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:
SL1900
2026-07-21 12:30:00 +09:00
parent a12087abad
commit 8c4bd41668
1334 changed files with 873026 additions and 95164 deletions
@@ -50,6 +50,17 @@ PenguinCardFlipCtrl._mapNodeConfig = {
sLanguageId = "PenguinCard_Btn_FlipAll"
},
goShowAllOn = {},
imgCheckRound = {},
txtCheckRound = {sComponentName = "TMP_Text"},
btnCheckRound = {
sComponentName = "UIButton",
callback = "OnBtnClick_CheckRound"
},
txtBtnCheckRound = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Btn_CheckRound"
},
goCheckRoundOff = {},
btnAuto = {
sComponentName = "UIButton",
callback = "OnBtnClick_Auto"
@@ -132,6 +143,8 @@ PenguinCardFlipCtrl._mapEventConfig = {
function PenguinCardFlipCtrl:Refresh_Dealing()
self._mapNode.imgNextRound:SetActive(false)
self._mapNode.btnNextRound.gameObject:SetActive(false)
self._mapNode.imgCheckRound:SetActive(false)
self._mapNode.btnCheckRound.gameObject:SetActive(false)
self._mapNode.imgRoundTitleBg:SetActive(false)
self._mapNode.goNextRoundOn:SetActive(false)
self._mapNode.btnShowAll.gameObject:SetActive(true)
@@ -145,27 +158,27 @@ function PenguinCardFlipCtrl:Refresh_Dealing()
self._mapNode.aniRoundScoreRatioBg.gameObject:SetActive(true)
self._mapNode.aniHandRankBg:Play("PengUinCard_HandRank_Off", 1, 0)
for i = 1, 5 do
self._mapNode.btnShow[i].interactable = true
self._mapNode.btnShow[i].interactable = false
self._mapNode.PenguinBaseCard[i]:Refresh(self._panel.mapLevel.tbBaseCardId[i])
self._mapNode.PenguinBaseCard[i]:PlayInAni()
end
if self._panel.mapLevel.nCurRound == 1 then
self.animator:Play("PengUinCard_Flip_in", 0, 0)
local nAnimTime = NovaAPI.GetAnimClipLength(self.animator, {
"PengUinCard_Flip_in"
})
EventManager.Hit(EventId.TemporaryBlockInput, nAnimTime)
if self._panel.mapLevel.bCheckRound then
self.animator:Play("PengUinCard_Flip_Card_shuffle", 0, 0)
WwiseManger:PostEvent("Mode_Card_re")
else
self.animator:Play("PengUinCard_Flip_Card_in", 0, 0)
local nAnimTime = NovaAPI.GetAnimClipLength(self.animator, {
"PengUinCard_Flip_Card_in"
})
EventManager.Hit(EventId.TemporaryBlockInput, nAnimTime)
if self._panel.mapLevel.nCurRound == 1 then
self.animator:Play("PengUinCard_Flip_in", 0, 0)
else
self.animator:Play("PengUinCard_Flip_Card_in", 0, 0)
end
WwiseManger:PostEvent("Mode_Card_nextround")
end
WwiseManger:PostEvent("Mode_Card_nextround")
end
function PenguinCardFlipCtrl:Refresh_Flip()
self._mapNode.btnShowAll.interactable = true
for i = 1, 5 do
self._mapNode.btnShow[i].interactable = true
end
self:StartShowAllOn()
self.mapHandRankScore = {}
end
@@ -175,12 +188,15 @@ function PenguinCardFlipCtrl:Refresh_Settlement()
end
self._mapNode.btnNextRound.gameObject:SetActive(true)
self._mapNode.btnNextRound.interactable = false
self._mapNode.btnCheckRound.interactable = false
self:AddTimer(1, 2 / self._panel.mapLevel.nSpeed, function()
self._mapNode.btnNextRound.interactable = true
self._mapNode.btnCheckRound.interactable = true
end, true, true, true)
self._mapNode.btnShowAll.gameObject:SetActive(false)
self._mapNode.goShowAllOn:SetActive(false)
self:RefreshRoundCount()
self:RefreshCheckRoundCount()
self._mapNode.aniHandRankBg:Play("PengUinCard_HandRank_On", 0, 0)
self:RefreshHandRank()
for i = 1, 5 do
@@ -199,13 +215,21 @@ function PenguinCardFlipCtrl:RefreshRoundCount()
NovaAPI.SetTMPText(self._mapNode.txtRoundTip, ConfigTable.GetUIText("PenguinCard_NextRoundTip"))
end
end
function PenguinCardFlipCtrl:RefreshCheckRoundCount()
NovaAPI.SetTMPText(self._mapNode.txtCheckRound, orderedFormat(ConfigTable.GetUIText("PenguinCard_LeftCheckRound"), self._panel.mapLevel.nCheckRoundLimit - self._panel.mapLevel.nCheckRoundCount))
self._mapNode.goCheckRoundOff:SetActive(self._panel.mapLevel.bCheckRound or self._panel.mapLevel.nCheckRoundLimit <= self._panel.mapLevel.nCheckRoundCount)
self._mapNode.btnCheckRound.gameObject:SetActive(self._panel.mapLevel.nCheckRoundLimit > 0)
self._mapNode.imgCheckRound:SetActive(self._panel.mapLevel.nCheckRoundLimit > 0)
end
function PenguinCardFlipCtrl:RefreshHandRank()
local nAll = #self._panel.mapLevel.tbHandRank
for i = 1, 6 do
self._mapNode.imgSuitCount[i].gameObject:SetActive(i <= nAll)
if i <= nAll then
local sName = AllEnum.PenguinCardSuitSprite[self._panel.mapLevel.tbHandRank[i]]
self:SetSprite(self._mapNode.imgSuitCount[i], "UI/Play_PenguinCard/SpriteAtlas/Sprite/" .. sName)
if 0 < nAll then
for i = 1, 6 do
self._mapNode.imgSuitCount[i].gameObject:SetActive(i <= nAll)
if i <= nAll then
local sName = AllEnum.PenguinCardSuitSprite[self._panel.mapLevel.tbHandRank[i]]
self:SetSprite(self._mapNode.imgSuitCount[i], "UI/Play_PenguinCard/SpriteAtlas/Sprite/" .. sName)
end
end
end
local mapCfg = ConfigTable.GetData("PenguinCardHandRank", self._panel.mapLevel.nHandRankId)
@@ -298,6 +322,31 @@ function PenguinCardFlipCtrl:PlayRoundAni()
self._mapNode.aniHandRankBg:Play("PengUinCard_HandRank_Off", 0, 0)
self:QuitScoreAni()
end
function PenguinCardFlipCtrl:PlayRoundBackAni()
for i = 1, 5 do
self._mapNode.PenguinBaseCard[i]:PlayFlipBackAni()
end
self._mapNode.aniHandRankBg:Play("PengUinCard_HandRank_Off", 0, 0)
self._mapNode.imgRoundTitleBg:SetActive(false)
if self._panel.mapLevel.mapQuest ~= nil then
local bComplete = self._panel.mapLevel.mapQuest:CheckComplete()
self._mapNode.imgQuestComplete:SetActive(bComplete)
if not bComplete then
local nP = self._panel.mapLevel.mapQuest.nAimCount / self._panel.mapLevel.mapQuest.nMaxAim
if 1 < nP then
nP = 1
end
local nPos = nP * QuestPos
self._mapNode.imgQuestProgress:DOSizeDelta(Vector2(nPos, 24), 0.5):SetEase(Ease.OutQuad)
end
end
self:QuitScoreAni()
self:RefreshRoundScore()
self._mapNode.aniRoundScoreBaseBg.gameObject:SetActive(false)
self._mapNode.aniRoundScoreBaseBg.gameObject:SetActive(true)
self._mapNode.aniRoundScoreRatioBg.gameObject:SetActive(false)
self._mapNode.aniRoundScoreRatioBg.gameObject:SetActive(true)
end
function PenguinCardFlipCtrl:QuitScoreAni()
if self.sequence then
self.sequence:Kill()
@@ -474,15 +523,13 @@ function PenguinCardFlipCtrl:OnBtnClick_ShowAll(btn)
self._panel.mapLevel:ShowBaseCard()
end
function PenguinCardFlipCtrl:OnBtnClick_NextRound(btn)
self._panel.mapLevel:StopAuto()
self._panel.mapLevel:NextRound()
self:QuitScoreAni()
if self._panel.mapLevel:GetRoundLimitInTurn() == self._panel.mapLevel.nCurRound and self._panel.mapLevel.nCurTurn < self._panel.mapLevel.nMaxTurn then
local callback = function()
self._panel.mapLevel:SwitchGameState()
end
EventManager.Hit("PenguinCard_OpenLog", self._panel.mapLevel.nCurTurn, false, callback)
else
self._panel.mapLevel:SwitchGameState()
end
function PenguinCardFlipCtrl:OnBtnClick_CheckRound(btn)
local bAble = self._panel.mapLevel:CheckRound()
if bAble then
self:QuitScoreAni()
end
end
function PenguinCardFlipCtrl:OnBtnClick_Auto(btn)
@@ -560,9 +607,9 @@ function PenguinCardFlipCtrl:OnEvent_ShowBaseCard(nIndex)
self._mapNode.btnShow[nIndex].interactable = false
end
end
function PenguinCardFlipCtrl:OnEvent_ReplaceBaseCard(nIndex)
function PenguinCardFlipCtrl:OnEvent_ReplaceBaseCard(nIndex, bStone)
self._mapNode.PenguinBaseCard[nIndex]:Refresh(self._panel.mapLevel.tbBaseCardId[nIndex], true)
self._mapNode.PenguinBaseCard[nIndex]:PlayReplaceAni()
self._mapNode.PenguinBaseCard[nIndex]:PlayReplaceAni(bStone)
self._mapNode.btnShow[nIndex].interactable = false
end
function PenguinCardFlipCtrl:OnEvent_ChangeHp(nChange)
@@ -584,7 +631,7 @@ end
function PenguinCardFlipCtrl:OnEvent_SelectQuest()
self:RefreshQuest()
end
function PenguinCardFlipCtrl:OnEvent_ChangeScore(nBefore, nBeforeStar, nStar)
function PenguinCardFlipCtrl:OnEvent_ChangeScore(nBefore)
if nBefore < self._panel.mapLevel.nScore and self._panel.mapLevel.nGameState == PenguinCardUtils.GameState.Settlement then
WwiseManger:PostEvent("Mode_Card_coin")
end