Update - 1.12.0.120
EN: 1.12.0.120 CN: 1.12.0.120 JP: 1.12.0.124 KR: 1.12.0.124
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@@ -425,27 +425,16 @@ function StarTowerFateCardBookCtrl:OnBtnClick_CardItem(btn, nIdx)
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else
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local animFinishFunc = function()
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RedDotManager.SetValid(RedDotDefine.StarTowerBook_FateCard_New, cardData.nId, false)
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if cardData.nStatus == AllEnum.FateCardBookStatus.Lock then
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NovaAPI.SetTMPText(self._mapNode.txtUnlockTip, cardCfg.UnlockTip)
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self._mapNode.goCardTip.gameObject:SetActive(false)
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self._mapNode.goBlur.gameObject:SetActive(true)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self._mapNode.goCardTip.gameObject:SetActive(true)
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end
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cs_coroutine.start(wait)
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else
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self._mapNode.goCardDetail.gameObject:SetActive(false)
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self._mapNode.goBlur.gameObject:SetActive(true)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self._mapNode.goCardDetail.gameObject:SetActive(true)
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end
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cs_coroutine.start(wait)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.5)
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self:OnBtnClick_CardTypeSurvivor()
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NovaAPI.SetTMPText(self._mapNode.txtArea, ConfigTable.GetUIText("StarTower_Event_Book_Source") .. cardCfg.Source)
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self._mapNode.goCardDetail.gameObject:SetActive(false)
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self._mapNode.goBlur.gameObject:SetActive(true)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self._mapNode.goCardDetail.gameObject:SetActive(true)
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end
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cs_coroutine.start(wait)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.5)
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self:OnBtnClick_CardTypeSurvivor()
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NovaAPI.SetTMPText(self._mapNode.txtArea, ConfigTable.GetUIText("StarTower_Event_Book_Source") .. cardCfg.Source)
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end
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self.nClickIndex = nIdx
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if self._mapNode.goCardItem[nIdx] ~= nil then
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