Update - 1.13.0.124
EN: 1.13.0.124 CN: 1.13.0.124 JP: 1.13.0.128 KR: 1.13.0.130
This commit is contained in:
@@ -50,6 +50,17 @@ PenguinCardFlipCtrl._mapNodeConfig = {
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sLanguageId = "PenguinCard_Btn_FlipAll"
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},
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goShowAllOn = {},
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imgCheckRound = {},
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txtCheckRound = {sComponentName = "TMP_Text"},
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btnCheckRound = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_CheckRound"
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},
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txtBtnCheckRound = {
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sComponentName = "TMP_Text",
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sLanguageId = "PenguinCard_Btn_CheckRound"
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},
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goCheckRoundOff = {},
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btnAuto = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Auto"
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@@ -132,6 +143,8 @@ PenguinCardFlipCtrl._mapEventConfig = {
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function PenguinCardFlipCtrl:Refresh_Dealing()
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self._mapNode.imgNextRound:SetActive(false)
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self._mapNode.btnNextRound.gameObject:SetActive(false)
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self._mapNode.imgCheckRound:SetActive(false)
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self._mapNode.btnCheckRound.gameObject:SetActive(false)
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self._mapNode.imgRoundTitleBg:SetActive(false)
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self._mapNode.goNextRoundOn:SetActive(false)
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self._mapNode.btnShowAll.gameObject:SetActive(true)
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@@ -145,27 +158,27 @@ function PenguinCardFlipCtrl:Refresh_Dealing()
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self._mapNode.aniRoundScoreRatioBg.gameObject:SetActive(true)
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self._mapNode.aniHandRankBg:Play("PengUinCard_HandRank_Off", 1, 0)
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for i = 1, 5 do
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self._mapNode.btnShow[i].interactable = true
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self._mapNode.btnShow[i].interactable = false
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self._mapNode.PenguinBaseCard[i]:Refresh(self._panel.mapLevel.tbBaseCardId[i])
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self._mapNode.PenguinBaseCard[i]:PlayInAni()
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end
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if self._panel.mapLevel.nCurRound == 1 then
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self.animator:Play("PengUinCard_Flip_in", 0, 0)
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local nAnimTime = NovaAPI.GetAnimClipLength(self.animator, {
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"PengUinCard_Flip_in"
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})
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EventManager.Hit(EventId.TemporaryBlockInput, nAnimTime)
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if self._panel.mapLevel.bCheckRound then
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self.animator:Play("PengUinCard_Flip_Card_shuffle", 0, 0)
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WwiseManger:PostEvent("Mode_Card_re")
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else
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self.animator:Play("PengUinCard_Flip_Card_in", 0, 0)
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local nAnimTime = NovaAPI.GetAnimClipLength(self.animator, {
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"PengUinCard_Flip_Card_in"
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})
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EventManager.Hit(EventId.TemporaryBlockInput, nAnimTime)
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if self._panel.mapLevel.nCurRound == 1 then
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self.animator:Play("PengUinCard_Flip_in", 0, 0)
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else
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self.animator:Play("PengUinCard_Flip_Card_in", 0, 0)
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end
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WwiseManger:PostEvent("Mode_Card_nextround")
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end
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WwiseManger:PostEvent("Mode_Card_nextround")
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end
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function PenguinCardFlipCtrl:Refresh_Flip()
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self._mapNode.btnShowAll.interactable = true
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for i = 1, 5 do
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self._mapNode.btnShow[i].interactable = true
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end
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self:StartShowAllOn()
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self.mapHandRankScore = {}
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end
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@@ -175,12 +188,15 @@ function PenguinCardFlipCtrl:Refresh_Settlement()
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end
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self._mapNode.btnNextRound.gameObject:SetActive(true)
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self._mapNode.btnNextRound.interactable = false
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self._mapNode.btnCheckRound.interactable = false
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self:AddTimer(1, 2 / self._panel.mapLevel.nSpeed, function()
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self._mapNode.btnNextRound.interactable = true
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self._mapNode.btnCheckRound.interactable = true
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end, true, true, true)
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self._mapNode.btnShowAll.gameObject:SetActive(false)
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self._mapNode.goShowAllOn:SetActive(false)
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self:RefreshRoundCount()
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self:RefreshCheckRoundCount()
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self._mapNode.aniHandRankBg:Play("PengUinCard_HandRank_On", 0, 0)
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self:RefreshHandRank()
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for i = 1, 5 do
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@@ -199,13 +215,21 @@ function PenguinCardFlipCtrl:RefreshRoundCount()
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NovaAPI.SetTMPText(self._mapNode.txtRoundTip, ConfigTable.GetUIText("PenguinCard_NextRoundTip"))
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end
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end
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function PenguinCardFlipCtrl:RefreshCheckRoundCount()
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NovaAPI.SetTMPText(self._mapNode.txtCheckRound, orderedFormat(ConfigTable.GetUIText("PenguinCard_LeftCheckRound"), self._panel.mapLevel.nCheckRoundLimit - self._panel.mapLevel.nCheckRoundCount))
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self._mapNode.goCheckRoundOff:SetActive(self._panel.mapLevel.bCheckRound or self._panel.mapLevel.nCheckRoundLimit <= self._panel.mapLevel.nCheckRoundCount)
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self._mapNode.btnCheckRound.gameObject:SetActive(self._panel.mapLevel.nCheckRoundLimit > 0)
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self._mapNode.imgCheckRound:SetActive(self._panel.mapLevel.nCheckRoundLimit > 0)
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end
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function PenguinCardFlipCtrl:RefreshHandRank()
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local nAll = #self._panel.mapLevel.tbHandRank
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for i = 1, 6 do
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self._mapNode.imgSuitCount[i].gameObject:SetActive(i <= nAll)
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if i <= nAll then
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local sName = AllEnum.PenguinCardSuitSprite[self._panel.mapLevel.tbHandRank[i]]
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self:SetSprite(self._mapNode.imgSuitCount[i], "UI/Play_PenguinCard/SpriteAtlas/Sprite/" .. sName)
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if 0 < nAll then
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for i = 1, 6 do
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self._mapNode.imgSuitCount[i].gameObject:SetActive(i <= nAll)
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if i <= nAll then
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local sName = AllEnum.PenguinCardSuitSprite[self._panel.mapLevel.tbHandRank[i]]
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self:SetSprite(self._mapNode.imgSuitCount[i], "UI/Play_PenguinCard/SpriteAtlas/Sprite/" .. sName)
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end
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end
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end
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local mapCfg = ConfigTable.GetData("PenguinCardHandRank", self._panel.mapLevel.nHandRankId)
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@@ -298,6 +322,31 @@ function PenguinCardFlipCtrl:PlayRoundAni()
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self._mapNode.aniHandRankBg:Play("PengUinCard_HandRank_Off", 0, 0)
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self:QuitScoreAni()
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end
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function PenguinCardFlipCtrl:PlayRoundBackAni()
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for i = 1, 5 do
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self._mapNode.PenguinBaseCard[i]:PlayFlipBackAni()
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end
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self._mapNode.aniHandRankBg:Play("PengUinCard_HandRank_Off", 0, 0)
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self._mapNode.imgRoundTitleBg:SetActive(false)
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if self._panel.mapLevel.mapQuest ~= nil then
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local bComplete = self._panel.mapLevel.mapQuest:CheckComplete()
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self._mapNode.imgQuestComplete:SetActive(bComplete)
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if not bComplete then
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local nP = self._panel.mapLevel.mapQuest.nAimCount / self._panel.mapLevel.mapQuest.nMaxAim
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if 1 < nP then
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nP = 1
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end
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local nPos = nP * QuestPos
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self._mapNode.imgQuestProgress:DOSizeDelta(Vector2(nPos, 24), 0.5):SetEase(Ease.OutQuad)
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end
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end
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self:QuitScoreAni()
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self:RefreshRoundScore()
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self._mapNode.aniRoundScoreBaseBg.gameObject:SetActive(false)
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self._mapNode.aniRoundScoreBaseBg.gameObject:SetActive(true)
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self._mapNode.aniRoundScoreRatioBg.gameObject:SetActive(false)
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self._mapNode.aniRoundScoreRatioBg.gameObject:SetActive(true)
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end
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function PenguinCardFlipCtrl:QuitScoreAni()
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if self.sequence then
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self.sequence:Kill()
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@@ -474,15 +523,13 @@ function PenguinCardFlipCtrl:OnBtnClick_ShowAll(btn)
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self._panel.mapLevel:ShowBaseCard()
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end
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function PenguinCardFlipCtrl:OnBtnClick_NextRound(btn)
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self._panel.mapLevel:StopAuto()
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self._panel.mapLevel:NextRound()
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self:QuitScoreAni()
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if self._panel.mapLevel:GetRoundLimitInTurn() == self._panel.mapLevel.nCurRound and self._panel.mapLevel.nCurTurn < self._panel.mapLevel.nMaxTurn then
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local callback = function()
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self._panel.mapLevel:SwitchGameState()
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end
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EventManager.Hit("PenguinCard_OpenLog", self._panel.mapLevel.nCurTurn, false, callback)
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else
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self._panel.mapLevel:SwitchGameState()
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end
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function PenguinCardFlipCtrl:OnBtnClick_CheckRound(btn)
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local bAble = self._panel.mapLevel:CheckRound()
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if bAble then
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self:QuitScoreAni()
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end
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end
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function PenguinCardFlipCtrl:OnBtnClick_Auto(btn)
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@@ -560,9 +607,9 @@ function PenguinCardFlipCtrl:OnEvent_ShowBaseCard(nIndex)
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self._mapNode.btnShow[nIndex].interactable = false
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end
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end
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function PenguinCardFlipCtrl:OnEvent_ReplaceBaseCard(nIndex)
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function PenguinCardFlipCtrl:OnEvent_ReplaceBaseCard(nIndex, bStone)
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self._mapNode.PenguinBaseCard[nIndex]:Refresh(self._panel.mapLevel.tbBaseCardId[nIndex], true)
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self._mapNode.PenguinBaseCard[nIndex]:PlayReplaceAni()
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self._mapNode.PenguinBaseCard[nIndex]:PlayReplaceAni(bStone)
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self._mapNode.btnShow[nIndex].interactable = false
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end
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function PenguinCardFlipCtrl:OnEvent_ChangeHp(nChange)
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@@ -584,7 +631,7 @@ end
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function PenguinCardFlipCtrl:OnEvent_SelectQuest()
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self:RefreshQuest()
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end
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function PenguinCardFlipCtrl:OnEvent_ChangeScore(nBefore, nBeforeStar, nStar)
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function PenguinCardFlipCtrl:OnEvent_ChangeScore(nBefore)
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if nBefore < self._panel.mapLevel.nScore and self._panel.mapLevel.nGameState == PenguinCardUtils.GameState.Settlement then
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WwiseManger:PostEvent("Mode_Card_coin")
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end
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