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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@@ -8,7 +8,7 @@ local DifficultyState = {
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"Expert"
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}
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local colorWhite = Color(1, 1, 1, 1)
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local colorRed = Color(0.8470588235294118, 0.3137254901960784, 0.32941176470588235)
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local colorRed = Color(0.8470588235294118, 0.3137254901960784, 0.32941176470588235, 1)
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BreakOutPlayCtrl._mapNodeConfig = {
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btn_pause = {
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sComponentName = "NaviButton",
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@@ -50,7 +50,8 @@ BreakOutPlayCtrl._mapNodeConfig = {
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btn_dic = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_OpenDic",
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sAction = "Depot"
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sAction = "Depot",
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sActionIconType = "Dark"
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},
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txt_dic = {
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nCount = 2,
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@@ -90,7 +91,7 @@ function BreakOutPlayCtrl:Awake()
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self.nDicId = self.FloorData.DictionaryID
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self.bHasDic = self.BreakOutData.BreakOutLevelData:GetFloorHasDic(self.FloorData.Id)
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self.tbGamepadUINode = self:GetGamepadUINode()
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GamepadUIManager.EnableGamepadUI("BreakOutPlayCtrl", {})
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GamepadUIManager.EnableGamepadUI("BreakOutPlayCtrl", self.tbGamepadUINode)
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self._mapNode.btn_dic.gameObject:SetActive(self.nDicId ~= 0)
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end
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function BreakOutPlayCtrl:OnEnable()
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@@ -133,9 +134,11 @@ function BreakOutPlayCtrl:InitState()
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self:SetCurrentTime(self.FloorData.Time)
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end
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function BreakOutPlayCtrl:ResumeLogic()
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EventManager.Hit("Event_SetPopPlayTips", true)
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PanelManager.InputEnable()
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end
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function BreakOutPlayCtrl:PauseLogic()
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EventManager.Hit("Event_SetPopPlayTips", false)
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PanelManager.InputDisable()
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end
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function BreakOutPlayCtrl:SetCurrentTime(nTime)
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@@ -164,18 +167,19 @@ function BreakOutPlayCtrl:OnEvent_HPChange(curValue)
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curValue = self.InitialHeart
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end
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end
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self.nRemainHp = curValue
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for i = 1, curValue do
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local RedHeart = self._mapNode.heartItem[i].transform:Find("RedHeart")
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self._mapNode.heartEffItem[i]:SetActive(false)
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RedHeart.gameObject:SetActive(true)
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end
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for i = curValue + 1, self.MaxHeartNumber do
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local nPrevHp = self.nRemainHp
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for i = curValue + 1, nPrevHp do
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local RedHeart = self._mapNode.heartItem[i].transform:Find("RedHeart")
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self._mapNode.heartEffItem[i]:SetActive(true)
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RedHeart.gameObject:SetActive(false)
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WwiseAudioMgr:PostEvent("mode_breakout_ui_dropHeart")
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end
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self.nRemainHp = curValue
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end
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function BreakOutPlayCtrl:OnEvent_Time(nTime)
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self:SetCurrentTime(nTime)
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@@ -216,12 +220,11 @@ function BreakOutPlayCtrl:OnEvent_FinishGame(nResult)
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if self.bInLockState then
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return
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end
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NovaAPI.SetCanvasGroupAlpha(self.Canvas, 0)
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local bResult = nResult == GameEnum.levelState.Success and true or false
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local bResult = nResult == GameEnum.levelState.Success
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EventManager.Hit("BreakOut_Complete", true)
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local requestCb = function(mapChangeInfo)
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NovaAPI.SetCanvasGroupAlpha(self.Canvas, 0)
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local cb = function()
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self:PauseLogic()
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self:ResumeLogic()
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end
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self:OpenBreakOutResultPanel(bResult, cb, mapChangeInfo)
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@@ -238,10 +241,9 @@ function BreakOutPlayCtrl:OnEvent_Exit()
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EventManager.Hit("Close_BattlePause")
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EventManager.Hit("BreakOut_Complete", true)
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EventManager.Hit("SetBreakOutPlaySkill_Visible", false)
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NovaAPI.SetCanvasGroupAlpha(self.Canvas, 0)
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local requestCb = function(mapChangeInfo)
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NovaAPI.SetCanvasGroupAlpha(self.Canvas, 0)
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local cb = function()
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self:PauseLogic()
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self:ResumeLogic()
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end
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self:OpenBreakOutResultPanel(false, cb, mapChangeInfo)
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