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:
SL1900
2026-02-24 22:00:00 +09:00
parent d0c0a3870c
commit 86d82306fe
666 changed files with 920582 additions and 7496 deletions
@@ -41,8 +41,14 @@ function PenguinCardLogCtrl:Open(nTurn, bAll, callback)
self.nMax = self._panel.mapLevel.nCurTurn
self.nTurn = nTurn
self.callback = callback
self._mapNode.btnRight.gameObject:SetActive(bAll)
self._mapNode.btnLeft.gameObject:SetActive(bAll)
if self._panel.mapLevel.mapLog[self.nMax] == nil then
self.nMax = self.nMax - 1
if self.nTurn > self.nMax then
self.nTurn = self.nMax
end
end
self._mapNode.btnRight.gameObject:SetActive(bAll and self.nMax > 1)
self._mapNode.btnLeft.gameObject:SetActive(bAll and self.nMax > 1)
self:PlayInAni()
self:Refresh()
end
@@ -54,6 +60,7 @@ function PenguinCardLogCtrl:Refresh()
local nCount = #self.tbRound
self._mapNode.sv.gameObject:SetActive(0 < nCount)
if 0 < nCount then
self._mapNode.sv:SetAnim(0.08)
self._mapNode.sv:Init(nCount, self, self.OnGridRefresh)
end
end
@@ -81,26 +88,25 @@ end
function PenguinCardLogCtrl:PlayInAni()
self.gameObject:SetActive(true)
self._mapNode.blur:SetActive(true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.window:SetActive(true)
end
cs_coroutine.start(wait)
self._mapNode.window:SetActive(true)
WwiseManger:PostEvent("Mode_Card_sum")
EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
end
function PenguinCardLogCtrl:Close()
self.animator:Play("PengUinCard_Log_out")
self._mapNode.aniBlur:SetTrigger("tOut")
self:AddTimer(1, 0.2, function()
self:AddTimer(1, 0.333, function()
self._mapNode.window:SetActive(false)
self.gameObject:SetActive(false)
if self.callback then
self.callback()
end
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
EventManager.Hit(EventId.TemporaryBlockInput, 0.333)
end
function PenguinCardLogCtrl:Awake()
self._mapNode.window:SetActive(false)
self.animator = self.gameObject:GetComponent("Animator")
end
function PenguinCardLogCtrl:OnEnable()
end