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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@@ -96,6 +96,9 @@ function TutorialInfoCtrl:UpdateTarget(nQuestId, nTargetId, nCur, nMax)
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nCur = nCur:AsInt()
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nMax = nMax:AsInt()
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local bComplete = nCur >= nMax
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if not self.tbTargetProcess[nQuestId] or not self.tbTargetProcess[nQuestId][nTargetId] then
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return
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end
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self.tbTargetProcess[nQuestId][nTargetId].nCur = nCur
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self.tbTargetProcess[nQuestId][nTargetId].nMax = nMax
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if bComplete then
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@@ -8,7 +8,8 @@ TutorialMenuCtrl._mapNodeConfig = {
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btn_card = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_OpenCard",
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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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@@ -95,7 +95,7 @@ function TutorialNoteCtrl:OnEvent_RefreshNoteCount(mapNote, mapChange, mapChange
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local nLastCount = self.mapNoteCount[k] or 0
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if v > nLastCount then
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local bLucky = false
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if mapChange ~= nil and 0 < mapChange[k].LuckyLevel then
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if mapChange ~= nil and mapChange[k] ~= nil and 0 < mapChange[k].LuckyLevel then
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bLucky = true
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end
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bChange = true
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@@ -21,7 +21,8 @@ TutorialPauseCtrl._mapNodeConfig = {
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btnContinue = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Continue",
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sAction = "Back"
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sAction = "Back",
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sActionIconType = "Dark"
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},
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txtContinue = {
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nCount = 2,
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@@ -31,7 +32,8 @@ TutorialPauseCtrl._mapNodeConfig = {
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btnExit = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Exit",
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sAction = "Giveup"
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sAction = "Giveup",
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sActionIconType = "Dark"
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},
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txtExit = {
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nCount = 2,
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@@ -67,7 +67,7 @@ function TutorialPotentialCardItemCtrl:SetPotentialItem(nTid, bSimpleDesc, bShow
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self.nPotentialAddLevel = nPotentialAddLevel or 0
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self.nShowType = nShowType or AllEnum.PotentialCardType.CharInfo
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self._mapNode.imgNew.gameObject:SetActive(false)
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self._mapNode.ArrowEffect:SetActive(self.bLucky)
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self._mapNode.ArrowEffect:SetActive(false)
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local itemCfg = ConfigTable.GetData_Item(nTid)
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if nil == itemCfg then
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printError(string.format("获取道具表配置失败!!!id = [%s])", nTid))
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@@ -158,7 +158,7 @@ function TutorialPotentialCardItemCtrl:CloseBgEffect()
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end
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function TutorialPotentialCardItemCtrl: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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self._mapNode.BgEffect:SetActive(false)
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end
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function TutorialPotentialCardItemCtrl:OnEnable()
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end
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@@ -406,6 +406,9 @@ function TutorialPotentialSelectCtrl:OnEvent_GamepadUIChange(sName, nBeforeType,
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if sName ~= "TutorialPotentialSelectCtrl" then
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return
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end
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if self.nSelectIdx == 0 then
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return
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end
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if nBeforeType == AllEnum.GamepadUIType.Other or nBeforeType == AllEnum.GamepadUIType.Mouse then
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GamepadUIManager.ClearSelectedUI()
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GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[self.nSelectIdx].gameObject)
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@@ -220,7 +220,9 @@ function TutorialResultCtrl:OnBtnClick_Close()
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self:Close()
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end
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function TutorialResultCtrl:OnBtnClick_GoNext()
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self:Close()
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end
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function TutorialResultCtrl:OnBtnClick_Retry()
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self:Close()
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end
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return TutorialResultCtrl
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