Update - 1.11.0.113
EN: 1.11.0.113 CN: 1.11.0.114 JP: 1.11.0.118 KR: 1.11.0.118
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@@ -50,6 +50,16 @@ DepotPotentialCtrl._mapNodeConfig = {
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btnSwitch_off = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_SetSimpleDes"
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},
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goRecomSwitchFull = {},
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btnSwitchRecom = {
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nCount = 2,
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sComponentName = "UIButton",
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callback = "OnBtnClick_SwitchRecom"
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},
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txtRecomm = {
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sComponentName = "TMP_Text",
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sLanguageId = "Potential_Recommend_Show"
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}
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}
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DepotPotentialCtrl._mapEventConfig = {
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@@ -129,6 +139,18 @@ function DepotPotentialCtrl:RefreshPotential(mapAllPotential, mapPotential)
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end
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cs_coroutine.start(wait)
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self:InitSwitch()
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self:OnRefreshPotenRecommend()
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end
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function DepotPotentialCtrl:OnSwitchPotentialRecommendChange()
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self._mapNode.btnSwitchRecom[1].gameObject:SetActive(self.bPotentialRecommend)
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self._mapNode.btnSwitchRecom[2].gameObject:SetActive(not self.bPotentialRecommend)
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for k, v in ipairs(self._mapNode.PotentialList) do
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v:OnSwitchPotentialRecommendChange(self.bPotentialRecommend)
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end
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self._mapNode.PotentialCard:OnSwitchPotentialRecommendChange(self.bPotentialRecommend)
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if self.bPotentialRecommend and self.nSelectId then
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self:OnSetPotentialRecommend(self.nSelectId)
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end
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end
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function DepotPotentialCtrl:SwitchPotentialAll()
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self._mapNode.btnSwitchFull[1].gameObject:SetActive(not self.bPotentialAll)
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@@ -195,6 +217,23 @@ function DepotPotentialCtrl:Awake()
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self._mapNode.PotentialDepotItem.gameObject:SetActive(false)
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self._mapNode.PotentialCard.gameObject:SetActive(false)
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end
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function DepotPotentialCtrl:GetPotenRecommendStatus()
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return PlayerData.StarTower:GetPotenRecommendStatus(self._panel.nStarTowerId)
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end
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function DepotPotentialCtrl:OnRefreshPotenRecommend()
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self.bPotentialRecommend, self.ispreSelect = self:GetPotenRecommendStatus()
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if not self.ispreSelect then
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self._mapNode.goRecomSwitchFull.gameObject:SetActive(false)
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return
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end
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self._mapNode.goRecomSwitchFull.gameObject:SetActive(true)
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self._mapNode.btnSwitchRecom[1].gameObject:SetActive(self.bPotentialRecommend)
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self._mapNode.btnSwitchRecom[2].gameObject:SetActive(not self.bPotentialRecommend)
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self:RefreshRecommendPotentialList()
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if self.nSelectId then
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self:OnSetPotentialRecommend(self.nSelectId)
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end
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end
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function DepotPotentialCtrl:OnEnable()
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end
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function DepotPotentialCtrl:OnDisable()
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@@ -220,6 +259,36 @@ function DepotPotentialCtrl:OnBtnClick_SwitchFull()
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LocalData.SetPlayerLocalData("PotentialAllSwitch", self.bPotentialAll)
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self:SwitchPotentialAll()
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end
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function DepotPotentialCtrl:OnBtnClick_SwitchRecom()
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self.bPotentialRecommend = not self.bPotentialRecommend
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LocalData.SetPlayerLocalData("PotentialAllSwitchRecomm", self.bPotentialRecommend)
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self:OnSwitchPotentialRecommendChange()
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end
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function DepotPotentialCtrl:RefreshRecommendPotentialList()
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local nTowerId = self._panel.nStarTowerId
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local ispreSelect = PlayerData.StarTower:IsPreselectionData(nTowerId)
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if not ispreSelect then
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return
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end
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local bPa = LocalData.GetPlayerLocalData("PotentialAllSwitchRecomm")
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if bPa == false then
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return
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end
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local potemtilalList = {}
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for _, v in ipairs(self.mapAllPotential) do
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local tbPotential = v.tbPotential
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for _, tb in pairs(tbPotential) do
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table.insert(potemtilalList, tb.nId)
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end
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end
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self.recommendList = PlayerData.StarTower:GetRecommendList(nTowerId, self._panel.tbTeam, potemtilalList)
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end
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function DepotPotentialCtrl:ShieldPreselectionAnimator(state)
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self._mapNode.PotentialCard:ShieldPreselectionAnimator(state)
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end
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function DepotPotentialCtrl:ShieldSpecialPontential(state)
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self._mapNode.PotentialCard:ShieldSpecialPontential(state)
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end
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function DepotPotentialCtrl:OnEvent_SelectDepotPotential(nPotentialId)
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self._mapNode.PotentialCard.gameObject:SetActive(true)
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local nLevel = 0
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@@ -235,6 +304,29 @@ function DepotPotentialCtrl:OnEvent_SelectDepotPotential(nPotentialId)
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local bSimple = PlayerData.StarTower:GetPotentialDescSimple()
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self._mapNode.PotentialCard:SetPotentialItem(nPotentialId, nLevel, nil, bSimple, nil, nPotentialAddLv, AllEnum.PotentialCardType.StarTower)
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self._mapNode.PotentialCard:ChangeWordRaycast(true)
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self:OnSetPotentialRecommend(nPotentialId)
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end
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end
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function DepotPotentialCtrl:OnSetPotentialRecommend(nPotentialId)
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local nLevel = self:GetRecommendPotentialLevel(nPotentialId)
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local status = false
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if self.bPotentialRecommend and -1 < nLevel then
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status = true
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end
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self._mapNode.PotentialCard:OnSetPotentialRecommend(status, nLevel)
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end
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function DepotPotentialCtrl:GetRecommendPotentialLevel(nId)
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if not self.recommendList then
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self:RefreshRecommendPotentialList()
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end
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if not self.recommendList then
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return -1
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end
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for _, tb in ipairs(self.recommendList) do
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if tb.nId == nId then
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return tb.nLevel
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end
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end
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return -1
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end
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return DepotPotentialCtrl
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