Update - 1.7.0.88
EN: 1.7.0.88 CN: 1.7.0.90 JP: 1.7.0.91 KR: 1.7.0.94
This commit is contained in:
@@ -37,16 +37,32 @@ PenguinCardCtrl._mapNodeConfig = {
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Log = {
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sNodeName = "---Log---",
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sCtrlName = "Game.UI.Play_PenguinCard.PenguinCardLogCtrl"
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},
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Confirm = {
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sNodeName = "---Confirm---",
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sCtrlName = "Game.UI.Play_PenguinCard.PenguinCardConfirmCtrl"
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}
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}
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PenguinCardCtrl._mapEventConfig = {
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PenguinCard_RunState_Start = "RunState_Start",
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PenguinCard_RunState_Prepare = "RunState_Prepare",
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PenguinCard_RunState_Dealing = "RunState_Dealing",
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PenguinCard_RunState_Flip = "RunState_Flip",
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PenguinCard_RunState_Settlement = "RunState_Settlement",
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PenguinCard_RunState_Complete = "RunState_Complete",
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PenguinCard_QuitState_Start = "QuitState_Start",
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PenguinCard_QuitState_Prepare = "QuitState_Prepare",
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PenguinCard_QuitState_Dealing = "QuitState_Dealing",
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PenguinCard_QuitState_Flip = "QuitState_Flip",
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PenguinCard_QuitState_Settlement = "QuitState_Settlement",
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PenguinCard_QuitState_Complete = "QuitState_Complete",
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PenguinCard_Change = "OnEvent_Change"
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}
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function PenguinCardCtrl:RunState_Start()
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self:CloseAll()
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end
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function PenguinCardCtrl:QuitState_Start()
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end
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function PenguinCardCtrl:RunState_Prepare()
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self._mapNode.Prepare.gameObject:SetActive(true)
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self._mapNode.Slot.gameObject:SetActive(true)
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@@ -54,6 +70,11 @@ function PenguinCardCtrl:RunState_Prepare()
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self._mapNode.Flip.gameObject:SetActive(false)
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self._mapNode.Prepare:Refresh()
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self._mapNode.Slot:Refresh()
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if self.bIn then
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self.bIn = false
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else
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WwiseManger:PostEvent("Mode_Card_nextround")
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end
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EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PenguinCard_301")
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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@@ -61,27 +82,95 @@ function PenguinCardCtrl:RunState_Prepare()
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end
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cs_coroutine.start(wait)
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end
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function PenguinCardCtrl:QuitState_Prepare(nNextState)
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if nNextState == 0 then
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self._mapNode.Slot:PlayOutAni()
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self._mapNode.Prepare:PlayOutAni()
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WwiseManger:PostEvent("Mode_Card_dissolve")
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elseif nNextState == 2 then
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self._mapNode.Prepare:PlayOutAni()
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WwiseManger:PostEvent("Mode_Card_dissolve")
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elseif nNextState == 5 then
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self._mapNode.Slot:PlayOutAni()
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self._mapNode.Prepare:PlayOutAni()
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self.animator:Play("PengUinCard_Bg_Result")
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WwiseManger:PostEvent("Mode_Card_dissolve")
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end
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end
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function PenguinCardCtrl:RunState_Dealing()
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self._mapNode.Prepare.gameObject:SetActive(false)
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self._mapNode.Flip.gameObject:SetActive(true)
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self._mapNode.Flip:Refresh_Dealing()
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EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PenguinCard_302")
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end
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function PenguinCardCtrl:QuitState_Dealing(nNextState)
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if nNextState == 0 then
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self._mapNode.Slot:PlayOutAni()
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self._mapNode.Flip:PlayOutAni()
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WwiseManger:PostEvent("Mode_Card_dissolve")
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elseif nNextState == 5 then
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self._mapNode.Slot:PlayOutAni()
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self._mapNode.Flip:PlayOutAni()
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self.animator:Play("PengUinCard_Bg_Result")
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WwiseManger:PostEvent("Mode_Card_dissolve")
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end
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end
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function PenguinCardCtrl:RunState_Flip()
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self._mapNode.Flip:Refresh_Flip()
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end
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function PenguinCardCtrl:QuitState_Flip(nNextState)
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self._mapNode.Flip:StopShowAllOn()
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if nNextState == 0 then
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self._mapNode.Slot:PlayOutAni()
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self._mapNode.Flip:PlayOutAni()
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WwiseManger:PostEvent("Mode_Card_dissolve")
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elseif nNextState == 5 then
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self._mapNode.Slot:PlayOutAni()
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self._mapNode.Flip:PlayOutAni()
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self.animator:Play("PengUinCard_Bg_Result")
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WwiseManger:PostEvent("Mode_Card_dissolve")
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end
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end
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function PenguinCardCtrl:RunState_Settlement()
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self._mapNode.Flip:Refresh_Settlement()
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end
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function PenguinCardCtrl:QuitState_Settlement(nNextState)
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if nNextState == 0 then
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self._mapNode.Slot:PlayOutAni()
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self._mapNode.Flip:PlayOutAni()
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WwiseManger:PostEvent("Mode_Card_dissolve")
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elseif nNextState == 1 then
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self._mapNode.Flip:PlayOutAni()
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WwiseManger:PostEvent("Mode_Card_dissolve")
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elseif nNextState == 2 then
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self._mapNode.Flip:PlayRoundAni()
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elseif nNextState == 5 then
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self._mapNode.Slot:PlayOutAni()
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self._mapNode.Flip:PlayOutAni()
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self.animator:Play("PengUinCard_Bg_Result")
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WwiseManger:PostEvent("Mode_Card_dissolve")
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end
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end
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function PenguinCardCtrl:RunState_Complete()
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self._mapNode.Result:Open()
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end
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function PenguinCardCtrl:Awake()
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function PenguinCardCtrl:QuitState_Complete()
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end
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function PenguinCardCtrl:CloseAll()
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self._mapNode.Prepare.gameObject:SetActive(false)
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self._mapNode.Slot.gameObject:SetActive(false)
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self._mapNode.Flip.gameObject:SetActive(false)
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self._mapNode.CardInfo.gameObject:SetActive(false)
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self._mapNode.Pause.gameObject:SetActive(false)
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self._mapNode.HandRank.gameObject:SetActive(false)
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self._mapNode.Result.gameObject:SetActive(false)
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self._mapNode.Log.gameObject:SetActive(false)
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self._mapNode.Confirm.gameObject:SetActive(false)
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end
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function PenguinCardCtrl:Awake()
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self.bIn = true
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self.animator = self.gameObject:GetComponent("Animator")
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self:CloseAll()
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end
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function PenguinCardCtrl:OnEnable()
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self._panel.mapLevel:StartGame()
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