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
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@@ -176,30 +176,49 @@ function PenguinCardResultCtrl:PlayInAni()
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self._mapNode.goResult:SetActive(true)
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if self.bWin then
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self.animator:Play("PengUinCard_Result_Win_in")
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WwiseManger:PostEvent("Mode_Card_victory")
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else
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self.animator:Play("PengUinCard_Result_Finish_in")
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WwiseManger:PostEvent("Mode_Card_compelete")
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end
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end
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cs_coroutine.start(wait)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
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end
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function PenguinCardResultCtrl:Close()
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if self.bWin then
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self.animator:Play("PengUinCard_Result_Win_out")
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else
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self.animator:Play("PengUinCard_Result_Finish_out")
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end
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self._mapNode.aniBlur:SetTrigger("tOut")
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self:AddTimer(1, 0.2, function()
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self:AddTimer(1, 0.333, function()
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self._mapNode.goResult:SetActive(false)
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self.gameObject:SetActive(false)
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local callback = function(bClose)
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WwiseManger:PostEvent("Mode_Card_stop")
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if bClose then
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PanelManager.Home()
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else
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EventManager.Hit(EventId.ClosePanel, PanelId.PenguinCard)
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end
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end
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self._panel.mapLevel:QuitGame(callback)
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end, true, true, true)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.333)
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end
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function PenguinCardResultCtrl:Awake()
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self._mapNode.goResult:SetActive(false)
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self.animator = self.gameObject:GetComponent("Animator")
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end
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function PenguinCardResultCtrl:OnEnable()
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end
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function PenguinCardResultCtrl:OnDisable()
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end
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function PenguinCardResultCtrl:OnBtnClick_Close()
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local callback = function()
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EventManager.Hit(EventId.ClosePanel, PanelId.PenguinCard)
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end
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self._panel.mapLevel:QuitGame(callback)
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self:Close()
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end
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function PenguinCardResultCtrl:OnBtnClick_Log()
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EventManager.Hit("PenguinCard_OpenLog", self._panel.mapLevel.nCurTurn, true)
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