public void SetLevelConfig(PVELevel config)
 {
     this.levelConfig = config;
     this.isCurrentProgrssLevel = GameData.instance.CurrentPVE.pveLevelId == this.levelConfig.id;
     this.userPVELevel = GameData.instance.GetUserPVELevel(this.levelConfig.id);
     this.UpdateBasicInfo();
 }
Esempio n. 2
0
    public void StartLevel(int levelId, int fleetId, FleetFormation formationType)
    {
        UserFleet uf = GameData.instance.GetFleetOfId(fleetId);
        PVELevel  pl = PVEConfigs.instance.GetLevel(levelId);

        z.log("[开始PVE战斗]...." + uf.title + " ===> " + pl.title + " " + pl.subTitle);
        object[] objArray1 = new object[] { "pve/challenge129/", levelId, "/", fleetId, "/", (int)formationType };
        base.path = string.Concat(objArray1);
        base.SetupParams(null, new BaseWWWRequest.OnSuccess(this.onReqStartLevelSuccess), new BaseWWWRequest.OnFail(this.onReqStartLevelFail), true, ServerType.ChoosedServer, false);
    }
 public void GotoLevelOf(PVELevel level)
 {
     if (GlobalLock.instance.CanGo)
     {
         GlobalLock.instance.GoNow();
         this.currentSelectedLevel = level;
         this.levelParent.gameObject.SetActive(false);
         CurrentWarParameters.selectedLevel = level;
         GameObject obj2 = UnityEngine.Object.Instantiate(this.levelPreparePrefab) as GameObject;
         obj2.GetComponent<BattlePrepareUIManager>().SetPVEChapterUIManager(this);
         this.hideAction.SetActive(true);
         this.hideAction.GetComponent<AnimatePosition>().StartMove();
         TutorialManager.instance.CheckStepFinishAction("PVELevelStartClick");
     }
 }
 public void SetSelectedLevel(PVELevel level)
 {
     if (this.currentSelectedLevel != level)
     {
         this.currentSelectedLevel = level;
         this.UpdateLevelSelection();
     }
 }
 public void CheckSelection(PVELevel config)
 {
     this.isSelected = this.levelConfig == config;
     base.GetComponent<PVEChapterLevelItemResizer>().isSelected = this.isSelected;
 }
Esempio n. 6
0
    private bool auto_battle()
    {
        if(!isInBattle())
            {
                if (autostart_battle == true)
                {

                    try
                    {

                        //if (this.bigbrokenhaiyaosuozi.Checked == true)
                        //{
                        //    log("[警告-警告-警告] 大破进击开关已经打开,请立即停止作死....请立即停止作死....",Color.Red);
                        //}

                        var uinfo = GameData.instance.UserInfo;

                        //黑暗炼钢
                        if(darkforge.Checked == true )
                        {
                            UserFleet ff = GameData.instance.GetFleetOfId(1);
                            if(ff == null
                                || GameData.instance.IsFleetInExplore(ff.id)
                                || GameData.instance.IsFleetInRepair(ff.id)
                                 )
                            {
                                initing = true;
                                darkforge.Checked = false;
                                autostart_battle = false;
                                autobattlecheck.Checked = false;
                                initing = false;
                                log("[黑暗炼钢不支持非1号舰队] 请让1号舰队舰娘待机...");
                                return false;
                            }
                            if(GameData.instance.UserInfo.detailInfo.shipNum > darkforgetotalshipnum.Value)
                            {
                                initing = true;
                                darkforge.Checked = false;
                                autostart_battle = false;
                                autobattlecheck.Checked = false;
                                initing = false;
                                log("[黑暗炼钢] 已经炼制太多少女,超过提督设定负荷极限 " +darkforgetotalshipnum.Value + "停止炼钢...");
                                return false;
                            }
                        }

                        if(darkforge.Checked == true)
                        {

                            List<UserShip> forgelist = new List<UserShip>();
                            bool need_new_forger = false;
                            //检查舰队
                            UserFleet forgefleet = GameData.instance.GetFleetOfId(1);
                            UserShip flagship = forgefleet.GetUserShips().First();

                            if(flagship.ship.type != ShipType.Destroyer
                                || flagship.level >5
                                || flagship.ship.star >2
                                || forgefleet.ships.Length >1
                                || flagship.battleProps.oil ==0
                                || flagship.battleProps.ammo == 0
                                || flagship.BrokenType == ShipBrokenType.bigBorken
                                || flagship.IsLocked == true
                                )
                            {
                                need_new_forger = true;
                            }
                            //更新预备队
                            if (need_new_forger == true)
                            {
                                foreach (var dfs in GameData.instance.UserShips)
                                {
                                    if (dfs.IsLocked == false
                                        && dfs.level == 1
                                        && dfs.ship.star < 3
                                        && dfs.ship.type == ShipType.Destroyer
                                        && dfs.BrokenType == ShipBrokenType.noBroken
                                        && dfs.battleProps.oil == dfs.battlePropsMax.oil
                                        && dfs.battleProps.ammo == dfs.battlePropsMax.ammo
                                        && dfs.fleetId == 0
                                        && dfs.IsInRepair == false
                                        )
                                    {
                                        forgelist.Add(dfs);
                                    }
                                }
                                if(forgelist.Count == 0)
                                {
                                    initing = true;
                                    darkforge.Checked = false;
                                    autostart_battle = false;
                                    autobattlecheck.Checked = false;
                                    initing = false;

                                    log("[黑暗炼钢] 缺少祭品,无法炼钢 =>" + forgelist.Count + "枚");
                                    return false;
                                }
                                log("[黑暗炼钢] 预备熔炼少女 =>" + forgelist.Count + "枚");

                                if (forgefleet.ships.Length >1)
                                {
                                    for (int i = 0; i < forgefleet.ships.Length - 1;i++ )
                                    {
                                        log("[黑暗炼钢]" + "移出其他舰队成员");
                                        ServerRequestManager.instance.ChangeFleetShip(forgefleet.id, 0, 0);
                                    }
                                }
                                UserShip forger = forgelist.First();
                                log("[黑暗炼钢]抛弃钢渣少女 => " + tools.helper.getstartstring(flagship.ship.star) + tools.helper.getshiptype(flagship.ship.type) + " "
                                        + flagship.ship.title + " Lv." + flagship.level
                                        + " HP: " + flagship.battleProps.hp + "/" + flagship.battlePropsMax.hp
                                        + " 油:" + flagship.battleProps.oil + " 弹:" + flagship.battleProps.ammo);

                                var ret =ServerRequestManager.instance.ChangeFleetShip(forgefleet.id, forger.id, 0);

                                if(ret!= null && ret.responseData != null && ret.responseData.eid == 0)
                                {
                                    log("[黑暗炼钢] 计划熔炼少女 => " + tools.helper.getstartstring(forger.ship.star) + tools.helper.getshiptype(forger.ship.type) + " "
                                        + forger.ship.title + " Lv." + forger.level
                                        + "HP: " + forger.battleProps.hp + "/" +forger.battlePropsMax.hp
                                        + " 油:" + forger.battleProps.oil + " 弹:" + forger.battleProps.ammo);
                                }
                                else
                                {
                                    initing = true;
                                    darkforge.Checked = false;
                                    autostart_battle = false;
                                    autobattlecheck.Checked = false;
                                    initing = false;

                                    log("[黑暗炼钢] 更换祭品失败,无法炼钢 " );
                                    return false;
                                }
                            }

                            //开始炼钢
                            PVELevel lv = PVEConfigs.instance.GetLevel(101);
                            UserFleet uf = GameData.instance.GetFleetOfId(1);
                            if (lv != null && uf != null && tools.helper.isFleetCanBattle(uf, battlechangetypecombo.SelectedIndex))
                            {
                                battle_fleetid = uf.id;
                                battle_levelid = lv.id;
                                battle_node_counter = 0;
                                battel_status = BATTLE_STATUS.PREPARE;
                                bcounter = 5;
                                var forger = uf.GetUserShips().First();
                                log("[黑暗炼钢] 开始熔炼少女 => " +tools.helper.getstartstring(forger.ship.star)+ tools.helper.getshiptype(forger.ship.type) + " "
                                    + forger.ship.title + " Lv." + forger.level
                                    + " HP: " + forger.battleProps.hp + "/" + forger.battlePropsMax.hp
                                    + " 油:"+ forger.battleProps.oil + " 弹:"+ forger.battleProps.ammo);
                            }
                            else
                            {
                                initing = true;
                                darkforge.Checked = false;
                                autostart_battle = false;
                                autobattlecheck.Checked = false;
                                initing = false;

                                log("[黑暗炼钢] 炼钢参数错误,无法炼钢 ");
                                return false;
                            }
                        }
                        else
                        {
                            //普通
                            if (uinfo.oil < 1000 || uinfo.ammo < 1000 || uinfo.steel < 1000 || uinfo.aluminium < 200)
                            {
                                log("[自动战斗] 油弹钢铝资源过低,休息30分钟...");
                                battle_counter += 3600;
                                return false;
                            }
                            PVELevel lv = PVEConfigs.instance.GetLevel(battle_levelid);
                            UserFleet uf = GameData.instance.GetFleetOfId(battle_fleetid);
                            if(tryFillBackupShips(uf) == true)
                            {
                                return true;
                            }
                            if (lv != null && uf != null && tools.helper.isFleetCanBattle(uf , battlechangetypecombo.SelectedIndex))
                            {
                                battle_fleetid = uf.id;
                                battle_levelid = lv.id;
                                battle_node_counter = 0;
                                battel_status = BATTLE_STATUS.PREPARE;
                                bcounter = 5;
                            }
                        }

                    }
                    catch (System.Exception ex)
                    {
                        return true;
                    }
                }

                return false;
            }
            switch(battel_status)
            {
                case BATTLE_STATUS.PREPARE:
                    if(darkforge.Checked == true)
                    {
                        setBattleStatus(BATTLE_STATUS.SUPPLY);
                        log("[黑暗炼钢] 炼钢少女不许吃喝....");
                    }
                    else if( supplyfleetbeforebattel_check.Checked == false)
                    {
                        setBattleStatus(BATTLE_STATUS.SUPPLY);
                        log("[自动战斗] 黑心提督不许软萌少女吃喝... ≡≡[。。]≡");
                    }
                    else
                    {
                        ServerRequestManager.instance.trySupplyFleet(battle_fleetid);
                    }

                    break;
                case BATTLE_STATUS.SUPPLY:
                    var startret = ServerRequestManager.instance.StartPVELevel(battle_levelid, battle_fleetid, battle_formation);
                    if (startret != null && startret.responseData != null && startret.responseData.eid == 0)
                    {
                        var blevel =PVEConfigs.instance.GetLevel(battle_levelid);
                        this.currentlevel = blevel;
                        this.currentNode = PVEConfigs.instance.GetNode(this.currentlevel.initNodeId);
                        this.currentNodeStatus = new Dictionary<string,int>();
                        this.passedNodes = new List<PVENode>();
                        this.passedNodes.Add(this.currentNode);
                        this.pveLevelEnd = false;
                        this.battle_retry_counter = 10;
                    }

                    break;
                case BATTLE_STATUS.STARTED:
                    if(CanBattle())
                    {
                        var ret =ServerRequestManager.instance.GetNextPVELevelNode();
                        if(ret != null && ret.responseData != null && ret.responseData.eid ==0)
                        {
                            GetNextNodeResponse r = (ret.responseData as GetNextNodeResponse);
                            if(r.node == 0)
                            {
                                log("[自动战斗] 关卡结束,返回港口....");
                                setBattleStatus(BATTLE_STATUS.FINISHED);
                                refreshUIData();
                                return true;
                            }

                            this.currentNode = PVEConfigs.instance.GetNode(r.node);
                            this.currentNodeStatus = r.nodeStatus;
                            this.passedNodes.Add(currentNode);

                            //战斗路点控制
                            if(battle_route.Text!=null && battle_route.Text != "")
                            {
                                char[] shcedule_route = battle_route.Text.ToArray();
                                if(this.passedNodes.Count <= shcedule_route.Length +1)
                                {
                                    string cur_schedule_route_point = shcedule_route[this.passedNodes.Count - 2].ToString().ToUpper();

                                    if (currentNode.flag.ToUpper() != cur_schedule_route_point)
                                    {
                                        string sroute = "";
                                        foreach(var nnn in this.passedNodes)
                                        {
                                            sroute += nnn.flag + " => ";
                                        }
                                        log("[自动战斗-路径控制] 前进路径 " + sroute + "不符合设定路径" + battle_route.Text + "回港重来....");
                                        ServerRequestManager.instance.NotifyPVEBackHome();
                                        break;
                                    }
                                }
                            }

                            if (this.passedNodes.Count > 2)
                            {
                                this.delay_counter += this.secondnodedelaymulti.Value;
                            }
                            else
                            {
                                this.delay_counter += this.battleresultdelayinput.Value;
                            }

                        }
                        else if ( battle_retry_counter >0)
                        {

                            battle_retry_counter--;

                                if (this.passedNodes.Count > 2)
                                {
                                    this.delay_counter += this.secondnodedelaymulti.Value/2;
                                }
                                else
                                {
                                    this.delay_counter += this.battleresultdelayinput.Value;
                                }

                            log("[自动战斗] 提督你肝少女们太快了...服务器响应失败...重试ing... 剩余次数 x " + battle_retry_counter);
                        }
                        else
                        {
                            ServerRequestManager.instance.NotifyPVEBackHome();
                            log("[自动战斗] 服务器娘已经肝倒....回港重来... ");
                        }

                    }else{
                        ServerRequestManager.instance.NotifyPVEBackHome();
                        setBattleStatus(BATTLE_STATUS.FINISHED);
                        log("[舰队有大破需要修理或者修理中] 停止自动战斗....");
                    }
                    break;
                case BATTLE_STATUS.VISIT_NODE:
                    if (currentNode.IsBattleNode == true)
                    {
                        var spyret = ServerRequestManager.instance.SearchPVELevelNode(currentNode.id);
                        if (spyret != null && spyret.responseData != null && spyret.responseData.eid == 0)
                        {
                            SearchEnemyResponse r = (spyret.responseData as SearchEnemyResponse);

                            //避战控制
                            if (avoidbattletext.Text != null && avoidbattletext.Text != "")
                            {
                                char[] shcedule_avoid = avoidbattletext.Text.ToArray();
                                if (this.passedNodes.Count <= shcedule_avoid.Length + 1)
                                {
                                    string cur_schedule_avoid_point = shcedule_avoid[this.passedNodes.Count - 2].ToString();

                                    if (cur_schedule_avoid_point == "1" && r.enemyVO.canSkip == 1)
                                    {
                                        log("[自动战斗-自动回避] 尝试回避 @ " + currentlevel.title + "#" + currentNode.flag);
                                        var skipret = ServerRequestManager.instance.SkipPVELevelNode(currentNode.id);
                                        if (skipret != null && skipret.responseData != null && skipret.responseData.eid == 0)
                                        {
                                            var sret = skipret.responseData as SkipWarResponse;
                                            if(sret.isSuccess == 1)
                                            {
                                                //避战成功,下一个点
                                                log("[自动战斗-自动回避] 回避成功 @ " + currentlevel.title + "#" + currentNode.flag);

                                                setBattleStatus(BATTLE_STATUS.STARTED);
                                                return true;
                                            }
                                            else
                                            {
                                                log("[自动战斗-自动回避] 回避失败 @ " + currentlevel.title + "#" + currentNode.flag);

                                            }
                                        }

                                    }

                                }
                            }
                            //战斗 敌人 舰队组成 控制
                            if (searchenemycase.Text != null && searchenemycase.Text != "")
                            {
                                char[] enemycase = searchenemycase.Text.ToArray();
                                if (this.passedNodes.Count <= enemycase.Length + 1)
                                {
                                    string cur_enemycase_point = enemycase[this.passedNodes.Count - 2].ToString().ToUpper();

                                    if (judge_enemy_case(r.enemyVO.enemyShips, cur_enemycase_point) == dofightinstedofback.Checked)
                                    {
                                        string sroute = "";
                                        foreach (var nnn in this.passedNodes)
                                        {
                                            sroute += nnn.flag + " => ";
                                        }
                                        log("[自动战斗-索敌控制] " + (dofightinstedofback.Checked? "不符合设定索敌条件, 回港重来....":"符合设定 避开 索敌条件, 回港重来....") );
                                        ServerRequestManager.instance.NotifyPVEBackHome();
                                    }
                                }
                            }
                        }
                        else
                        {
                            ServerRequestManager.instance.NotifyPVEBackHome();
                            log("[自动战斗]索敌错误,回港重来...");
                        }
                    }
                    else
                    {
                        log("[自动战斗-索敌控制] 资源点不索敌....");
                        setBattleStatus(BATTLE_STATUS.SPY_NODE);
                    }
                    break;

                case BATTLE_STATUS.SPY_NODE:
                    UserFleet buf = GameData.instance.GetFleetOfId(battle_fleetid);
                    UserShip[] nowshipstatus = new UserShip[buf.ships.Length];
                    for(int iii =0;iii < buf.ships.Length;iii++)
                    {
                        nowshipstatus[iii] = GameData.instance.GetShipById(buf.ships[iii]);
                    }
                    CurrentWarParameters.shipsbeforebattle = nowshipstatus;

                    int nodeformation = -1;
                    if (formation_control.Text != null && formation_control.Text != "")
                    {
                        char[] formation_controlpoint = formation_control.Text.ToArray();
                        if (this.passedNodes.Count <= formation_controlpoint.Length + 1)
                        {
                            string formation_control_point = formation_controlpoint[this.passedNodes.Count - 2].ToString();

                            if (formation_control_point != "")
                            {
                                nodeformation = int.Parse(formation_control_point);
                                if (nodeformation < 1 || nodeformation > 5)
                                {
                                    nodeformation = -1;
                                }
                            }
                        }
                    }
                    log("[自动战斗] 舰队阵型:" + tools.helper.getformationstring(((nodeformation == -1 ? battle_formation : (FleetFormation)nodeformation))));
                    var firstbattl = ServerRequestManager.instance.DealPVELevelNode(currentNode.id,battle_fleetid, nodeformation == -1 ? battle_formation:((FleetFormation)nodeformation));
                    if (firstbattl!= null && firstbattl.responseData!= null && firstbattl.responseData.eid==0)
                    {
                        var respone = (firstbattl.responseData as GetDealNodeResponse);

                        if (respone.pveLevelEnd != null && respone.pveLevelEnd == 1)
                        {
                            this.pveLevelEnd = true;
                        }

                        if (currentNode.IsBattleNode == true)
                        {
                            if (respone.warReport != null)
                            {
                                dealnode_enemyclearornot = respone.warReport.canDoNightWar == 0;
                            }
                            bool extranightwarswitch =false;
                            if(night_war_control.Text!=null && night_war_control.Text != "")
                            {
                                char[] night_war_controlpoint = night_war_control.Text.ToArray();
                                if (this.passedNodes.Count <= night_war_controlpoint.Length + 1)
                                {
                                    string night_war_control_point = night_war_controlpoint[this.passedNodes.Count - 2].ToString();

                                    if (night_war_control_point == "1")
                                    {
                                        extranightwarswitch = true;
                                    }
                                }
                            }

                            CurrentWarParameters.daybattleresult = respone;
                            if (detailbattlelog.Checked == true)
                            {
                                z.log( tools.helper.getDetailDayWarresultstring(respone, battle_fleetid));
                            }

                            if (dealnode_enemyclearornot)
                            {
                                log("[日战胜利!!]少女战利品回收中.. ");
                            }
                            else
                            {
                                log((this.nightwarcheck.Checked||extranightwarswitch) == true ? "[日战失利!!]提督判定大群少女继续夜战..... " : "[日战失利] 提督决定不参与夜战活动..");
                            }
                        }
                        else
                        {
                            if (this.currentNode.nodeType == PVENodeType.addItem)
                            {
                                if(currentNode.gain != null)
                                foreach (var gkv in currentNode.gain)
                                {
                                    log("[自动战斗] 在关卡"+currentlevel.title + " "+currentNode.flag + "点 遇到好心人,获得 " + tools.helper.getresourcetype(gkv.Key)+ " x " + gkv.Value);
                                }
                            }
                            else if (this.currentNode.nodeType == PVENodeType.loseItem)
                            {
                                if(currentNode.loss != null)
                                foreach (var gkv in currentNode.loss)
                                {
                                    log("[自动战斗] 在关卡"+currentlevel.title + " "+currentNode.flag + "点 遇到坏蛋,丢失 " + tools.helper.getresourcetype(gkv.Key)+ " x " + gkv.Value);
                                }
                            }
                            else if (this.currentNode.nodeType == PVENodeType.empty)
                            {
                                log("[自动战斗] 在关卡"+currentlevel.title + " "+currentNode.flag + "点 什么也没有发生............真的");
                            }
                            setBattleStatus(BATTLE_STATUS.STARTED);
                        }

                    }
                    else if (battle_retry_counter >0)
                    {

                        battle_retry_counter--;

                            if (this.passedNodes.Count > 2)
                            {
                                this.delay_counter += this.secondnodedelaymulti.Value;
                            }
                            else
                            {
                                this.delay_counter += this.battleresultdelayinput.Value;
                            }

                        log("[自动战斗] 提督你肝少女们太快了...服务器响应失败...重试ing... 剩余次数 x " + battle_retry_counter);
                    }
                    else
                    {
                        ServerRequestManager.instance.NotifyPVEBackHome();
                        log("[自动战斗] 服务器娘已经肝倒....回港重来... ");
                    }
                    this.delay_counter += this.battleresultdelayinput.Value;
                    break;
                case BATTLE_STATUS.NODE_BATTLE:

                        //夜战额外控制
                            bool dobattleextranightwarswitch =false;
                            if(night_war_control.Text!=null && night_war_control.Text != "")
                            {
                                char[] dobattlenight_war_controlpoint = night_war_control.Text.ToArray();
                                if (this.passedNodes.Count <= dobattlenight_war_controlpoint.Length + 1)
                                {
                                    string dobattlenight_war_control_point = dobattlenight_war_controlpoint[this.passedNodes.Count - 2].ToString();

                                    if (dobattlenight_war_control_point == "1")
                                    {
                                        dobattleextranightwarswitch = true;
                                    }
                                }
                            }

                    var battleret = ServerRequestManager.instance.GetPVEBattleResult( (!dealnode_enemyclearornot) && (battle_do_nightwar==1 ||dobattleextranightwarswitch) , battle_fleetid);
                    if (battleret != null && battleret.responseData != null && battleret.responseData.eid == 0)
                    {
                        z.instance.setBattleStatus(BATTLE_STATUS.BATTLE_RESULT);
                        var battleResult = battleret.responseData as GetBattleResultResponse;

                        if (detailbattlelog.Checked == true)
                        {
                            z.log(tools.helper.getDetailNightWarresultstring(battleResult, battle_fleetid));

                        }
                        z.log("[少女卖肉报酬入手]..." + tools.helper.getwarresultstring(battleResult, battle_fleetid));
                        tools.reporter.reportGotShip(battleResult, battle_fleetid, currentlevel.title, currentNode.flag);

                        //开关开了,5场 s ss 不掉船就停止捞船

                        if(stopbattlewhennodrop_check.Checked == true)
                        {
                            WarResultLevel wrl = (WarResultLevel)battleResult.warResult.resultLevel;
                            if(battleResult.newShipVO!= null && battleResult.newShipVO.Length >0)
                            {
                                nodropcounter = 0;
                            }
                            else if (wrl == WarResultLevel.s || wrl == WarResultLevel.ss)
                            {
                                nodropcounter++;
                                log("[自动战斗] S/SS胜无掉落...计数: " + nodropcounter + "  , 5次后停止自动战斗");

                            }

                            if(nodropcounter >=5 && autobattlecheck.Checked == true)
                            {

                                initing = true;
                                autostart_battle = false;
                                autobattlecheck.Checked = autostart_battle;
                                initing = false;
                            }
                        }

                    }
                    else if (battle_retry_counter >0)
                    {

                        battle_retry_counter--;
                        log("[自动战斗] 提督你肝少女们太快了...服务器响应失败...重试ing... 剩余次数 x " + battle_retry_counter);
                        this.delay_counter += this.battleresultdelayinput.Value;
                    }
                    else
                    {
                        ServerRequestManager.instance.NotifyPVEBackHome();
                        log("[自动战斗] 服务器娘已经肝倒....回港重来... ");
                    }
                    if ((!dealnode_enemyclearornot) && (battle_do_nightwar == 1 || dobattleextranightwarswitch))
                    {
                        this.delay_counter += this.battleresultdelayinput.Value;
                    }
                    break;
                case BATTLE_STATUS.BATTLE_RESULT:
                    //todo think logic
                    battle_node_counter++;
                    if(this.pveLevelEnd == true)
                    {
                        log("[自动战斗] 关卡结束,返回港口....");
                        setBattleStatus(BATTLE_STATUS.FINISHED);
                        refreshUIData();
                        return true;
                    }
                    if (battle_node_counter >= this.battlenodenuminput.Value)
                    {
                        ServerRequestManager.instance.NotifyPVEBackHome();
                    }
                    else
                    {
                        setBattleStatus(BATTLE_STATUS.STARTED);
                    }

                    refreshUIData();
                    break;

                default:
                    return false;
                    break;
            }
            return true;
    }