Update - 1.16.0.138
EN: 1.16.0.138 CN: 1.16.0.137 JP: 1.16.0.141 KR: 1.16.0.143
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@@ -34,7 +34,8 @@ AutoBattleCtrl._mapEventConfig = {
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LoadLevelRefresh = "Reset",
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InputEnable = "OnEvent_InputEnable",
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UpdateAutoCastUltimateSkill = "UpdateAutoCastUltimateSkill",
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ShowOrHideBattleDash = "OnEvent_ShowOrHideAutoBattle"
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ShowOrHideBattleDash = "OnEvent_ShowOrHideAutoBattle",
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CloseOrOpenAutoBattle = "OnEvent_CloseOrOpenAutoBattle"
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}
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function AutoBattleCtrl:Awake()
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self.nType = GameEnum.worldLevelType.Mainline
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@@ -53,6 +54,10 @@ function AutoBattleCtrl:Reset()
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if self.nType == GameEnum.worldLevelType.Dynamic and self.nSubType == GameEnum.dynamicLevelType.Tutorial then
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self.bAuto = false
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end
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local nDisableFloor = ConfigTable.GetConfigNumber("DisableAutoBattleFloor")
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if nDisableFloor ~= nil and self.nFloorId ~= nil and tonumber(self.nFloorId) == nDisableFloor then
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self.bAuto = false
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end
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self._mapNode.btnAutoBattleOpen.gameObject:SetActive(not self.bAuto)
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self._mapNode.btnAutoBattleClose.gameObject:SetActive(self.bAuto)
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self._mapNode.rtAutoBattleHint.gameObject:SetActive(self.bAuto and self.nType ~= GameEnum.worldLevelType.Mainline)
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@@ -70,9 +75,10 @@ end
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function AutoBattleCtrl:OnEnable()
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GamepadUIManager.AddGamepadUINode("BattleMenu", self:GetGamepadUINode())
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end
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function AutoBattleCtrl:SetBattleType(nType, nSubType)
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function AutoBattleCtrl:SetBattleType(nType, nSubType, nFloorId)
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self.nType = nType
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self.nSubType = nSubType
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self.nFloorId = nFloorId
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if self.nType == GameEnum.worldLevelType.PrologueBattleLevel then
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self.gameObject.transform.localScale = Vector3.zero
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elseif self.nType == GameEnum.worldLevelType.Dynamic and self.nSubType == GameEnum.dynamicLevelType.Tutorial then
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@@ -118,6 +124,9 @@ function AutoBattleCtrl:OnClick_AutoBattleClose()
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self.animator:Play("AutoBattle_Close")
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end
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function AutoBattleCtrl:OnEvent_InputEnable(bEnable, bEnableByTrans)
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if self.isDisableAutoBattle then
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return
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end
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if bEnableByTrans == true then
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if bEnable == true and self.ENABLE == false then
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return
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@@ -145,4 +154,13 @@ function AutoBattleCtrl:OnEvent_ShowOrHideAutoBattle(isShow)
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self._mapNode.btnAutoBattleOpen.interactable = isShow and true or false
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self._mapNode.btnAutoBattleClose.interactable = isShow and true or false
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end
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function AutoBattleCtrl:OnEvent_CloseOrOpenAutoBattle(isShow)
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if isShow then
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CS.AdventureModuleHelper.SetSemiAutoBattleMode(false)
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end
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self.isDisableAutoBattle = not isShow
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self.gameObject.transform.localScale = isShow and Vector3.one or Vector3.zero
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self._mapNode.btnAutoBattleOpen.interactable = isShow and true or false
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self._mapNode.btnAutoBattleClose.interactable = isShow and true or false
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end
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return AutoBattleCtrl
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