5e0d58cfad
EN: 1.2.0.60 CN: 1.2.0.61 JP: 1.2.0.63 KR: 1.2.0.67
217 lines
5.8 KiB
Lua
217 lines
5.8 KiB
Lua
local GuideGroup_10 = class("GuideGroup_10")
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local mapEventConfig = {
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OnEvent_PanelOnEnableById = "OnEvent_PanelOnEnableById",
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Positioning_Char_Grid = "OnEvent_PositioningCharGrid",
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[EventId.ClosePanel] = "OnEvent_ClosePanel"
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}
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local groupId = 10
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local totalStep = 5
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local current = 1
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function GuideGroup_10:Init(parent, runStep)
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self:BindEvent()
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self.tabChar = {}
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self.parent = parent
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current = 1
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local funName = "Step_" .. current
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local func = handler(self, self[funName])
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func()
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end
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function GuideGroup_10:BindEvent()
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if type(mapEventConfig) ~= "table" then
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return
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end
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for nEventId, sCallbackName in pairs(mapEventConfig) do
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local callback = self[sCallbackName]
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if type(callback) == "function" then
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EventManager.Add(nEventId, self, callback)
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end
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end
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end
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function GuideGroup_10:UnBindEvent()
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if type(mapEventConfig) ~= "table" then
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return
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end
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for nEventId, sCallbackName in pairs(mapEventConfig) do
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local callback = self[sCallbackName]
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if type(callback) == "function" then
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EventManager.Remove(nEventId, self, callback)
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end
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end
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end
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function GuideGroup_10:SendGuideStep(step)
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self.parent:SendGuideStep(groupId, step)
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end
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function GuideGroup_10:Clear()
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self.runGuide = false
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self:UnBindEvent()
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self.parent = nil
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self.tabChar = nil
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end
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function GuideGroup_10:Step_1()
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current = 1
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self.parent:ActiveHide(true)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForSeconds(0.5))
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local tbOption = {
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AllEnum.ChooseOption.Char_Element,
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AllEnum.ChooseOption.Char_Rarity,
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AllEnum.ChooseOption.Char_PowerStyle,
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AllEnum.ChooseOption.Char_AffiliatedForces,
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AllEnum.ChooseOption.Char_TacticalStyle
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}
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PlayerData.Filter:Reset(tbOption)
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coroutine.yield(CS.UnityEngine.WaitForSeconds(0.1))
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EventManager.Hit(EventId.FilterConfirm)
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self:Step_2()
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end
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cs_coroutine.start(wait)
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end
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function GuideGroup_10:Step_2()
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self.msg = {
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BindIcon = "CharacterListPanel/----SafeAreaRoot----/goList/sv/Viewport/Content/0/btnGrid",
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Deviation = {0, 0},
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Desc = "Guide_10_1",
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DescDeviation = {300, -400},
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HandDeviation = {0, -260},
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Type = GameEnum.guidetype.ForcedClick
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}
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self.parent:ActiveHide(true)
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self.charId = 112
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current = 2
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EventManager.Hit("Guide_PositionCharPos", self.charId)
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end
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function GuideGroup_10:Step_3()
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self.msg = {
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BindIcon = "CharacterInfoPanel/----SafeAreaRoot----/---Right---/btnDevelopment",
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Deviation = {0, 2},
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Desc = "Guide_10_2",
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DescDeviation = {-730, 0},
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HandDeviation = {0, -120},
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Type = GameEnum.guidetype.ForcedClick
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}
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self.parent:ActiveHide(true)
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current = 3
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self.openPanelId = PanelId.CharBgPanel
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self.waitAnimTime = 0.24
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end
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function GuideGroup_10:Step_4()
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current = 4
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self.nEntryId = 100201
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EventManager.Hit(EventId.OpenPanel, PanelId.DictionaryEntry, self.nEntryId)
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end
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function GuideGroup_10:Step_5()
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self.msg = {
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BindIcon = "CharDevelopmentPanel/----SafeAreaRoot----/---Upgrade---/NotMax/rtMat",
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Size = {800, 440},
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Deviation = {0, -56},
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Desc = "Guide_10_3",
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DescDeviation = {-1000, -140},
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Type = GameEnum.guidetype.Introductory,
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isShowHand = true,
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HandDeviation = {-450, 0},
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HandRotation = -90
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}
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self.parent:ActiveHide(true)
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current = 5
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self.parent:PlayTypeMask(self.msg)
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end
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function GuideGroup_10:OnEvent_PanelOnEnableById(_panelId)
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if self.openPanelId and self.openPanelId == _panelId and self.waitAnimTime ~= 0 then
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime + 0.5))
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self.parent:PlayTypeMask(self.msg)
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end
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cs_coroutine.start(wait)
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end
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end
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function GuideGroup_10:OnEvent_PositioningCharGrid(charId, gridName)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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if current == 2 then
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self.msg.BindIcon = "CharacterListPanel/----SafeAreaRoot----/goList/sv/Viewport/Content/" .. gridName .. "/btnGrid"
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local tmpIndex = (gridName + 1) % 6
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if tmpIndex == 5 then
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self.msg.DescDeviation = {
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0,
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self.msg.DescDeviation[2]
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}
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elseif tmpIndex == 0 then
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self.msg.DescDeviation = {
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-300,
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self.msg.DescDeviation[2]
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}
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end
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local charCount = PlayerData.Char:GetAllCharCount()
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if 6 < charCount then
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local totalLine = math.ceil(charCount / 6)
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local curLine = math.ceil((gridName + 1) / 6)
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if totalLine == curLine then
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self.msg.DescDeviation = {
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self.msg.DescDeviation[1],
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-self.msg.DescDeviation[2]
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}
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self.msg.HandDeviation = {0, 260}
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self.msg.HandRotation = 180
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end
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end
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self.parent:PlayTypeMask(self.msg)
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end
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end
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cs_coroutine.start(wait)
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end
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function GuideGroup_10:OnEvent_ClosePanel(nPanelId)
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if type(nPanelId) == "number" and nPanelId == PanelId.DictionaryEntry and current == 4 then
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self:Step_5()
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end
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end
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function GuideGroup_10:FinishCurrentStep()
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self.msg = nil
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self.openPanelId = nil
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self.waitAinEnd = nil
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self.runGuide = false
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self.waitAnimTime = 0
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if current == 2 then
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local tab = {}
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table.insert(tab, {
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"role_id",
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tostring(PlayerData.Base._nPlayerId)
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})
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table.insert(tab, {"action", "0"})
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table.insert(tab, {
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"normal_tutorial_id",
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"1"
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})
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NovaAPI.UserEventUpload("normal_tutorial", tab)
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elseif current == 5 then
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local tab = {}
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table.insert(tab, {
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"role_id",
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tostring(PlayerData.Base._nPlayerId)
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})
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table.insert(tab, {"action", "1"})
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table.insert(tab, {
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"normal_tutorial_id",
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"1"
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})
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NovaAPI.UserEventUpload("normal_tutorial", tab)
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end
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if current == totalStep then
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self:SendGuideStep(-1)
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self.parent:ClearCurGuide(true)
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return
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elseif current < totalStep then
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self:SendGuideStep(current)
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end
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local funName = "Step_" .. current + 1
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local func = handler(self, self[funName])
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func()
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if self.openPanelId == nil and self.waitAnimTime ~= 0 then
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime + 0.2))
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self.parent:PlayTypeMask(self.msg)
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end
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cs_coroutine.start(wait)
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end
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end
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return GuideGroup_10
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