoadFormFile(_mapID);
        if (m_MapData == null)
        {
            return;
        }
 
        foreach (var _trasfer in m_MapData.transfers)
        {
            m_TransferGroupList.Add(new TransferGroup(_trasfer));
        }
 
        TriggerHandler.OnEnter += OnTriggerEnter;
        TriggerHandler.OnExit += OnTriggerExit;
    }
 
    public void UnInit()
    {
        foreach (var _t in m_TransferGroupList)
        {
            _t.UnInit();
        }
        m_TransferGroupList.Clear();
 
        ReConnectClear();
        m_MapData = null;
        TriggerHandler.OnEnter -= OnTriggerEnter;
        TriggerHandler.OnExit -= OnTriggerExit;
 
        m_Inited = false;
        IsClientFightMode = false;
        m_EventActorDict.Clear();
        m_EventHandlerDict.Clear();
    }
 
    public void ReConnectClear()
    {
        foreach (var _triggerID in m_TriggerIDToMissionIDDict.Keys)
        {
            DelayUnTrigger(_triggerID);
        }
        m_TriggerIDToMissionIDDict.Clear();
        m_TriggerHandlerDict.Clear();
    }
 
    public void Update()
    {
        foreach (var _trasfer in m_TransferGroupList)
        {
            _trasfer.Update();
        }
 
        foreach (var _triggerHandler in m_TriggerHandlerDict.Values)
        {
            _triggerHandler.Update();
        }
 
        m_ReadyRemoveEventHandlerList.Clear();
 
        foreach (var _eventHandler in m_EventHandlerDict.Values)
        {
            _eventHandler.Update();
            if (_eventHandler.IsCompelete())
            {
                m_ReadyRemoveEventHandlerList.Add(_eventHandler);
            }
        }
 
        foreach (var _eventHandler in m_ReadyRemoveEventHandlerList)
        {
            _eventHandler.UnInit();
            m_EventHandlerDict.Remove(_eventHandler.GetEventID());
        }
    }
 
    public IEventHandler GetEventHandler(int id)
    {
        if (m_EventHandlerDict.ContainsKey(id))
        {
            return m_EventHandlerDict[id];
        }
        return null;
    }
 
    private List<MapTrasfer> m_ChkedList = new List<MapTrasfer>();
    private List<MapTrasfer> m_ChkedList1 = new List<MapTrasfer>();
    private int count = 0;
    // 是否已经找到了一个可以移动到目标的点
    // 因为可能存在多个, 这里加一个标识,可以在此路不通的时候另寻他路
    private bool hasFindWalkable = false;
    private Vector3 m_DestPos;
 
    private List<MapTrasfer> m_CloseList = new List<MapTrasfer>();
    private List<MapTrasfer> m_OpenList = new List<MapTrasfer>();
    private List<Vector3> m_WalkableList = new List<Vector3>();
 
    public bool AAA(Vector3 start, Vector3 end, out Vector3 next)
    {
        //Debug.LogFormat("起点: {0}, 终点: {1}", start, end);
 
        if (PathFinder.WalkAble(start, end))
        {
            next = end;
            //Debug.LogFormat("得到结果: {0}", next);
            return true;
        }
 
        next = Vector3.zero;
        m_CloseList.Clear();
        m_OpenList.Clear();
        m_WalkableList.Clear();
 
        // 1. 寻找以当前可寻路的节点为首节点, 加入关闭列表和开启列表
        Vector3 _nextPos;
        Vector3 _walkablePos;
        Vector3 _input = end;
        int _count = 0;
        // 5. 遍历所有剩下的节点, 排除开启列表和关闭列表, 排除不可行走至的节点
        while (true)
        {
            if (_count > 30)
            {
                return false;
            }
 
            var _nextTransfer = GetWalkableTransferUnIncludeOpenedAndClosed(_input, out _walkablePos, out _nextPos);
 
            if (_nextTransfer != null)
            {
                // 6. 如果没有到达终点,但是找得到合适的节点,继续第二步
                if (!m_WalkableList.Contains(_walkablePos))
                {
                    m_WalkableList.Add(_walkablePos);
                }
 
                if (!m_OpenList.Contains(_nextTransfer)
                 && !m_CloseList.Contains(_nextTransfer))
                {
                    m_OpenList.Add(_nextTransfer);
                    //Debug.LogFormat("添加进打开列表:{0} -------  walkable: {1}, next: {2}", _nextTransfer.GetHashCode(), _walkablePos, _nextPos);
                }
 
                // Debug.LogFormat("找到了下一个传送点, 当前可行走点为: {0}, 将会跳跃至: {1}", _walkablePos, _nextPos);
                // 如果这次的寻找到达了终点,则返回第一个可行走的节点
                if (PathFinder.WalkAble(_nextPos, start))
                {
                    //Debug.LogFormat("此次寻找已经找到了可以到达终点的点, 返回可行走到的点: {0}", _nextPos);
                    next = _nextPos;
                    //Debug.LogFormat("得到结果: {0}", next);
                    return true;
                }
                else
                {
                    _input = _nextPos;
                    //Debug.LogFormat("此次寻找没有找到终点, 以下一个点为起点: {0}", _nextPos);
                }
            }
            else
            {
                // 如果起点
                if (_input == start)
                {
                    return false;
                }
 
                // 以这个节点为起始节点, 看下是否有另外的节点.
                // 前提是有可回退的节点
                if (m_OpenList.Count > 0)
                {
                    var _tmp = m_OpenList[m_OpenList.Count - 1];
                    m_OpenList.Remove(_tmp);
                    if (!m_CloseList.Contains(_tmp))
                    {
                        m_CloseList.Add(_tmp);
                        //Debug.LogFormat("添加进关闭列表: {0}", _tmp.GetHashCode());
                    }
                    _input = m_WalkableList[m_WalkableList.Count - 1];
                    //Debug.LogFormat("此次寻找并没有找到任何可用的传送点, 开始回退到上一个节点开始寻找, 传入坐标为: {0}", _input);
                    m_WalkableList.RemoveAt(m_WalkableList.Count - 1);
                }
                else
                {
                    // 没有可回退的节点, 则重新从传入的起点寻找.
                    // 可能一开始就会有另一条路
                    // 先清空所有的可行走
                    //Debug.LogFormat("此次寻找没有到任何节点,也没有上一个节点可以回退, 从起点开始重新寻找");
                    m_WalkableList.Clear();
                    _input = start;
                }
            }
 
            _count++;
        }
    }
 
    private MapTrasfer GetWalkableTransferUnIncludeOpenedAndClosed(Vector3 input, out Vector3 walkable, out Vector3 next)
    {
        GA_Hero _hero = PlayerDatas.Instance.hero;
        walkable = Vector3.zero;
        next = Vector3.zero;
 
        if (m_MapData == null
         || _hero == null)
        {
            return null;
        }
 
        foreach (var _transfer in m_MapData.transfers)
        {
            if (m_CloseList.Contains(_transfer)
             || m_OpenList.Contains(_transfer))
            {
                continue;
            }
 
            for (int i = 0; i < _transfer.transferPoints.Length; ++i)
            {
                var _point = _transfer.transferPoints[i];
 
                if (PathFinder.WalkAble(input, _point.position))
                {
                    if (i == 0)
                    {
                        walkable = _point.position;
                        next = _transfer.transferPoints[_transfer.transferPoints.Length - 1].position;
                    }
                    else
                    {
                        walkable = _point.position;
                        next = _transfer.transferPoints[0].position;
                    }
                    return _transfer;
                }
            }
        }
 
        return null;
    }
 
    public Vector3 GetNext1(Vector3 start, Vector3 dest)
    {
        if (m_MapData == null)
        {
            return Vector3.zero;
        }
 
        count = 0;
        m_ChkedList1.Clear();
 
        if (PathFinder.WalkAble(start, dest))
        {
            float _dis = PathFinder.CalculateDistance(start, dest);
            //Debug.Log("得出的距离平方为: " + _dis);
 
            int _chkIndex = -1;
            float _compareDis = float.MaxValue;
            float _chkDis1;
            float _chkDis2;
            float _totalDis = 0;
            foreach (var _t in m_MapData.transfers)
            {
                if (_t.transferPoints.Length >= 2)
                {
                    if (!PathFinder.WalkAble(_t.transferPoints[0].position, dest)
                     && !PathFinder.WalkAble(_t.transferPoints[_t.transferPoints.Length - 1].position, dest))
                    {
                        continue;
                    }
 
                    _chkDis1 = Vector3.Distance(_t.transferPoints[0].position, dest);
                    _chkDis2 = Vector3.Distance(_t.transferPoints[_t.transferPoints.Length - 1].position, dest);
 
                    if (_chkDis1 > _compareDis && _chkDis2 > _compareDis)
                    {
                        continue;
                    }
 
                    if (_chkDis1 < _chkDis2)
                    {
                        _compareDis = _chkDis1;
                        _chkIndex = 0;
                    }
                    else
                    {
                        _compareDis = _chkDis2;
                        _chkIndex = _t.transferPoints.Length - 1;
                    }
                    m_ChkedList1.Add(_t);
                }
            }
            // Debug.LogFormat("离终点最近的点为飞跃组: {0} 的第 {1} 个点", _chkTransID, _chkIndex);
            if (m_ChkedList1.Count == 0)
            {
                return Vector3.zero;
            }
            var _t1 = m_ChkedList1[m_ChkedList1.Count - 1];
            for (int i = 0; i < _t1.transferPoints.Length - 1; ++i)
            {
                var _p1 = _t1.transferPoints[i].position;
                _p1.y = 0;
                var _p2 = _t1.transferPoints[i + 1].position;
                _p2.y = 0;
                _totalDis += Vector3.Distance(_p1, _p2);
                // Debug.LogFormat(" ### 2个点的距离: {0}, {1}", Vector3.Distance(_p1, _p2), _totalDis);
            }
            var _p = _t1.transferPoints[_chkIndex].position;
            _p.y = 0;
            _totalDis += Vector3.Distance(_p, dest);
            //Debug.LogFormat(" ### 终点和跳跃点的距离: {0}, {1}", Vector3.Distance(_p, dest), _totalDis);
            var _nextIdx = _chkIndex == 0 ? _t1.transferPoints.Length - 1 : 0;
            _p = _t1.transferPoints[_nextIdx].position;
            var _startDis = PathFinder.CalculateDistance(start, _p);
            _totalDis += _startDis;
            //Debug.LogFormat(" ### 起点和跳跃点的距离: {0}, {1}", _startDis, _totalDis);
            if (_totalDis < _dis)
            {
                return _p;
            }
            var _next = GetNext11(start, _p, ref _totalDis, _dis);
            if (_totalDis < _dis)
            {
                return _next;
            }
            else
            {
                return Vector3.zero;
            }
        }
        else
        {
            return GetNext(start, dest);
        }
    }
 
    private Vector3 GetNext11(Vector3 start, Vector3 dest, ref float dis, float totalDis)
    {
        float _chkDis1;
        float _chkDis2;
        float _compareDis = float.MaxValue;
        int _chkTransID = -1;
        int _chkIndex = -1;
 
        foreach (var _t in m_MapData.transfers)
        {
            if (m_ChkedList1.Contains(_t))
            {
                continue;
            }
 
            if (_t.transferPoints.Length >= 2)
            {
                if (!PathFinder.WalkAble(_t.transferPoints[0].position, dest)
                 && !PathFinder.WalkAble(_t.transferPoints[_t.transferPoints.Length - 1].position, dest))
                {
                    continue;
                }
                _chkDis1 = Vector3.Distance(_t.transferPoints[0].position, dest);
                _chkDis2 = Vector3.Distance(_t.transferPoints[_t.transferPoints.Length - 1].position, dest);
 
                if (_chkDis1 > _compareDis && _chkDis2 > _compareDis)
                {
                    continue;
                }
 
                if (_chkDis1 < _chkDis2)
                {
                    _compareDis = _chkDis1;
                    _chkIndex = 0;
                }
                else
                {
                    _compareDis = _chkDis2;
                    _chkIndex = _t.transferPoints.Length - 1;
                }
 
                m_ChkedList1.Add(_t);
                _chkTransID = _t.id;
            }
        }
 
        if (m_ChkedList1.Count == 0)
        {
            return Vector3.zero;
        }
 
        var _t1 = m_ChkedList1[m_ChkedList1.Count - 1];
 
        if (_chkTransID != -1)
        {
            for (int i = 0; i < _t1.transferPoints.Length - 1; ++i)
            {
                var _p1 = _t1.transferPoints[i].position;
                _p1.y = 0;
                var _p2 = _t1.transferPoints[i + 1].position;
                _p2.y = 0;
                dis += Vector3.Distance(_p1, _p2);
                // Debug.LogFormat(" ### 2个点的距离: {0}", Vector3.Distance(_p1, _p2));
            }
            var _p = _t1.transferPoints[_chkIndex].position;
            _p.y = 0;
            dis += Vector3.Distance(_p, dest);
            _p = _t1.transferPoints[_chkIndex].position;
            _p.y = 0;
            //Debug.LogFormat(" ### 终点和跳跃点的距离: {0}", Vector3.Distance(_p, dest));
            int _nextIdx = _chkIndex == 0 ? _t1.transferPoints.Length - 1 : 0;
            return GetNext11(start, _t1.transferPoints[_nextIdx].position, ref dis, totalDis);
        }
        else
        {
            int _nextIdx = _chkIndex == 0 ? _t1.transferPoints.Length - 1 : 0;
            return _t1.transferPoints[_nextIdx].position;
        }
    }
 
    private Vector3 GetNext(Vector3 start, Vector3 next)
    {
        count += 1;
        if (count > 20 || next == Vector3.zero || m_MapData == null)
        {
            return Vector3.zero;
        }
        Vector3 _targetPos = Vector3.zero;
        // 遍历寻找到可移动至目标点的跳跃点
        foreach (var _t in m_MapData.transfers)
        {
            if (m_ChkedList.Contains(_t))
            {
                continue;
            }
 
            for (int i = 0; i < _t.transferPoints.Length; ++i)
            {
                var _tp = _t.transferPoints[i];
                if (PathFinder.WalkAble(next, _tp.position))
                {
                    if (i == 0)
                    {
                        _targetPos = _t.transferPoints[_t.transferPoints.Length - 1].position;
                    }
                    else
                    {
                        _targetPos = _t.transferPoints[0].position;
                    }
 
                    m_ChkedList.Add(_t);
                    break;
                }
            }
            if (_targetPos != Vector3.zero)
            {
                hasFindWalkable = true;
                break;
            }
        }
 
        if (PathFinder.WalkAble(start, _targetPos))
        {
            return _targetPos;
        }
        else
        {
            if (hasFindWalkable)
            {
                hasFindWalkable = false;
                _targetPos = GetNext(start, m_DestPos);
            }
            else
            {
                _targetPos = GetNext(start, _targetPos);
            }
        }
        //Debug.Log("_targetPos: " + _targetPos);
 
        return _targetPos;
    }
 
    public Vector3 GetCloseTransPoint(Vector3 pos)
    {
        Vector3 _targetPos = Vector3.zero;
 
        foreach (var _t in m_MapData.transfers)
        {
            for (int i = 0; i < _t.transferPoints.Length; ++i)
            {
                if (PathFinder.WalkAble(pos, _t.transferPoints[i].position))
                {
                    if (i == 0)
                    {
                        _targetPos = _t.transferPoints[_t.transferPoints.Length - 1].position;
                    }
                    else
                    {
                        _targetPos = _t.transferPoints[0].position;
                    }
                    break;
                }
            }
            if (_targetPos != Vector3.zero)
            {
                break;
            }
        }
 
        if (_targetPos == Vector3.zero)
        {
            Debug.LogWarningFormat("寻找最近的寻路飞跃点, 没有找到任何结果...");
        }
 
        return _targetPos;
    }
 
    public void TriggerTest(int triggerID)
    {
        SnxxzGame.Instance.StartCoroutine(DelayTrigger(99999999, triggerID));
    }
 
    private IEnumerator DelayTrigger(uint missionID, int triggerID)
    {
        // ID为0, 约定为清空触发
        if (triggerID == 0)
        {
            yield return SnxxzGame.Instance.StartCoroutine(DelayUnTrigger(triggerID));
            yield break;
        }
 
        while (StageLoad.Instance.isLoadingScene)
        {
            yield return null;
        }
 
        Debug.LogFormat("=           任务: {0} 触发: {1}             =", missionID, triggerID);
 
        if (m_MapData == null)
        {
            Init();
        }
 
        if (m_MapData == null
         || m_MapData.triggers == null
         || m_MapData.triggers.Length == 0)
        {
            yield break;
        }
 
        foreach (var _trigger in m_MapData.triggers)
        {
            if (_trigger.id != triggerID)
            {
                continue;
            }
 
            if (_trigger.evevntIDs == null
             || _trigger.evevntIDs.Length == 0)
            {
                continue;
            }
 
            var _triggerHandler = new TriggerHandler(_trigger);
            m_TriggerHandlerDict[_trigger.id] = _triggerHandler;
            foreach (var _eventID in _trigger.evevntIDs)
            {
                if (!m_MapData.eventDict.ContainsKey(_eventID))
                {
                    continue;
                }
 
                var _event = m_MapData.eventDict[_eventID];
                if (_event.type == Evt.E_EventType.Enemy)
                {
                    var _refreshEvent = new EventRefreshNPCHandler();
                    _refreshEvent.Init(_event as Evt_RefreshMonster);
                    if (!m_EventHandlerDict.ContainsKey(_refreshEvent.GetEventID()))
                    {
                        m_EventHandlerDict.Add(_refreshEvent.GetEventID(), _refreshEvent);
                    }
                    HasStartCheck = false;
                }
            }
 
            break;
        }
    }
 
    private void OnTriggerEnter(int id)
    {
        //Debug.Log("进入了触发器范围: " + id);
    }
 
    private void OnTriggerExit(int id)
    {
        if (m_TriggerHandlerDict.ContainsKey(id))
        {
            //Debug.Log("退出了触发器范围: " + id);
            CA225_tagCMClientTaskCount _a225 = new CA225_tagCMClientTaskCount
            {
                CountID = 10000
            };
            GameNetSystem.Instance.SendInfo(_a225);
        }
    }
 
    public void ExitClientFightMode()
    {
        CA225_tagCMClientTaskCount _a225 = new CA225_tagCMClientTaskCount
        {
            CountID = 10000
        };
        GameNetSystem.Instance.SendInfo(_a225);
    }
}