Hotfix - 1.13.0.126

EN: 1.13.0.126
CN: 1.13.0.126
JP: 1.13.0.130
KR: 1.13.0.132
This commit is contained in:
SL1900
2026-07-23 17:00:00 +09:00
parent 8c4bd41668
commit fb98bcdc16
27 changed files with 101 additions and 89 deletions
+4 -4
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@@ -14412,7 +14412,7 @@
"Literary": "Item.514225.3",
"Type": 6,
"Stype": 41,
"Rarity": 1,
"Rarity": 2,
"Stack": true,
"PositionLimit": 9999,
"ExpireType": 0,
@@ -14433,7 +14433,7 @@
"Literary": "Item.514226.3",
"Type": 6,
"Stype": 41,
"Rarity": 2,
"Rarity": 1,
"Stack": true,
"PositionLimit": 9999,
"ExpireType": 0,
@@ -14538,7 +14538,7 @@
"Literary": "Item.514231.3",
"Type": 6,
"Stype": 41,
"Rarity": 1,
"Rarity": 2,
"Stack": true,
"PositionLimit": 9999,
"ExpireType": 0,
@@ -14580,7 +14580,7 @@
"Literary": "Item.514233.3",
"Type": 6,
"Stype": 41,
"Rarity": 2,
"Rarity": 1,
"Stack": true,
"PositionLimit": 9999,
"ExpireType": 0,
@@ -476,7 +476,7 @@
},
"40": {
"Id": 40,
"Attr": 60,
"Attr": 40,
"EffectId": [
29121040,
29122040,
@@ -596,7 +596,7 @@
},
"50": {
"Id": 50,
"Attr": 100,
"Attr": 150,
"EffectId": [
29121050,
29122050,
Binary file not shown.
Binary file not shown.
+2 -2
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@@ -84,8 +84,8 @@
"SoldierStrategyCard.2010215.2": "2★ pieces can appear in the Shop.",
"SoldierStrategyCard.2010215.3": "2★ pieces can appear in the Shop.",
"SoldierStrategyCard.2010216.1": "Romantic Lineup",
"SoldierStrategyCard.2010216.2": "Once the Shop reaches Lv. 7, upon entering each new node, transform the leftmost piece on the bench into a random piece of the same cost.",
"SoldierStrategyCard.2010216.3": "Once the Shop reaches Lv. 7, upon entering each new node, transform the leftmost piece on the bench into a random piece of the same cost.",
"SoldierStrategyCard.2010216.2": "Once the Shop reaches Lv. 8, upon entering each new node, transform the leftmost piece on the bench into a random piece of the same cost.",
"SoldierStrategyCard.2010216.3": "Once the Shop reaches Lv. 8, upon entering each new node, transform the leftmost piece on the bench into a random piece of the same cost.",
"SoldierStrategyCard.2010217.1": "Fortune Overload",
"SoldierStrategyCard.2010217.2": "Automatically sells all deployed pieces for double their value, and halves the current HP of all pieces for the next 3 battles.",
"SoldierStrategyCard.2010217.3": "Automatically sells all deployed pieces for double their value, and halves the current HP of all pieces for the next 3 battles.",
+1 -1
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@@ -78,7 +78,7 @@
"SoldierPartner.11701.1": "魅力全開",
"SoldierPartner.11701.2": "毎回「魅惑」を1付与(上限2)",
"SoldierPartner.11702.1": "魅力全開",
"SoldierPartner.11702.2": "毎回「魅惑」を1付与(上限5",
"SoldierPartner.11702.2": "毎回「魅惑」を2付与(上限5",
"SoldierPartner.11703.1": "魅力全開",
"SoldierPartner.11703.2": "「魅惑」の上限数がなくなる",
"SoldierPartner.11801.1": "数は力なり",
+2 -2
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@@ -111,8 +111,8 @@
"SoldierStarterCard.1010138.2": "挑戦開始時に理性が20になり、賢者コインを20枚獲得する。",
"SoldierStarterCard.1010138.3": "挑戦開始時に理性が20になり、賢者コインを20枚獲得する。",
"SoldierStarterCard.1010139.1": "富の採掘",
"SoldierStarterCard.1010139.2": "非人間型ユニット以外のユニットを☆2に合成するたび、賢者コインを1枚獲得する。",
"SoldierStarterCard.1010139.3": "非人間型ユニット以外のユニットを☆2に合成するたび、賢者コインを1枚獲得する。",
"SoldierStarterCard.1010139.2": "非人間型ユニットを☆2に合成するたび、賢者コインを1枚獲得する。",
"SoldierStarterCard.1010139.3": "非人間型ユニットを☆2に合成するたび、賢者コインを1枚獲得する。",
"SoldierStarterCard.1010140.1": "広く賢才を募る",
"SoldierStarterCard.1010140.2": "1コストユニットを5体購入するたび、賢者コインを3枚獲得する。",
"SoldierStarterCard.1010140.3": "1コストユニットを5体購入するたび、賢者コインを3枚獲得する。"
+1 -1
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@@ -3037,7 +3037,7 @@
"UIText.Soldier_FinishTitle.1": "撤退",
"UIText.Soldier_Go.1": "挑戦",
"UIText.Soldier_GoldTips_BasicReward.1": "基本報酬",
"UIText.Soldier_GoldTips_Desc.1": "賢者のコインはユニットの購入、チームレベルのアップグレード、ショップ更新に使用する通貨です。\nノードごとのコイン収入=<color=#f98037>基礎コイン</color><color=#f98037>連勝/連敗ゴールド</color><color=#f98037>利息</color>\nラウンド開始時に<color=#f98037>{0}</color>コインを所持するごとに、<color=#f98037>{1}</color>コインの利息を獲得できる(上限{2}コイン)。",
"UIText.Soldier_GoldTips_Desc.1": "賢者のコインはユニットの購入、チームレベルのアップグレード、ショップ更新に使用する通貨です。\nノードごとのコイン収入=<color=#f98037>基礎コイン</color><color=#f98037>連勝/連敗コイン</color><color=#f98037>利息</color>\nラウンド開始時に<color=#f98037>{0}</color>コインを所持するごとに、<color=#f98037>{1}</color>コインの利息を獲得できる(上限{2}コイン)。",
"UIText.Soldier_GoldTips_Income.1": "獲得予想",
"UIText.Soldier_GoldTips_Interest.1": "利息",
"UIText.Soldier_GoldTips_Losingingstreak.1": "連敗",
+1 -1
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@@ -1,3 +1,3 @@
{
"MiningControl.400014.1": "\u000b「이벤트 기간」\u000b2026/08/04 13:00~2026/08/11 4:59 \u000b\u000b「참여 조건」 \u000b권한 레벨 5 이상\u000b\u000b「이벤트 안내」 \u000b1. 이벤트 임무를 완료하면 행운의 보물삽을 획득할 수 있습니다. \u000b2. 보물삽을 사용해 포인트를 획득하고, 이번 시즌 보상과 교환할 수 있습니다."
"MiningControl.400014.1": "\u000b「이벤트 기간」\u000b2026/08/04 13:00~2026/08/11 04:59 \u000b\u000b「참여 조건」 \u000b권한 레벨 5 이상\u000b\u000b「이벤트 안내」 \u000b1. 이벤트 임무를 완료하면 행운의 보물삽을 획득할 수 있습니다. \u000b2. 보물삽을 사용해 포인트를 획득하고, 이번 시즌 보상과 교환할 수 있습니다."
}
+2 -2
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@@ -1,5 +1,5 @@
{
"MiningQuestGroup.101.1": "일일 출석",
"MiningQuestGroup.102.1": "비 오듯 흐르는 땀",
"MiningQuestGroup.103.1": "수확 시간"
"MiningQuestGroup.102.1": "근면성실",
"MiningQuestGroup.103.1": "수확 시간"
}
+5 -5
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@@ -8,11 +8,11 @@
"SoldierPartner.10201.1": "요로즈 택배",
"SoldierPartner.10201.2": "매회 「물안개」 1스택 부여. 최대 5스택 중첩",
"SoldierPartner.10202.1": "요로즈 택배",
"SoldierPartner.10202.2": "매회 「물안개」 2스택 부여. 최대 10스택 중첩. 「물안개」 10스택 달성 시 「응결」 1스택으로 전환. \n「응결」: 기절하고, <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_DmgPlusRcd\" tint></color>받는 피해 50% 증가. 5초간 지속.",
"SoldierPartner.10202.2": "매회 「물안개」 2스택 부여. 최대 10스택 중첩. 「물안개」 10스택 달성 시 「응결」 1스택으로 전환. \n「응결」: 기절하고, <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_DmgPlusRcd\" tint></color>받는 피해 50% 증가. 5초간 지속",
"SoldierPartner.10301.1": "하나사키 여단",
"SoldierPartner.10301.2": "<color=#f98037><sprite name=\"Soldier_00_PartnerAttr_Energy\" tint></color> 6 획득, <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_SkillDmg\" tint></color> 3% 증가",
"SoldierPartner.10302.1": "하나사키 여단",
"SoldierPartner.10302.2": "<color=#f98037><sprite name=\"Soldier_00_PartnerAttr_Energy\" tint></color> 12 획득, <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_SkillDmg\" tint></color> 5% 증가.",
"SoldierPartner.10302.2": "<color=#f98037><sprite name=\"Soldier_00_PartnerAttr_Energy\" tint></color> 12 획득, <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_SkillDmg\" tint></color> 5% 증가",
"SoldierPartner.10401.1": "은혜의지",
"SoldierPartner.10401.2": "「제재의 낙인」 1스택 부여, 최대 2스택 중첩",
"SoldierPartner.10402.1": "은혜의지",
@@ -24,11 +24,11 @@
"SoldierPartner.10502.1": "돌아가는 톱니바퀴",
"SoldierPartner.10502.2": "<color=#f98037><sprite name=\"Soldier_00_PartnerAttr_SkillDmg\" tint></color> 5% 증가, <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_RecoveryEnergy\" tint></color> 20% 증가\n돌아가는 톱니바퀴 말이 스킬을 시전할 때마다 메인 슬롯에 있는 말 1개가 「무나 쉴드」 획득, 최대 1스택 중첩. \n지원 슬롯에 있는 돌아가는 톱니바퀴 말이 스킬을 3회 시전할 때마다 「무나 차징」을 1회 발동. \n「무나 쉴드」: 자신의 최대 HP 5%의 보호막, 6초간 지속. \n「무나 차징」: 모든 말 최대 HP 3% 회복",
"SoldierPartner.10601.1": "제국 호위대",
"SoldierPartner.10601.2": "전투 시작 시 <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_Energy\" tint></color>20 증가, <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_RecoveryEnergy\" tint></color>20% 증가.",
"SoldierPartner.10601.2": "전투 시작 시 <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_Energy\" tint></color>20 증가, <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_RecoveryEnergy\" tint></color>20% 증가",
"SoldierPartner.10602.1": "제국 호위대",
"SoldierPartner.10602.2": "전투 시작 시 <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_Energy\" tint></color>60 증가, <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_RecoveryEnergy\" tint></color>50% 증가.",
"SoldierPartner.10602.2": "전투 시작 시 <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_Energy\" tint></color>60 증가, <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_RecoveryEnergy\" tint></color>50% 증가",
"SoldierPartner.10603.1": "제국 호위대",
"SoldierPartner.10603.2": "전투 시작 시 <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_Energy\" tint></color>50%(최소 60), <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_RecoveryEnergy\" tint></color>50% 획득.\n디버프를 보유한 적 말 공격 시 피해 50% 증가",
"SoldierPartner.10603.2": "전투 시작 시 <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_Energy\" tint></color>50%(최소 60), <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_RecoveryEnergy\" tint></color>50% 획득\n디버프를 보유한 적 말 공격 시 피해 50% 증가",
"SoldierPartner.10604.1": "제국 호위대",
"SoldierPartner.10604.2": "전투 시작 시 <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_Energy\" tint></color>50%(최소60), <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_RecoveryEnergy\" tint></color>50% 획득\n디버프를 보유한 적 말 공격 시 피해 50% 증가\n전투 결산 시 참전한 제국 호위대 말 1개마다 <color=#f98037><sprite name=\"Soldier_00_PartnerAttr_Coin\" tint></color>금화 1개 추가 획득",
"SoldierPartner.10701.1": "지리 협회",
+2 -2
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@@ -84,8 +84,8 @@
"SoldierStrategyCard.2010215.2": "상점에서 일정 확률로 ★2 말 1개 출현",
"SoldierStrategyCard.2010215.3": "상점에서 일정 확률로 ★2 말 1개 출현",
"SoldierStrategyCard.2010216.1": "낭만의 조합",
"SoldierStrategyCard.2010216.2": "상점 7레벨 이상 달성 후, 새로운 노드 진입 시마다 대기석 가장 왼쪽의 말이 같은 코스트의 랜덤 말로 변경",
"SoldierStrategyCard.2010216.3": "상점 7레벨 이상 달성 후, 새로운 노드 진입 시마다 대기석 가장 왼쪽의 말이 같은 코스트의 랜덤 말로 변경",
"SoldierStrategyCard.2010216.2": "상점 8레벨 이상 달성 후, 새로운 노드 진입 시마다 대기석 가장 왼쪽의 말이 같은 코스트의 랜덤 말로 변경",
"SoldierStrategyCard.2010216.3": "상점 8레벨 이상 달성 후, 새로운 노드 진입 시마다 대기석 가장 왼쪽의 말이 같은 코스트의 랜덤 말로 변경",
"SoldierStrategyCard.2010217.1": "넘치는 부",
"SoldierStrategyCard.2010217.2": "필드의 모든 말을 두 배 가격으로 자동 판매, 이후 3번의 전투 동안 출전하는 말의 HP가 절반으로 감소",
"SoldierStrategyCard.2010217.3": "필드의 모든 말을 두 배 가격으로 자동 판매, 이후 3번의 전투 동안 출전하는 말의 HP가 절반으로 감소",
+1 -1
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@@ -3974,7 +3974,7 @@
"Talent.1600342.1": "필살기 피해 증가",
"Talent.1600342.2": "필살기 피해가 <color=#0abec5>&Param1&</color> 증가한다.",
"Talent.1600348.1": "적당한 행복",
"Talent.1600348.2": "팀 전체가 ##물 속성 표식#1018#을 보유한 목표에게 피해를 입힌 후 윌로(여름)이 입히는 치명타 피해가 <color=#0abec5>&Param1&</color> 증가한다. &Param2&초간 지속된다.",
"Talent.1600348.2": "팀 전체가 ##물 속성 표식#1018#을 보유한 목표에게 피해를 입힌 후 윌로 입히는 치명타 피해가 <color=#0abec5>&Param1&</color> 증가한다. &Param2&초간 지속된다.",
"Talent.1600449.1": "공격 강화",
"Talent.1600449.2": "기본 공격이 <color=#0abec5>&Param1&</color> 증가한다.",
"Talent.1600450.1": "방어 강화",
+1 -1
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@@ -900,7 +900,7 @@
"UIText.Double_Drops_Quest_Title.1": "奖励任务",
"UIText.Double_Drops_Triple_Count_1.1": "今日三倍奖励次数:{0}/{1}",
"UIText.Double_Drops_Triple_Count_2.1": "今日三倍奖励次数",
"UIText.Double_Drops_WorldClass_Lock.1": "权限等级<color=#08d3d4><space=11>{0}<space=11></color>解锁",
"UIText.Double_Drops_WorldClass_Lock.1": "权限等级<color=#e8737b><space=11>{0}<space=11></color>解锁",
"UIText.DropRate_0.1": "掉落",
"UIText.DropRate_1.1": "罕见掉落",
"UIText.DropRate_2.1": "小概率掉落",
+8 -14
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@@ -3,17 +3,12 @@ local GameResourceLoader = require("Game.Common.Resource.GameResourceLoader")
local ResTypeAny = GameResourceLoader.ResType.Any
local typeof = typeof
local mapInstance = {}
local mapPrefab = {}
local nNextId = 1
local LoadPrefab = function(sPath)
local prefab = mapPrefab[sPath]
prefab = GameResourceLoader.LoadAsset(ResTypeAny, Settings.AB_ROOT_PATH .. sPath, typeof(Object))
if prefab == nil then
prefab = GameResourceLoader.LoadAsset(ResTypeAny, Settings.AB_ROOT_PATH .. sPath, typeof(Object))
if prefab == nil then
printError("[SpineManager] 加载预制体失败, path = " .. tostring(sPath))
return nil
end
mapPrefab[sPath] = prefab
printError("[SpineManager] 加载预制体失败, path = " .. tostring(sPath))
return nil
end
return prefab
end
@@ -59,7 +54,8 @@ function SpineManager.Create(nId, trParent)
skel = skeleton,
sPath = sPath,
bPaused = false,
fLastTimeScale = 1
fLastTimeScale = 1,
bBound = false
}
return id
end
@@ -80,7 +76,8 @@ function SpineManager.Bind(go)
skel = skeleton,
sPath = nil,
bPaused = false,
fLastTimeScale = 1
fLastTimeScale = 1,
bBound = true
}
return id
end
@@ -102,15 +99,12 @@ function SpineManager.Unbind(id)
end
function SpineManager.ClearAll()
for _, tb in pairs(mapInstance) do
if tb.go ~= nil and tb.go:IsNull() == false then
if tb.bBound ~= true and tb.go ~= nil and tb.go:IsNull() == false then
destroyImmediate(tb.go)
end
end
mapInstance = {}
end
function SpineManager.ReleasePrefabCache()
mapPrefab = {}
end
function SpineManager.PlayAnim(id, sAnimName, bLoop, nTrackIndex)
local tb = GetInstance(id)
if tb == nil or tb.skel == nil then
+1 -1
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@@ -13207,7 +13207,7 @@ return {
"",
false,
"",
"코하쿠, 나개 가르쳐 줄게~",
"코하쿠, 내가 가르쳐 줄게~",
""
}
},
@@ -197,7 +197,7 @@ function IceCreamLevelGroupCtrl:RegisterNewRedNode(nActId, nIndex)
RedDotManager.RegisterNode(RedDotDefine.Activity_IceCreamTruck_NewType, {nActId, nIndex}, self._mapNode.redH)
end
function IceCreamLevelGroupCtrl:UnRegisterNewRedNode()
RedDotManager.UnRegisterNode(RedDotDefine.Activity_IceCreamTruck_NewLevel, {
RedDotManager.UnRegisterNode(RedDotDefine.Activity_IceCreamTruck_NewType, {
nActId,
nIndex
}, self._mapNode.redH)
@@ -1,5 +1,6 @@
local TimerManager = require("GameCore.Timer.TimerManager")
local IceCreamLevelsSelectCtrl = class("IceCreamLevelsSelectCtrl", BaseCtrl)
local SpineManager = require("Game.Spine.SpineManager")
IceCreamLevelsSelectCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
@@ -44,6 +45,10 @@ function IceCreamLevelsSelectCtrl:OnDisable()
TimerManager.Remove(self._tmrSwitchDetail, false)
self._tmrSwitchDetail = nil
end
SpineManager.ClearAll()
end
function IceCreamLevelsSelectCtrl:OnDestroy()
SpineManager.ClearAll()
end
function IceCreamLevelsSelectCtrl:InitLevel(nActId)
self.IceCreamActData = PlayerData.Activity:GetActivityDataById(nActId)
@@ -73,8 +78,6 @@ end
function IceCreamLevelsSelectCtrl:OnRefreshLevelGroup(gridIndex, tbLevels)
self._mapNode.LevelGroup[gridIndex]:InitData(self.nActId, gridIndex, tbLevels, self)
end
function IceCreamLevelsSelectCtrl:OnDestroy()
end
function IceCreamLevelsSelectCtrl:OpenLevelDetail_Animator(nTypeIndex)
if nTypeIndex < 1 or 4 < nTypeIndex then
return
@@ -44,14 +44,12 @@ IceCreamResultCtrl._mapNodeConfig = {
btn_InRestart = {
sComponentName = "NaviButton",
callback = "OnBtn_InRestart",
sAction = "Giveup",
sActionIconType = "Dark"
sAction = "Giveup"
},
btn_InNext = {
sComponentName = "NaviButton",
callback = "OnBtn_InNext",
sAction = "Giveup",
sActionIconType = "Dark"
sAction = "Giveup"
},
txtBtnClose = {
nCount = 4,
@@ -257,6 +257,7 @@ function IceCreamTruckGameCtrl:OnDisable()
self.timerFeverCutinDeactivate = nil
end
self._nRestartGen = (self._nRestartGen or 0) + 1
SpineManager.ClearAll()
end
function IceCreamTruckGameCtrl:ReInitData()
self:InitData()
@@ -1786,6 +1787,7 @@ function IceCreamTruckGameCtrl:_TeardownForRestart()
self:_GuideClearGarbage()
self._goGarbageGuide = nil
self:UnregisterCondimentSpines()
self:_UnregisterFeverCatSpine()
self:_DestroyAllSauceInstances()
end
function IceCreamTruckGameCtrl:_ClearSafeHitQueue()
@@ -24,20 +24,17 @@ IceCreamTruckPauseCtrl._mapNodeConfig = {
btn_exit = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Exit",
sAction = "Giveup",
sActionIconType = "Dark"
sAction = "Giveup"
},
btn_restart = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Restart",
sAction = "Retry",
sActionIconType = "Dark"
sAction = "Retry"
},
btn_continue = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Continue",
sAction = "Back",
sActionIconType = "Dark"
sAction = "Back"
},
txt_SettleScoreTitle = {
sComponentName = "TMP_Text",
@@ -63,8 +60,7 @@ IceCreamTruckPauseCtrl._mapNodeConfig = {
btn_dic = {
sComponentName = "NaviButton",
callback = "OnBtnClick_OpenDic",
sAction = "Depot",
sActionIconType = "Dark"
sAction = "Depot"
},
txt_dic = {
nCount = 2,
@@ -32,7 +32,6 @@ PenguinCardItemCtrl._mapEventConfig = {
PenguinCardGrowth = "OnEvent_Growth"
}
function PenguinCardItemCtrl:Refresh_Select(mapCard, nSelectIndex, bRoll)
self.mapCard = mapCard
self.nSelectIndex = nSelectIndex
self._mapNode.txtLevel.gameObject:SetActive(false)
self._mapNode.txtName.gameObject:SetActive(true)
@@ -51,10 +50,10 @@ function PenguinCardItemCtrl:Refresh_Select(mapCard, nSelectIndex, bRoll)
self._mapNode.AnimRoot:Play("PengUinCard_Bd_Shopin", 0, 0)
end
function PenguinCardItemCtrl:Refresh_Slot(mapCard)
self.mapCard = mapCard
self.nSlotIndex = mapCard.nSlotIndex
self.nEffectCount = 0
self.bWaitPlay = false
local bAble = self.mapCard:GetActiveState()
local bAble = mapCard:GetActiveState()
self._mapNode.txtLevel.gameObject:SetActive(bAble)
self._mapNode.txtName.gameObject:SetActive(false)
self._mapNode.imgBg:SetActive(false)
@@ -76,7 +75,11 @@ function PenguinCardItemCtrl:Refresh_Slot(mapCard)
end
end
function PenguinCardItemCtrl:RefreshUpgrade(nGroupId)
if self.mapCard.nGroupId == nGroupId then
if self.nSelectIndex == nil then
return
end
local mapCard = self._panel.mapLevel.tbSelectablePenguinCard[self.nSelectIndex]
if mapCard.nGroupId == nGroupId then
self._mapNode.imgUp:SetActive(false)
end
end
@@ -145,40 +148,44 @@ function PenguinCardItemCtrl:PlayTriggerAni()
self:PlayEffectAni()
end
function PenguinCardItemCtrl:PlayEffectAni()
if self.nSlotIndex == nil then
return
end
local mapCard = self._panel.mapLevel.tbPenguinCard[self.nSlotIndex]
if self.nEffectCount == nil then
self.nEffectCount = 0
end
local sDesc = ""
if self.mapCard.nEffectType == GameEnum.PenguinCardEffectType.IncreaseBasicChips then
local nValue = self.mapCard.tbEffectParam[1]
if self.mapCard.nGrowthType ~= GameEnum.PenguinCardGrowthType.None then
nValue = nValue + self.mapCard.nGrowthLayer * self.mapCard.tbGrowthEffectParam[1]
if mapCard.nEffectType == GameEnum.PenguinCardEffectType.IncreaseBasicChips then
local nValue = mapCard.tbEffectParam[1]
if mapCard.nGrowthType ~= GameEnum.PenguinCardGrowthType.None then
nValue = nValue + mapCard.nGrowthLayer * mapCard.tbGrowthEffectParam[1]
end
self.nEffectCount = self.nEffectCount + nValue
sDesc = orderedFormat(ConfigTable.GetUIText("PenguinCard_Trigger_AddScore"), self.nEffectCount)
elseif self.mapCard.nEffectType == GameEnum.PenguinCardEffectType.IncreaseMultiplier then
local nValue = self.mapCard.tbEffectParam[1]
if self.mapCard.nGrowthType ~= GameEnum.PenguinCardGrowthType.None then
nValue = nValue + self.mapCard.nGrowthLayer * self.mapCard.tbGrowthEffectParam[1]
elseif mapCard.nEffectType == GameEnum.PenguinCardEffectType.IncreaseMultiplier then
local nValue = mapCard.tbEffectParam[1]
if mapCard.nGrowthType ~= GameEnum.PenguinCardGrowthType.None then
nValue = nValue + mapCard.nGrowthLayer * mapCard.tbGrowthEffectParam[1]
end
self.nEffectCount = self.nEffectCount + nValue
sDesc = orderedFormat(ConfigTable.GetUIText("PenguinCard_Trigger_AddRatio"), self.nEffectCount)
elseif self.mapCard.nEffectType == GameEnum.PenguinCardEffectType.MultiMultiplier then
local nValue = self.mapCard.tbEffectParam[1]
if self.mapCard.nGrowthType ~= GameEnum.PenguinCardGrowthType.None then
nValue = nValue + self.mapCard.nGrowthLayer * self.mapCard.tbGrowthEffectParam[1]
elseif mapCard.nEffectType == GameEnum.PenguinCardEffectType.MultiMultiplier then
local nValue = mapCard.tbEffectParam[1]
if mapCard.nGrowthType ~= GameEnum.PenguinCardGrowthType.None then
nValue = nValue + mapCard.nGrowthLayer * mapCard.tbGrowthEffectParam[1]
end
self.nEffectCount = self.nEffectCount + nValue
sDesc = orderedFormat(ConfigTable.GetUIText("PenguinCard_Trigger_MultiRatio"), self.nEffectCount)
end
self._mapNode.goTrigger:SetActive(sDesc ~= "")
if self.mapCard.nEffectType == GameEnum.PenguinCardEffectType.IncreaseBasicChips then
if mapCard.nEffectType == GameEnum.PenguinCardEffectType.IncreaseBasicChips then
self._mapNode.txtTrigger[1].gameObject:SetActive(false)
self._mapNode.txtTrigger[2].gameObject:SetActive(true)
NovaAPI.SetTMPText(self._mapNode.txtTrigger[2], sDesc)
self._mapNode.aniTrigger[2]:Play("PengUinCard_Bd_Trigger_in", 0, 0)
self._mapNode.aniTrigger[2].speed = self._panel.mapLevel.nSpeed
elseif self.mapCard.nEffectType == GameEnum.PenguinCardEffectType.IncreaseMultiplier or self.mapCard.nEffectType == GameEnum.PenguinCardEffectType.MultiMultiplier then
elseif mapCard.nEffectType == GameEnum.PenguinCardEffectType.IncreaseMultiplier or mapCard.nEffectType == GameEnum.PenguinCardEffectType.MultiMultiplier then
self._mapNode.txtTrigger[1].gameObject:SetActive(true)
self._mapNode.txtTrigger[2].gameObject:SetActive(false)
NovaAPI.SetTMPText(self._mapNode.txtTrigger[1], sDesc)
@@ -193,26 +200,37 @@ end
function PenguinCardItemCtrl:OnDisable()
end
function PenguinCardItemCtrl:OnBtnClick_OpenInfo()
if self.nSelectIndex and self._panel.mapLevel.bSelectedPenguinCard then
return
if self.nSelectIndex and not self._panel.mapLevel.bSelectedPenguinCard then
local mapCard = self._panel.mapLevel.tbSelectablePenguinCard[self.nSelectIndex]
EventManager.Hit("PenguinCard_OpenInfo", mapCard, self.nSelectIndex)
elseif self.nSlotIndex then
local mapCard = self._panel.mapLevel.tbPenguinCard[self.nSlotIndex]
EventManager.Hit("PenguinCard_OpenInfo", mapCard)
end
EventManager.Hit("PenguinCard_OpenInfo", self.mapCard, self.nSelectIndex)
end
function PenguinCardItemCtrl:OnEvent_Triggered(nSlotIndex)
if not (self.mapCard and self.mapCard ~= 0 and self.mapCard.nSlotIndex) or nSlotIndex ~= self.mapCard.nSlotIndex then
if self.nSlotIndex == nil then
return
end
if self.mapCard.nTriggerPhase == GameEnum.PenguinCardTriggerPhase.Settlement then
local mapCard = self._panel.mapLevel.tbPenguinCard[self.nSlotIndex]
if mapCard == 0 or nSlotIndex ~= mapCard.nSlotIndex then
return
end
if mapCard.nTriggerPhase == GameEnum.PenguinCardTriggerPhase.Settlement then
self.bWaitPlay = true
return
end
self:PlayTriggerAni()
end
function PenguinCardItemCtrl:OnEvent_Growth(nSlotIndex)
if not (self.mapCard and self.mapCard ~= 0 and self.mapCard.nSlotIndex) or nSlotIndex ~= self.mapCard.nSlotIndex then
if self.nSlotIndex == nil then
return
end
local bAble = self.mapCard:GetActiveState()
local mapCard = self._panel.mapLevel.tbPenguinCard[self.nSlotIndex]
if mapCard == 0 or nSlotIndex ~= mapCard.nSlotIndex then
return
end
local bAble = mapCard:GetActiveState()
self._mapNode.goDisable:SetActive(not bAble)
self._mapNode.txtLevel.gameObject:SetActive(bAble)
end
@@ -529,6 +529,7 @@ function SoldierRoomInfoCtrl:OnEvent_ClearSoldier()
inst.imgDamage.sizeDelta = Vector2(0, 16)
end
end
self.tbDamage = {}
end
function SoldierRoomInfoCtrl:CacheSoldierEnergyData(dataId, nEnergy, nMaxEnergy, nRecoverRate, nDeath)
self.tbCacheSoldierEnergy[dataId] = {
@@ -1290,8 +1290,7 @@ function SoldierSandtableCtrl:OnEvent_SoldierExpUpdate()
expAnimator:Play("ExperienceContainer")
CS.WwiseAudioManager.Instance:PostEvent("mode_900001_chess_ingame_ExperienceReward")
self._mapNode.MiddleContainer:Play("LevelUpGrade")
end
if 0 < nOldExp and nOldExp ~= self.nCacheExp then
elseif nOldExp ~= self.nCacheExp then
expAnimator:Play("ExperienceContainer")
CS.WwiseAudioManager.Instance:PostEvent("mode_900001_chess_ingame_ExperienceReward")
end
+2 -4
View File
@@ -645,8 +645,7 @@ function TraceHuntCtrl:UpdateTraceLogCount()
return nNewLogStart
end
function TraceHuntCtrl:RefreshTraceLogEmpty()
local nProgress = PlayerData.TraceHunt:GetTraceProgress()
self._mapNode.goTraceLogEmpty:SetActive(self.nTraceLogCount == 0 and nProgress == 0)
self._mapNode.goTraceLogEmpty:SetActive(self.nTraceLogCount == 0)
self._mapNode.goHuntLogEmpty:SetActive(false)
end
function TraceHuntCtrl:RefreshHunt()
@@ -718,9 +717,8 @@ function TraceHuntCtrl:RefreshHuntLog()
self:RefreshHuntLogEmpty()
end
function TraceHuntCtrl:RefreshHuntLogEmpty()
local nProgress = PlayerData.TraceHunt:GetHuntProgress()
self._mapNode.goTraceLogEmpty:SetActive(false)
self._mapNode.goHuntLogEmpty:SetActive(self.nHuntLogCount == 0 and nProgress == 0)
self._mapNode.goHuntLogEmpty:SetActive(self.nHuntLogCount == 0)
end
function TraceHuntCtrl:RefreshHuntAddLog()
local tbLog = PlayerData.TraceHunt:GetHuntLog()
@@ -116,6 +116,9 @@ function PlayerSoldierRecommendData:GetRecommendData(bInSoldier)
end
end
function PlayerSoldierRecommendData:SaveData()
self.nRecommendId = self:GetRecommendId()
self.nInSoldierRecommendId = self:GetInSoldierRecommendId()
self.bInSoldierChanged = self:GetInSoldierChanged()
LocalData.SetPlayerLocalData("SoldierRecommend_Id", tostring(self.nRecommendId))
LocalData.SetPlayerLocalData("SoldierInSoldierRecommend_Id", tostring(self.nInSoldierRecommendId))
LocalData.SetPlayerLocalData("SoldierInSoldierChanged", self.bInSoldierChanged)
+4 -4
View File
@@ -1,4 +1,4 @@
EN: 1.13.0.124
CN: 1.13.0.124
JP: 1.13.0.128
KR: 1.13.0.130
EN: 1.13.0.126
CN: 1.13.0.126
JP: 1.13.0.130
KR: 1.13.0.132