slot0 = class("BattleGatePerform") ys.Battle.BattleGatePerform = slot0 slot0.__name = "BattleGatePerform" function slot0.Entrance(slot0, slot1) slot4 = ys.Battle.BattleDataFunction.GetDungeonTmpDataByID(pg.expedition_data_template[slot0.stageId].dungeon_id).fleet_prefab or {} slot5 = {} if slot0.mainFleetId then slot6 = getProxy(BayProxy) slot7 = getProxy(FleetProxy) if not slot1.LegalFleet(slot0.mainFleetId) then return end for slot13, slot14 in ipairs(slot6:getSortShipsByFleet(slot7:getFleetById(slot0.mainFleetId))) do slot5[#slot5 + 1] = slot14.id end end if slot0.memory then slot1:sendNotification(GAME.BEGIN_STAGE_DONE, { stageId = slot2, system = SYSTEM_PERFORM, memory = slot0.memory, exitCallback = slot0.exitCallback, prefabFleet = slot4, mainFleetId = slot0.mainFleetId }) else BeginStageCommand.SendRequest(SYSTEM_PERFORM, slot5, { slot2 }, function (slot0) uv0:sendNotification(GAME.STORY_UPDATE, { storyId = pg.StoryMgr.GetInstance():GetStoryByName("index")[uv1] }) uv2.token = slot0.key uv0:sendNotification(GAME.BEGIN_STAGE_DONE, uv2) end, function (slot0) uv0:RequestFailStandardProcess(slot0) end) end end function slot0.Exit(slot0, slot1) if slot0.memory then slot1:sendNotification(GAME.FINISH_STAGE_DONE, { system = SYSTEM_PERFORM }) else slot1:SendRequest(slot1.GeneralPackage(slot0, {}), function (slot0) uv0:sendNotification(GAME.FINISH_STAGE_DONE, { system = SYSTEM_PERFORM, exitCallback = uv1.exitCallback }) end, function (slot0) uv0:RequestFailStandardProcess(slot0) end) end end return slot0