ys = ys or {} slot0 = ys slot0.Battle.BattleStoryWave = class("BattleStoryWave", slot0.Battle.BattleWaveInfo) slot0.Battle.BattleStoryWave.__name = "BattleStoryWave" slot1 = slot0.Battle.BattleStoryWave function slot1.Ctor(slot0) uv0.super.Ctor(slot0) end function slot1.SetWaveData(slot0, slot1) uv0.super.SetWaveData(slot0, slot1) slot0._storyID = slot0._param.id end function slot1.DoWave(slot0) uv0.super.DoWave(slot0) slot1 = true if slot0._param.progress then if not getProxy(ChapterProxy):getActiveChapter() then slot1 = false elseif math.min(slot2.progress + slot2:getConfig("progress_boss"), 100) < slot0._param.progress then slot1 = false end end if slot1 then pg.MsgboxMgr.GetInstance():hide() slot4 = getProxy(ChapterProxy) and slot3:getActiveChapter() ChapterOpCommand.PlayChapterStory(slot0._storyID, function (slot0, slot1) if slot0 then uv0:doFail(slot1) else uv0:doPass(slot1) end end, slot4 and slot4:IsAutoFight()) gcAll() else slot0:doPass() end end function slot1.doPass(slot0, slot1) uv0.Battle.BattleDataProxy.GetInstance():AddWaveFlag(slot1) uv1.super.doPass(slot0) end function slot1.doFail(slot0, slot1) uv0.Battle.BattleDataProxy.GetInstance():AddWaveFlag(slot1) uv1.super.doFail(slot0) end