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optimized the Lua func binding so that the script will not eval again
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@@ -138,7 +138,9 @@ public class DungeonChallenge {
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getScene().getDungeonSettleObservers().forEach(o -> o.onDungeonSettle(getScene()));
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if(!stage){
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getScene().getScriptManager().callEvent(EventType.EVENT_DUNGEON_SETTLE, new ScriptArgs(this.isSuccess() ? 1 : 0));
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getScene().getScriptManager().callEvent(EventType.EVENT_DUNGEON_SETTLE,
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// TODO record the time in PARAM2 and used in action
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new ScriptArgs(this.isSuccess() ? 1 : 0, 100));
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}
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}
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