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
+308 -78
View File
@@ -2,7 +2,9 @@ local PenguinLevel = class("PenguinLevel")
local PenguinCard = require("Game.UI.Play_PenguinCard.PenguinCard")
local TimerManager = require("GameCore.Timer.TimerManager")
local LocalData = require("GameCore.Data.LocalData")
local ConfigData = require("GameCore.Data.ConfigData")
local GameState = {
Start = 0,
Prepare = 1,
Dealing = 2,
Flip = 3,
@@ -18,6 +20,7 @@ function PenguinLevel:Init(nFloorId, nLevelId, nActId, tbStarScore)
}
self.nLevelId = nLevelId
self.nActId = nActId
self.bWarning = true
self:ParseConfigData()
self:ParseLocalData()
EventManager.Hit(EventId.OpenPanel, PanelId.PenguinCard, self)
@@ -30,6 +33,7 @@ function PenguinLevel:ParseConfigData()
self.tbRoundUpgradeCost = ConfigTable.GetConfigNumberArray("PenguinCardRoundUpgradeCost")
self.tbSlotUpgradeCost = ConfigTable.GetConfigNumberArray("PenguinCardSlotUpgradeCost")
self.tbBuyLimitUpgradeCost = ConfigTable.GetConfigNumberArray("PenguinCardBuyLimitUpgradeCost")
self.nFireScore = ConfigTable.GetConfigNumber("PenguinCardFeverScore")
self.mapBuyCost = {}
local func_ForEach_Line = function(mapData)
self.mapBuyCost[mapData.Count] = {
@@ -44,15 +48,15 @@ function PenguinLevel:ParseConfigData()
Id = mapData.Id,
SuitCount = mapData.SuitCount,
Value = mapData.Value,
Ratio = mapData.Ratio
Ratio = mapData.Ratio * ConfigData.IntFloatPrecision
}
end
ForEachTableLine(DataTable.PenguinCardHandRank, func_ForEach_Rank)
end
function PenguinLevel:ParseLocalData()
local bAuto = LocalData.GetLocalData("PenguinCard", "Auto")
local bAuto = LocalData.GetPlayerLocalData("PenguinCardAuto")
self.bAuto = bAuto == true
local nSpeed = LocalData.GetLocalData("PenguinCard", "Speed")
local nSpeed = LocalData.GetPlayerLocalData("PenguinCardSpeed")
self.nSpeed = nSpeed or 1
end
function PenguinLevel:ParseLevelData(nFloorId)
@@ -66,6 +70,7 @@ function PenguinLevel:ParseLevelData(nFloorId)
self.nSlotCount = mapLevelCfg.InitialSlot
self.nRoundLimit = mapLevelCfg.InitialRound
self.nFixedTurnGroupId = mapLevelCfg.FixedTurn
self.sLevelDesc = mapLevelCfg.Floortips
self.nBuyLimit = mapLevelCfg.InitialBuyLimit
self.nWeightGroupId = mapLevelCfg.WeightGroup
local mapPoolCfg = ConfigTable.GetData("PenguinBaseCardPool", mapLevelCfg.PoolId)
@@ -112,10 +117,21 @@ function PenguinLevel:StartGame()
self:ParseLevelData(self.nFloorId)
self:SwitchGameState()
end
function PenguinLevel:GiveupGame()
self:QuitGameState()
self.nGameState = GameState.Complete
self:RunGameState()
function PenguinLevel:CompleteGame()
local nNextState = GameState.Complete
self:SwitchNextGameState(nNextState, {bManual = true})
end
function PenguinLevel:RestartGame()
local nNextState = GameState.Start
local nWaitTime = self:QuitGameState(nNextState)
if nWaitTime == 0 then
self:StartGame()
else
TimerManager.Add(1, nWaitTime, self, function()
self:StartGame()
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, nWaitTime)
end
end
function PenguinLevel:QuitGame(callback)
local bAct = false
@@ -135,18 +151,19 @@ function PenguinLevel:QuitGame(callback)
end
end
if not bAct then
callback()
callback(true)
end
self:QuitGameState()
self:ClearLevelData()
end
function PenguinLevel:SwitchGameState()
self:QuitGameState()
self:CheckNextGameState()
self:RunGameState()
local nNextState = self:CheckNextGameState()
self:SwitchNextGameState(nNextState)
end
function PenguinLevel:RunGameState()
if self.nGameState == GameState.Prepare then
function PenguinLevel:RunGameState(mapParam)
if self.nGameState == GameState.Start then
self:RunState_Start()
elseif self.nGameState == GameState.Prepare then
self:RunState_Prepare()
elseif self.nGameState == GameState.Dealing then
self:RunState_Dealing()
@@ -155,43 +172,70 @@ function PenguinLevel:RunGameState()
elseif self.nGameState == GameState.Settlement then
self:RunState_Settlement()
elseif self.nGameState == GameState.Complete then
self:RunState_Complete()
self:RunState_Complete(mapParam)
end
end
function PenguinLevel:QuitGameState()
if self.nGameState == GameState.Prepare then
self:QuitState_Prepare()
function PenguinLevel:QuitGameState(nNextState)
local nWaitTime = 0
if self.nGameState == GameState.Start then
nWaitTime = self:QuitState_Start()
elseif self.nGameState == GameState.Prepare then
nWaitTime = self:QuitState_Prepare(nNextState)
elseif self.nGameState == GameState.Dealing then
self:QuitState_Dealing()
nWaitTime = self:QuitState_Dealing(nNextState)
elseif self.nGameState == GameState.Flip then
self:QuitState_Flip()
nWaitTime = self:QuitState_Flip(nNextState)
elseif self.nGameState == GameState.Settlement then
self:QuitState_Settlement()
nWaitTime = self:QuitState_Settlement(nNextState)
elseif self.nGameState == GameState.Complete then
self:QuitState_Complete()
nWaitTime = self:QuitState_Complete()
end
return nWaitTime
end
function PenguinLevel:CheckNextGameState()
if self.nGameState == nil then
self.nGameState = GameState.Prepare
return GameState.Start
elseif self.nGameState == GameState.Start then
return GameState.Prepare
elseif self.nGameState == GameState.Prepare then
self.nGameState = GameState.Dealing
return GameState.Dealing
elseif self.nGameState == GameState.Dealing then
self.nGameState = GameState.Flip
return GameState.Flip
elseif self.nGameState == GameState.Flip then
self.nGameState = GameState.Settlement
return GameState.Settlement
elseif self.nGameState == GameState.Settlement then
if self.nCurRound >= self.nRoundLimit then
if self.nCurTurn >= self.nMaxTurn then
self.nGameState = GameState.Complete
return GameState.Complete
else
self.nGameState = GameState.Prepare
return GameState.Prepare
end
else
self.nGameState = GameState.Dealing
return GameState.Dealing
end
end
end
function PenguinLevel:SwitchNextGameState(nNextState, mapParam)
local nWaitTime = self:QuitGameState(nNextState)
if nWaitTime == 0 then
self.nGameState = nNextState
self:RunGameState(mapParam)
else
TimerManager.Add(1, nWaitTime, self, function()
self.nGameState = nNextState
self:RunGameState(mapParam)
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, nWaitTime)
end
end
function PenguinLevel:RunState_Start()
EventManager.Hit("PenguinCard_RunState_Start")
self:SwitchGameState()
end
function PenguinLevel:QuitState_Start()
EventManager.Hit("PenguinCard_QuitState_Start")
return 0
end
function PenguinLevel:RunState_Prepare()
self.nCurTurn = self.nCurTurn + 1
self.nCurRound = 0
@@ -202,7 +246,7 @@ function PenguinLevel:RunState_Prepare()
self:FreeRollPenguinCard()
EventManager.Hit("PenguinCard_RunState_Prepare")
end
function PenguinLevel:QuitState_Prepare()
function PenguinLevel:QuitState_Prepare(nNextState)
for _, v in ipairs(self.tbPenguinCard) do
if v ~= 0 then
v:ResetTurnTrigger()
@@ -212,68 +256,107 @@ function PenguinLevel:QuitState_Prepare()
self.nTurnBuyCount = 0
self.tbSelectablePenguinCard = {}
self.bSelectedPenguinCard = false
self.bPreTurnWin = false
EventManager.Hit("PenguinCard_QuitState_Prepare", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Dealing then
nWaitTime = 0.45
elseif nNextState == GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:AddRound()
if self.nRoundLimit == self.nMaxRound then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel")
})
return
end
local nCost = self.tbRoundUpgradeCost[self.nRoundLimit + 1]
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade")
})
return
end
self.nRoundLimit = self.nRoundLimit + 1
self:ChangeScore(-1 * nCost)
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
bPositive = true,
sContent = EventManager.Hit(EventId.OpenMessageBox, orderedFormat(ConfigTable.GetUIText("PenguinCard_AddRoundSuccess"), self.nRoundLimit))
sSound = "Mode_Card_buy",
sContent = orderedFormat(ConfigTable.GetUIText("PenguinCard_AddRoundSuccess"), self.nRoundLimit)
})
EventManager.Hit("PenguinCard_AddRound")
end
function PenguinLevel:AddSlot()
if self.nSlotCount == self.nMaxSlot then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel")
})
return
end
local nCost = self.tbSlotUpgradeCost[self.nSlotCount + 1]
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade")
})
return
end
self.nSlotCount = self.nSlotCount + 1
self:ChangeScore(-1 * nCost)
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
bPositive = true,
sContent = EventManager.Hit(EventId.OpenMessageBox, orderedFormat(ConfigTable.GetUIText("PenguinCard_AddSlotSuccess"), self.nSlotCount))
sSound = "Mode_Card_buy",
sContent = orderedFormat(ConfigTable.GetUIText("PenguinCard_AddSlotSuccess"), self.nSlotCount)
})
EventManager.Hit("PenguinCard_AddSlot")
end
function PenguinLevel:AddRoll()
if self.nBuyLimit == self.nMaxBuyLimit then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel")
})
return
end
local nCost = self.tbBuyLimitUpgradeCost[self.nBuyLimit + 1]
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade")
})
return
end
self.nBuyLimit = self.nBuyLimit + 1
self:ChangeScore(-1 * nCost)
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
bPositive = true,
sContent = EventManager.Hit(EventId.OpenMessageBox, orderedFormat(ConfigTable.GetUIText("PenguinCard_AddRollSuccess"), self.nBuyLimit))
sSound = "Mode_Card_buy",
sContent = orderedFormat(ConfigTable.GetUIText("PenguinCard_AddRollSuccess"), self.nBuyLimit)
})
EventManager.Hit("PenguinCard_AddRoll")
end
function PenguinLevel:FreeRollPenguinCard()
local tbId = self:GetRollPenguinCardResult()
if next(tbId) == nil then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_Error_EmptyPenguinCard"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_Error_EmptyPenguinCard")
})
return
end
self:ClearSelectablePenguinCard()
@@ -285,17 +368,29 @@ function PenguinLevel:FreeRollPenguinCard()
end
function PenguinLevel:RollPenguinCard()
if self.nTurnBuyCount >= self.nBuyLimit then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_RollMax"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_RollMax")
})
return
end
local nCost = self:GetRollPenguinCardCost()
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_NotEnoughScoreRoll"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_NotEnoughScoreRoll")
})
return
end
local tbId = self:GetRollPenguinCardResult()
if next(tbId) == nil then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_Error_EmptyPenguinCard"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_Error_EmptyPenguinCard")
})
return
end
self.nTurnBuyCount = self.nTurnBuyCount + 1
@@ -350,9 +445,10 @@ end
function PenguinLevel:SalePenguinCard(nIndex)
self:ChangeScore(self.tbPenguinCard[nIndex].nSoldPrice)
local mapCard = self.tbPenguinCard[nIndex]
local nGroupId = mapCard.nGroupId
self:RecyclePenguinCard(mapCard)
self.tbPenguinCard[nIndex] = 0
EventManager.Hit("PenguinCard_SalePenguinCard", nIndex)
EventManager.Hit("PenguinCard_SalePenguinCard", nIndex, nGroupId)
end
function PenguinLevel:GetRollPenguinCardCost()
local findIntervalIndex = function(x, starts)
@@ -426,7 +522,7 @@ function PenguinLevel:RunState_Dealing()
self.nRoundScore = 0
self.nRoundValue = 0
self.nRoundRatio = 1
self.nRoundMultiRatio = 1
self.nRoundMultiRatio = 0
self.mapCalBaseCardPool = clone(self.mapBaseCardPool)
for _, v in ipairs(self.tbPenguinCard) do
if v ~= 0 then
@@ -449,14 +545,34 @@ function PenguinLevel:RunState_Dealing()
EventManager.Hit("PenguinCard_RunState_Dealing")
self:SwitchGameState()
end
function PenguinLevel:QuitState_Dealing()
function PenguinLevel:QuitState_Dealing(nNextState)
EventManager.Hit("PenguinCard_QuitState_Dealing", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Flip then
nWaitTime = 0.85
elseif nNextState == GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:RunState_Flip()
EventManager.Hit("PenguinCard_RunState_Flip")
self:PlayAuto()
end
function PenguinLevel:QuitState_Flip()
function PenguinLevel:QuitState_Flip(nNextState)
self:StopAuto()
EventManager.Hit("PenguinCard_QuitState_Flip", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Settlement then
nWaitTime = 1
elseif nNextState == GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:ShowBaseCard(nIndex)
local add = function(i)
@@ -502,10 +618,7 @@ function PenguinLevel:ShowBaseCard(nIndex)
local nShowed = self:GetShowedCardCount()
if nShowed == self.nBaseCardCount then
self:CheckHandRank()
TimerManager.Add(1, 0.25, self, function()
self:SwitchGameState()
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.25)
self:SwitchGameState()
end
EventManager.Hit("PenguinCard_ShowBaseCard", nIndex)
end
@@ -535,12 +648,12 @@ function PenguinLevel:CheckHandRank()
end
if nAble == nType then
self.nHandRankId = v.Id
self:ChangeRoundScore(v.Value, v.Ratio, 0)
self:ChangeRoundScore(v.Value, v.Ratio, 0, true)
break
end
end
end
function PenguinLevel:ChangeRoundScore(nAddValue, nAddRatio, nAddMultiRatio)
function PenguinLevel:ChangeRoundScore(nAddValue, nAddRatio, nAddMultiRatio, bFromHandRank)
local nBeforeScore = self.nRoundScore
local nBeforeBase = self.nRoundValue
local nBeforeMultiRatio = self.nRoundMultiRatio
@@ -548,7 +661,7 @@ function PenguinLevel:ChangeRoundScore(nAddValue, nAddRatio, nAddMultiRatio)
self.nRoundValue = self.nRoundValue + nAddValue
self.nRoundMultiRatio = self.nRoundMultiRatio + nAddMultiRatio
self.nRoundRatio = self.nRoundRatio + nAddRatio
self.nRoundScore = self.nRoundValue * self.nRoundRatio * self.nRoundMultiRatio
self.nRoundScore = self.nRoundMultiRatio > 0 and self.nRoundValue * self.nRoundRatio * self.nRoundMultiRatio or self.nRoundValue * self.nRoundRatio
local nAddScore = self.nRoundScore - nBeforeScore
self.nTurnScore = self.nTurnScore + nAddScore
if self.nTurnScore > self.nBestTurnScore then
@@ -557,10 +670,14 @@ function PenguinLevel:ChangeRoundScore(nAddValue, nAddRatio, nAddMultiRatio)
if self.nRoundScore > self.nBestRoundScore then
self.nBestRoundScore = self.nRoundScore
end
EventManager.Hit("PenguinCard_ChangeRoundScore", nBeforeBase, nBeforeMultiRatio * nBeforeRatio, nBeforeScore)
printLog("轮积分变化:" .. nAddScore .. " (" .. nBeforeScore .. " -> " .. self.nRoundScore .. ")")
printLog("基础变化:" .. nAddValue .. " (" .. nBeforeBase .. " -> " .. self.nRoundValue .. ")")
printLog("倍率变化:" .. self.nRoundRatio * self.nRoundMultiRatio - nBeforeMultiRatio * nBeforeRatio .. " (" .. nBeforeMultiRatio * nBeforeRatio .. " -> " .. self.nRoundRatio * self.nRoundMultiRatio .. ")")
local nBeforeAllRatio = 0 < nBeforeMultiRatio and nBeforeMultiRatio * nBeforeRatio or nBeforeRatio
local nAfterAllRatio = self.nRoundMultiRatio > 0 and self.nRoundRatio * self.nRoundMultiRatio or self.nRoundRatio
EventManager.Hit("PenguinCard_ChangeRoundScore", nBeforeBase, nBeforeAllRatio, nBeforeScore, bFromHandRank)
if NovaAPI.IsEditorPlatform() then
printLog("轮积分变化:" .. nAddScore .. " (" .. nBeforeScore .. " -> " .. self.nRoundScore .. ")")
printLog("基础变化:" .. nAddValue .. " (" .. nBeforeBase .. " -> " .. self.nRoundValue .. ")")
printLog("倍率变化:" .. nAfterAllRatio - nBeforeAllRatio .. " (" .. nBeforeAllRatio .. " -> " .. nAfterAllRatio .. ")")
end
end
function PenguinLevel:GetShowedCardCount()
local nShowed = 0
@@ -595,7 +712,7 @@ function PenguinLevel:RunState_Settlement()
EventManager.Hit("PenguinCard_RunState_Settlement")
self:PlayAuto()
end
function PenguinLevel:QuitState_Settlement()
function PenguinLevel:QuitState_Settlement(nNextState)
self:StopAuto()
self:ChangeScore(self.nRoundScore)
self.tbHandRank = {}
@@ -604,8 +721,20 @@ function PenguinLevel:QuitState_Settlement()
self.nRoundScore = 0
self.nRoundValue = 0
self.nRoundRatio = 1
self.nRoundMultiRatio = 1
self.nRoundMultiRatio = 0
self.mapCalBaseCardPool = {}
EventManager.Hit("PenguinCard_QuitState_Settlement", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Dealing then
nWaitTime = 0.57
elseif nNextState == GameState.Prepare then
nWaitTime = 0.57
elseif nNextState == GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:AddLog()
if not self.mapLog[self.nCurTurn] then
@@ -625,17 +754,74 @@ function PenguinLevel:AddLog()
self.mapLog[self.nCurTurn].tbRound[self.nCurRound].tbHandRank = clone(self.tbHandRank)
self.mapLog[self.nCurTurn].tbRound[self.nCurRound].nHandRankId = self.nHandRankId
end
function PenguinLevel:RunState_Complete()
self.nStar = 0
for i, v in ipairs(self.tbStarScore) do
if v <= self.nScore then
self.nStar = i
end
end
function PenguinLevel:RunState_Complete(mapParam)
self.nStar = self:GetStar()
EventManager.Hit("PenguinCard_RunState_Complete")
if self.nActId then
local tab = {}
table.insert(tab, {
"role_id",
tostring(PlayerData.Base._nPlayerId)
})
table.insert(tab, {
"activity_id",
tostring(self.nActId)
})
table.insert(tab, {
"battle_id",
tostring(self.nLevelId)
})
table.insert(tab, {
"round",
tostring(self.nCurTurn)
})
table.insert(tab, {
"result",
tostring(self.nStar == 0 and 2 or 1)
})
local nEnd = mapParam and mapParam.bManual == true and 2 or 1
table.insert(tab, {
"end_type",
tostring(nEnd)
})
table.insert(tab, {
"score",
tostring(self.nScore)
})
table.insert(tab, {
"star",
tostring(self.nStar)
})
local sId = ""
for i = 1, 6 do
if self.tbPenguinCard[i] ~= 0 then
if sId == "" then
sId = sId .. self.tbPenguinCard[i].nId
else
sId = sId .. "," .. self.tbPenguinCard[i].nId
end
end
end
table.insert(tab, {"card_list", sId})
table.insert(tab, {
"skill_1",
tostring(self.nRoundLimit)
})
table.insert(tab, {
"skill_2",
tostring(self.nSlotCount)
})
table.insert(tab, {
"skill_3",
tostring(self.nBuyLimit)
})
NovaAPI.UserEventUpload("minigame_PenguinCard", tab)
end
end
function PenguinLevel:QuitState_Complete()
self.nStar = 0
EventManager.Hit("PenguinCard_QuitState_Complete")
return 0
end
function PenguinLevel:GetMostHandRank()
local nCount = 0
@@ -672,18 +858,18 @@ function PenguinLevel:GetBestPenguinCard()
end
function PenguinLevel:SetAutoState(bAuto)
self.bAuto = bAuto
LocalData.SetLocalData("PenguinCard", "Auto", self.bAuto)
LocalData.SetPlayerLocalData("PenguinCardAuto", self.bAuto)
end
function PenguinLevel:SetAutoSpeed(nSpeed)
self.nSpeed = nSpeed
LocalData.SetLocalData("PenguinCard", "Speed", self.nSpeed)
LocalData.SetPlayerLocalData("PenguinCardSpeed", self.nSpeed)
if self.sequence then
self:StopAuto()
self:PlayAuto()
end
end
function PenguinLevel:PlayAuto(bClick)
if not self.bAuto then
if not self.bAuto or self.bPause then
return
end
if self.nGameState == GameState.Flip then
@@ -698,14 +884,19 @@ function PenguinLevel:PlayAuto(bClick)
end
self.sequence:SetUpdate(true)
elseif self.nGameState == GameState.Settlement then
if not PlayerData.Guide:CheckGuideFinishById(302) then
local bKeep = not PlayerData.Guide:CheckGuideFinishById(302)
if EditorSettings and EditorSettings.bJumpGuide then
bKeep = false
end
if bKeep then
return
end
self.sequence = DOTween.Sequence()
if not bClick then
self.sequence:AppendInterval(1 / self.nSpeed)
self.sequence:AppendInterval((self.nRoundValue >= self.nFireScore and 7 or 5) / self.nSpeed)
end
self.sequence:AppendCallback(function()
EventManager.Hit("PenguinCard_QuitScoreAni")
if self.nRoundLimit == self.nCurRound and self.nCurTurn < self.nMaxTurn then
local callback = function()
self:SwitchGameState()
@@ -725,16 +916,52 @@ function PenguinLevel:StopAuto()
end
end
function PenguinLevel:Pause()
self:StopAuto()
self.bPause = true
if self.sequence then
self.sequence:Pause()
end
EventManager.Hit("PenguinCard_Pause")
end
function PenguinLevel:Resume()
self:PlayAuto()
self.bPause = false
if self.sequence then
self.sequence:Play()
else
self:PlayAuto()
end
EventManager.Hit("PenguinCard_Resume")
end
function PenguinLevel:ChangeScore(nChange)
if not nChange or nChange == 0 then
return
end
local nBefore = self.nScore
self.nScore = self.nScore + nChange
EventManager.Hit("PenguinCard_ChangeScore", nBefore)
printLog("总积分变化:" .. nChange .. " (" .. nBefore .. " -> " .. self.nScore .. ")")
local nBeforeStar, nStar = 0, 0
for i, v in ipairs(self.tbStarScore) do
if v <= nBefore then
nBeforeStar = i
end
if v <= self.nScore then
nStar = i
end
end
if nBeforeStar < 3 and nStar == 3 and self.nGameState == GameState.Settlement then
self.bPreTurnWin = true
end
EventManager.Hit("PenguinCard_ChangeScore", nBefore, nBeforeStar, nStar)
if NovaAPI.IsEditorPlatform() then
printLog("总积分变化:" .. nChange .. " (" .. nBefore .. " -> " .. self.nScore .. ")")
end
end
function PenguinLevel:GetStar()
local nStar = 0
for i, v in ipairs(self.tbStarScore) do
if v <= self.nScore then
nStar = i
end
end
return nStar
end
function PenguinLevel:WeightedRandom(tbId, tbWeight, n, tbExcludeGroupId, bDuplicate)
if #tbId ~= #tbWeight then
@@ -802,6 +1029,9 @@ function PenguinLevel:WeightedRandom(tbId, tbWeight, n, tbExcludeGroupId, bDupli
end
return result
end
function PenguinLevel:SetWarning(bAble)
self.bWarning = bAble
end
function PenguinLevel:GetOwnPenguinCardCount()
local nCount = 0
for i = 1, 6 do