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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local BasePanel = require("GameCore.UI.BasePanel")
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local BreakOutLevelDetailPanel = class("BreakOutLevelDetailPanel", BasePanel)
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BreakOutLevelDetailPanel._sUIResRootPath = "UI_Activity/"
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BreakOutLevelDetailPanel._tbDefine = {
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{
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sPrefabPath = "30102/Play/BreakOutLevelDetailPanel.prefab",
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sCtrlName = "Game.UI.Play_BreakOut_30101.BreakOutLevelDetailCtrl"
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}
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}
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function BreakOutLevelDetailPanel:Awake()
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end
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function BreakOutLevelDetailPanel:OnEnable()
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end
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function BreakOutLevelDetailPanel:OnDisable()
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end
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function BreakOutLevelDetailPanel:OnDestroy()
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end
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function BreakOutLevelDetailPanel:OnRelease()
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end
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return BreakOutLevelDetailPanel
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local BreakOutPlayPanel = class("BreakOutPlayPanel", BasePanel)
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BreakOutPlayPanel._bIsMainPanel = true
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BreakOutPlayPanel._sSortingLayerName = AllEnum.SortingLayerName.UI
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local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
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BreakOutPlayPanel._sUIResRootPath = "UI_Activity/"
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BreakOutPlayPanel._tbDefine = {
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{
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sPrefabPath = "30102/Play/BreakOutPlayPanel.prefab",
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sCtrlName = "Game.UI.Play_BreakOut_30101.BreakOutPlayCtrl"
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},
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{
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sPrefabPath = "30102/Play/BreakOutPlaySkillPanel.prefab",
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sCtrlName = "Game.UI.Play_BreakOut_30101.BreakOutPlaySkillCtrl"
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},
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{
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sPrefabPath = "30102/Play/PausePanel.prefab",
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sCtrlName = "Game.UI.Play_BreakOut_30101.BreakOutPauseCtrl"
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},
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{
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sPrefabPath = "30102/Play/BreakOutAllResultPanel.prefab",
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sCtrlName = "Game.UI.Play_BreakOut_30101.BreakOutResultCtrl"
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}
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}
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function BreakOutPlayPanel:SetTop(goCanvas)
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local nTopLayer = 0
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if nil ~= self.trUIRoot then
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local nChildCount = self.trUIRoot.childCount
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local trChild
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for i = 1, nChildCount do
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trChild = self.trUIRoot:GetChild(i - 1)
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nTopLayer = math.max(nTopLayer, NovaAPI.GetCanvasSortingOrder(trChild:GetComponent("Canvas")))
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end
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end
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if 0 < nTopLayer then
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NovaAPI.SetCanvasSortingOrder(goCanvas, nTopLayer + 1)
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end
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end
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function BreakOutPlayPanel:Awake()
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self.trUIRoot = GameObject.Find("---- UI ----").transform
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GamepadUIManager.EnterAdventure()
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GamepadUIManager.EnableGamepadUI("BattleMenu", {})
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end
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function BreakOutPlayPanel:OnEnable()
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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EventManager.Hit(EventId.OpenPanel, PanelId.Hud, false, true)
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EventManager.Hit(EventId.ClosePanel, PanelId.MainlineFormation)
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EventManager.Hit(EventId.ClosePanel, PanelId.MainlineFormationDisc)
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EventManager.Hit(EventId.ClosePanel, PanelId.RegionBossFormation)
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end
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cs_coroutine.start(wait)
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end
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function BreakOutPlayPanel:OnAfterEnter()
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end
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function BreakOutPlayPanel:OnDisable()
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GamepadUIManager.DisableGamepadUI("BattleMenu")
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GamepadUIManager.DisableGamepadUI("BreakOutPlayCtrl")
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GamepadUIManager.QuitAdventure()
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end
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function BreakOutPlayPanel:OnDestroy()
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end
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function BreakOutPlayPanel:OnRelease()
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end
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return BreakOutPlayPanel
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@@ -0,0 +1,22 @@
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local BreakOutResultPanel = class("BreakOutResultPanel", BasePanel)
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BreakOutResultPanel._nSnapshotPrePanel = 1
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BreakOutResultPanel._sUIResRootPath = "UI_Activity/"
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BreakOutResultPanel._tbDefine = {
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{
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sPrefabPath = "30102/Play/BreakOutAllResultPanel.prefab",
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sCtrlName = "Game.UI.Play_BreakOut_30101.BreakOutResultCtrl"
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}
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}
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function BreakOutResultPanel:Awake()
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end
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function BreakOutResultPanel:OnEnable()
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end
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function BreakOutResultPanel:OnAfterEnter()
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end
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function BreakOutResultPanel:OnDisable()
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end
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function BreakOutResultPanel:OnDestroy()
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end
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function BreakOutResultPanel:OnRelease()
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end
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return BreakOutResultPanel
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local LevelSelectPanel = class("LevelSelectPanel", BasePanel)
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LevelSelectPanel._bIsMainPanel = true
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LevelSelectPanel._sSortingLayerName = AllEnum.SortingLayerName.UI
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LevelSelectPanel._tbDefine = {
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{
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sPrefabPath = "30102/Play/BreakOutLevelSelectPanel.prefab",
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sCtrlName = "Game.UI.Play_BreakOut_30101.LevelSelectCtrl"
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}
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}
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function LevelSelectPanel:Awake()
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end
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function LevelSelectPanel:OnEnable()
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end
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function LevelSelectPanel:OnAfterEnter()
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end
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function LevelSelectPanel:OnDisable()
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end
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function LevelSelectPanel:OnDestroy()
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end
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function LevelSelectPanel:OnRelease()
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end
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return LevelSelectPanel
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