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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@@ -44,7 +44,9 @@ TowerDefensePotentialCardItemCtrl._mapNodeConfig = {
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SR = {},
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SSR = {},
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BgEffect = {},
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ArrowEffect = {}
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ArrowEffect = {},
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imgPreselection = {},
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goNew = {}
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}
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TowerDefensePotentialCardItemCtrl._mapEventConfig = {}
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TowerDefensePotentialCardItemCtrl._mapRedDotConfig = {}
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@@ -108,6 +110,10 @@ function TowerDefensePotentialCardItemCtrl:PlayAnim(sAnimName)
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self._mapNode.animCtrl:Play(sAnimName)
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self._mapNode.BgEffect:SetActive(self.bLucky and sAnimName == "tc_newperk_card_in")
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end
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function TowerDefensePotentialCardItemCtrl:Awake()
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self._mapNode.goNew.gameObject:SetActive(false)
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self._mapNode.imgPreselection:SetActive(false)
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end
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function TowerDefensePotentialCardItemCtrl:OnEnable()
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end
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function TowerDefensePotentialCardItemCtrl:OnDisable()
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@@ -75,7 +75,7 @@ function TowerDefenseQuestCtrl:OnDisable()
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end
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self.tbQuestGridCtrl = {}
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end
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function TowerDefenseQuestCtrl:OnDestory()
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function TowerDefenseQuestCtrl:OnDestroy()
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end
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function TowerDefenseQuestCtrl:PlayAnim_In()
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self._mapNode.animator:Play("t_window_04_t_in")
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@@ -90,6 +90,21 @@ function TowerDefenseTeamCtrl:SetData(nActId, nLevelId, tbChracter, nItemId)
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end
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end
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ForEachTableLine(DataTable.TowerDefenseGuide, forEachFunction)
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local sortFunction = function(a, b)
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local config_a = ConfigTable.GetData("TowerDefenseGuide", a)
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local config_b = ConfigTable.GetData("TowerDefenseGuide", b)
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local bUnlock_a = self.TowerDefenseData:IsLevelUnlock(config_a.LevelId) and self.TowerDefenseData:IsPreLevelPass(config_a.LevelId)
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local bUnlock_b = self.TowerDefenseData:IsLevelUnlock(config_b.LevelId) and self.TowerDefenseData:IsPreLevelPass(config_b.LevelId)
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if bUnlock_a and not bUnlock_b then
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return true
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elseif bUnlock_b and not bUnlock_a then
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return false
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else
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return a < b
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end
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end
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table.sort(self.tbCharGuideIds, sortFunction)
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table.sort(self.tbItemIds, sortFunction)
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self:CreateChar()
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self:CreateItem()
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end
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