local Base = require("Battle/Logic/Level/LevelFunction/SyncTeamPVELevelFunction") local SyncTeamDifficultLevelFunction = class("SyncTeamDifficultLevelFunction",Base) local PILLAR_FEATURE_ID = 12 local FAILED_TO_DESTROY_WEAPON_ID = 2 function SyncTeamDifficultLevelFunction:OnEntityDead(entity) Base.OnEntityDead(self, entity) if entity:IsMonster() and entity:GetFeatureID() == PILLAR_FEATURE_ID then self.pillarDeadCount = (self.pillarDeadCount or 0) + 1 end end function SyncTeamDifficultLevelFunction:GetPillarDeadCount() return self.pillarDeadCount or 0 end --返回多人难度副本的难度 function SyncTeamDifficultLevelFunction:GetDifficultyOfTeamDifficultDungeon() if LevelManager.GetCurLevelID() then local data = DataSheetManager.MultiplayerDungeon:GetDataByID(LevelManager.GetCurLevelID()) if data then return data.Difficulty end end return 0 end function SyncTeamDifficultLevelFunction:IsDongzhuoBoss() return LevelManager.GetCurLevelID() >= 315011 and LevelManager.GetCurLevelID() <= 315109 end function SyncTeamDifficultLevelFunction:OnNotifyAI(entity, id) Base.OnNotifyAI(self, entity, id) if self:IsDongzhuoBoss() then if id == FAILED_TO_DESTROY_WEAPON_ID then self.destroyWeaponFailed = true end end end function SyncTeamDifficultLevelFunction:OnLevelFail() self.isSyncTeamDifficultFailed = true Base.OnLevelFail(self) end return SyncTeamDifficultLevelFunction