Update - 1.9.0.103
EN: 1.9.0.103 CN: 1.9.0.104 JP: 1.9.0.106 KR: 1.9.0.108
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@@ -47,13 +47,7 @@ function ThrowGiftItemSelectCtrl:OnDestroy()
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end
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function ThrowGiftItemSelectCtrl:OnRelease()
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end
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function ThrowGiftItemSelectCtrl:OpenPanel(tbItem, callback, curIdx)
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GamepadUIManager.EnableGamepadUI("ThrowGiftItemSelectCtrl", self.tbGamepadUINode)
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self.curPosIdx = curIdx
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self.gameObject:SetActive(true)
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self.callback = callback
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self.bSelected = false
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self.curIdx = 0
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function ThrowGiftItemSelectCtrl:Refresh(tbItem)
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self._mapNode.btnItemSelectCtrl[1]:Refresh(tbItem[1])
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self._mapNode.btnItemSelectCtrl[2]:Refresh(tbItem[2])
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self._mapNode.btnItemSelectCtrl[1]:SetSelect(false)
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@@ -67,6 +61,18 @@ function ThrowGiftItemSelectCtrl:OpenPanel(tbItem, callback, curIdx)
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WwiseAudioMgr:PostEvent("Mode_Present_intensify")
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self:ResetSelect(self._mapNode.btnItemSelect)
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end
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function ThrowGiftItemSelectCtrl:OpenPanel(tbItem, callback, curIdx)
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GamepadUIManager.EnableGamepadUI("ThrowGiftItemSelectCtrl", self.tbGamepadUINode)
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self.curPosIdx = curIdx
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self.gameObject:SetActive(true)
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self.callback = callback
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self.bSelected = false
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self.curIdx = 0
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self.tbItems = tbItem
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self.nCurItemsIdx = 1
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self.tbResultIdx = {}
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self:Refresh(self.tbItems[self.nCurItemsIdx])
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end
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function ThrowGiftItemSelectCtrl:ResetSelect(tbUI)
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self.curIdx = 0
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GamepadUIManager.SetNavigation(tbUI)
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@@ -109,34 +115,48 @@ function ThrowGiftItemSelectCtrl:OnEvent_ThrowGiftItemSelectConfirmClick()
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end
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self.bSelected = true
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self._mapNode.btnItemSelectCtrl[self.curIdx]:PlaySelectAnim()
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WwiseAudioMgr:PostEvent("Mode_Present_intensify_ok")
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local endPos = self._mapNode.rtPos[self.curPosIdx].transform.position
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local beginPos = self._mapNode.btnItemSelectCtrl[self.curIdx].gameObject.transform.position
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local controlPos = Vector3(3, 5, 0)
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for i = 1, 2 do
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self._mapNode.btnItemSelectCtrl[i].gameObject:SetActive(i == self.curIdx)
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end
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local wait = function()
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local totalMoveTime = 0.3
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local moveTime = 0
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local normalizedTime = 0
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while normalizedTime < 1 do
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moveTime = moveTime + CS.UnityEngine.Time.unscaledDeltaTime
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normalizedTime = moveTime / totalMoveTime
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normalizedTime = normalizedTime <= 1 and normalizedTime or 1
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local x, y, z = UTILS.GetBezierPointByT(beginPos, controlPos, endPos, normalizedTime)
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local angleZ = -180 * normalizedTime
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self._mapNode.btnItemSelectCtrl[self.curIdx].gameObject.transform.localEulerAngles = Vector3(0, 0, angleZ)
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self._mapNode.btnItemSelectCtrl[self.curIdx].gameObject.transform.position = Vector3(x, y, z)
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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table.insert(self.tbResultIdx, self.curIdx)
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if self.nCurItemsIdx < #self.tbItems then
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self.nCurItemsIdx = self.nCurItemsIdx + 1
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self:Refresh(self.tbItems[self.nCurItemsIdx])
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else
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WwiseAudioMgr:PostEvent("Mode_Present_intensify_ok")
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local endPos = self._mapNode.rtPos[self.curPosIdx].transform.position
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local beginPos = self._mapNode.btnItemSelectCtrl[self.curIdx].gameObject.transform.position
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local controlPos = Vector3(3, 5, 0)
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for i = 1, 2 do
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self._mapNode.btnItemSelectCtrl[i].gameObject:SetActive(i == self.curIdx)
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end
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if self.callback ~= nil and type(self.callback) == "function" then
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self.callback(self.curIdx)
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local wait = function()
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local totalMoveTime = 0.3
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local moveTime = 0
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local normalizedTime = 0
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while normalizedTime < 1 do
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moveTime = moveTime + CS.UnityEngine.Time.unscaledDeltaTime
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normalizedTime = moveTime / totalMoveTime
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normalizedTime = normalizedTime <= 1 and normalizedTime or 1
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local x, y, z = UTILS.GetBezierPointByT(beginPos, controlPos, endPos, normalizedTime)
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local angleZ = -180 * normalizedTime
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self._mapNode.btnItemSelectCtrl[self.curIdx].gameObject.transform.localEulerAngles = Vector3(0, 0, angleZ)
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self._mapNode.btnItemSelectCtrl[self.curIdx].gameObject.transform.position = Vector3(x, y, z)
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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end
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if self.callback ~= nil and type(self.callback) == "function" then
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self.callback(self.tbResultIdx)
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end
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self.gameObject:SetActive(false)
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GamepadUIManager.DisableGamepadUI("ThrowGiftItemSelectCtrl")
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end
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if #self.tbResultIdx <= 1 then
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cs_coroutine.start(wait)
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else
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if self.callback ~= nil and type(self.callback) == "function" then
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self.callback(self.tbResultIdx)
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end
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self.gameObject:SetActive(false)
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GamepadUIManager.DisableGamepadUI("ThrowGiftItemSelectCtrl")
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end
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self.gameObject:SetActive(false)
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GamepadUIManager.DisableGamepadUI("ThrowGiftItemSelectCtrl")
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end
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cs_coroutine.start(wait)
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end
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function ThrowGiftItemSelectCtrl:OnEvent_GamepadUIChange(sName, nBeforeType, nAfterType)
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if sName ~= "ThrowGiftItemSelectCtrl" then
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