Update - 1.9.0.107
EN: 1.9.0.107 CN: 1.9.0.108 JP: 1.9.0.112 KR: 1.9.0.112
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@@ -41,6 +41,7 @@ function ChapterLineCtrl:Awake()
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local tbParam = self:GetPanelParam()
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self.curChapter = tbParam[1]
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self.curTimeStamp = 0
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self.curNodeDepth = 1
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self.tbImgFocusNode = {}
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self.tbLockedPlayedAnim = {}
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self.lineAnimTime = 0.14
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@@ -148,11 +149,14 @@ function ChapterLineCtrl:Refresh()
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for k, v in ipairs(self.tbGridList) do
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self:RefreshGrid(v.grid, v.depth)
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end
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local isComplete = self:IsAllStoryCompleted()
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self.curTimeStamp = isComplete and self.curTimeStamp or self.maxUnlockDepth
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for i = 1, #self.tbTimeStampList do
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self:RefreshTimeStamp(self.tbTimeStampList[i], i)
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end
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self:AddTimer(1, 0.1, function()
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self._mapNode.scrollRect.horizontalNormalizedPosition = (self.curTimeStamp - 1) * 250
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local posX = self.curNodeDepth <= 4 and 0 or (self.curNodeDepth - 1) * -512
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self._mapNode.tranContent.anchoredPosition = Vector2(posX, 0)
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end, true, true, true)
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CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.tranContent)
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for k, v in ipairs(self.tbGridList) do
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@@ -161,11 +165,11 @@ function ChapterLineCtrl:Refresh()
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for k, v in ipairs(self.tbGridList) do
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self:CheckLineReasonable(v.grid)
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end
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if 0 > self.curTimeStamp - 1 then
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if self.curTimeStamp - 1 < 0 then
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self._mapNode.imgMask.gameObject:SetActive(false)
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else
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self._mapNode.imgMask.gameObject:SetActive(true)
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local node = self._mapNode.tranContent:Find(tostring(self.curTimeStamp))
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local node = self._mapNode.tranContent:Find(tostring(self.curNodeDepth))
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local layout = self._mapNode.tranContent:GetComponent("HorizontalLayoutGroup")
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local pos = node.localPosition.x - layout.padding.left
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self._mapNode.imgMask.anchoredPosition = Vector2(pos, -6)
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@@ -241,6 +245,7 @@ function ChapterLineCtrl:RefreshGrid(goGrid, gridDepth)
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end
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end
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self.curTimeStamp = nodeTimeStampIndex
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self.curNodeDepth = nodeTimeStampIndex
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end
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if self.tbImgFocusNode[self.curTimeStamp] == nil then
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self.tbImgFocusNode[self.curTimeStamp] = {}
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@@ -314,6 +319,7 @@ function ChapterLineCtrl:RefreshBranchGrid(root, avgId, depth, isNeedPlayUnlockA
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end
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local index = 1
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local bHasUnlockBranch = false
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local bHasUnReadBranch = false
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for k, v in ipairs(self.tbBranch[avgId]) do
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local bUnlock = AvgData:IsUnlock(v.ConditionId, v.StoryId)
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local bReaded = AvgData:IsStoryReaded(v.Id)
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@@ -322,6 +328,12 @@ function ChapterLineCtrl:RefreshBranchGrid(root, avgId, depth, isNeedPlayUnlockA
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if bUnlock then
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bHasUnlockBranch = true
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end
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if bUnlock and not bReaded then
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local hasPlay = LocalData.GetPlayerLocalData("MainlineUnlock_" .. storyConfig.Id)
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if hasPlay == nil or tonumber(hasPlay) == 0 then
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bHasUnReadBranch = true
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end
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end
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if 0 >= table.indexof(self.tbLockedBranchGrid, avgId) then
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table.insert(self.tbLockedBranchGrid, avgId)
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end
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@@ -383,8 +395,8 @@ function ChapterLineCtrl:RefreshBranchGrid(root, avgId, depth, isNeedPlayUnlockA
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end
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root.gameObject:SetActive(bHasUnlockBranch)
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if bHasUnlockBranch then
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if not isNeedPlayUnlockAnim then
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self:PlayUnlockAnim(root, "BranchRoot_loop" .. #self.tbBranch[avgId])
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if not isNeedPlayUnlockAnim or not bHasUnReadBranch then
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self:PlayUnlockAnim(root, "BranchRoot_loop" .. nUnlockBranchCount)
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else
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self:PlayUnlockAnim(root, "BranchRoot_Empty")
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end
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