c23483b27a
EN: 1.7.0.90 CN: 1.7.0.92 JP: 1.7.0.93 KR: 1.7.0.96
417 lines
15 KiB
Lua
417 lines
15 KiB
Lua
local PenguinCardPrepareCtrl = class("PenguinCardPrepareCtrl", BaseCtrl)
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local WwiseManger = CS.WwiseAudioManager.Instance
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local _, Black = ColorUtility.TryParseHtmlString("#3E3C5B")
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local _, Red = ColorUtility.TryParseHtmlString("#ef3d5c")
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local _, LineOff = ColorUtility.TryParseHtmlString("#8C8296")
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local _, LineOn = ColorUtility.TryParseHtmlString("#756980")
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local StarPos1 = 144
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local StarPos2 = 218
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local StarPos3 = 277
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PenguinCardPrepareCtrl._mapNodeConfig = {
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txtAddMax = {
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nCount = 3,
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sComponentName = "TMP_Text",
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sLanguageId = "PenguinCard_AddBtnMax"
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},
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btnAddRound = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_AddRound"
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},
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txtBtnAddRound = {
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sComponentName = "TMP_Text",
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sLanguageId = "PenguinCard_Btn_AddRound"
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},
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txtAddRoundCost = {sComponentName = "TMP_Text"},
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goAddRoundOn = {},
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goAddRoundOff = {},
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btnAddSlot = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_AddSlot"
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},
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txtBtnAddSlot = {
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sComponentName = "TMP_Text",
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sLanguageId = "PenguinCard_Btn_AddSlot"
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},
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txtAddSlotCost = {sComponentName = "TMP_Text"},
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goAddSlotOn = {},
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goAddSlotOff = {},
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btnAddRoll = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_AddRoll"
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},
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txtBtnAddRoll = {
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sComponentName = "TMP_Text",
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sLanguageId = "PenguinCard_Btn_AddRoll"
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},
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txtAddRollCost = {sComponentName = "TMP_Text"},
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goAddRollOn = {},
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goAddRollOff = {},
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txtScore = {sComponentName = "TMP_Text"},
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imgStarOff = {nCount = 3},
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imgStarOn = {nCount = 3},
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imgLine = {nCount = 2, sComponentName = "Image"},
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imgStarProgress = {
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sComponentName = "RectTransform"
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},
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txtLeftTurn = {sComponentName = "TMP_Text"},
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imgDescBg = {},
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txtLevelDesc = {sComponentName = "TMP_Text"},
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txtSelectTip = {sComponentName = "TMP_Text"},
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PenguinCardItem = {
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nCount = 3,
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sCtrlName = "Game.UI.Play_PenguinCard.PenguinCardItemCtrl"
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},
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btnRoll = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Roll"
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},
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txtBtnRoll = {sComponentName = "TMP_Text"},
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txtRollCost = {sComponentName = "TMP_Text"},
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trBtnRoll = {sNodeName = "btnRoll", sComponentName = "Transform"},
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btnStartTurn = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_StartTurn"
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},
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txtBtnStartTurn = {
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sComponentName = "TMP_Text",
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sLanguageId = "PenguinCard_Btn_NextTurn"
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},
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btnWin = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Win"
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},
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txtBtnWin = {
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sComponentName = "TMP_Text",
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sLanguageId = "PenguinCard_Btn_Win"
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},
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txtWinTip = {
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sComponentName = "TMP_Text",
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sLanguageId = "PenguinCard_WinTip"
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},
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aniWin = {sNodeName = "--Info--", sComponentName = "Animator"}
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}
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PenguinCardPrepareCtrl._mapEventConfig = {
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PenguinCard_AddRound = "OnEvent_AddRound",
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PenguinCard_AddSlot = "OnEvent_AddSlot",
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PenguinCard_AddRoll = "OnEvent_AddRoll",
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PenguinCard_ChangeScore = "OnEvent_ChangeScore",
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PenguinCard_RollPenguinCard = "OnEvent_RollPenguinCard",
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PenguinCard_SelectPenguinCard = "OnEvent_SelectPenguinCard",
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PenguinCard_SalePenguinCard = "OnEvent_SalePenguinCard"
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}
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function PenguinCardPrepareCtrl:Refresh()
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self:RefreshAddRound()
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self:RefreshAddSlot()
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self:RefreshAddRoll()
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self:RefreshScore()
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self:RefreshLeftTurn()
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self:RefreshRoll()
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self:RefreshWin()
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end
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function PenguinCardPrepareCtrl:RefreshAddRound()
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local bMax = self._panel.mapLevel.nRoundLimit >= self._panel.mapLevel.nMaxRound
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self._mapNode.goAddRoundOn:SetActive(not bMax)
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self._mapNode.goAddRoundOff:SetActive(bMax)
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if not bMax then
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self:RefreshAddRoundCost()
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end
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end
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function PenguinCardPrepareCtrl:RefreshAddRoundCost()
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if self._panel.mapLevel.nRoundLimit >= self._panel.mapLevel.nMaxRound then
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return
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end
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local nCost = self._panel.mapLevel.tbRoundUpgradeCost[self._panel.mapLevel.nRoundLimit + 1]
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NovaAPI.SetTMPText(self._mapNode.txtAddRoundCost, self:ThousandsNumber(nCost))
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NovaAPI.SetTMPColor(self._mapNode.txtAddRoundCost, nCost > self._panel.mapLevel.nScore and Red_Unable or Black)
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end
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function PenguinCardPrepareCtrl:RefreshAddSlot()
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local bMax = self._panel.mapLevel.nSlotCount >= self._panel.mapLevel.nMaxSlot
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self._mapNode.goAddSlotOn:SetActive(not bMax)
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self._mapNode.goAddSlotOff:SetActive(bMax)
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if not bMax then
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self:RefreshAddSlotCost()
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end
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end
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function PenguinCardPrepareCtrl:RefreshAddSlotCost()
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if self._panel.mapLevel.nSlotCount >= self._panel.mapLevel.nMaxSlot then
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return
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end
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local nCost = self._panel.mapLevel.tbSlotUpgradeCost[self._panel.mapLevel.nSlotCount + 1]
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NovaAPI.SetTMPText(self._mapNode.txtAddSlotCost, self:ThousandsNumber(nCost))
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NovaAPI.SetTMPColor(self._mapNode.txtAddSlotCost, nCost > self._panel.mapLevel.nScore and Red_Unable or Black)
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end
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function PenguinCardPrepareCtrl:RefreshAddRoll()
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local bMax = self._panel.mapLevel.nBuyLimit >= self._panel.mapLevel.nMaxBuyLimit
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self._mapNode.goAddRollOn:SetActive(not bMax)
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self._mapNode.goAddRollOff:SetActive(bMax)
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if not bMax then
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self:RefreshAddRollCost()
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end
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end
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function PenguinCardPrepareCtrl:RefreshAddRollCost()
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if self._panel.mapLevel.nBuyLimit >= self._panel.mapLevel.nMaxBuyLimit then
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return
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end
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local nCost = self._panel.mapLevel.tbBuyLimitUpgradeCost[self._panel.mapLevel.nBuyLimit + 1]
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NovaAPI.SetTMPText(self._mapNode.txtAddRollCost, self:ThousandsNumber(nCost))
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NovaAPI.SetTMPColor(self._mapNode.txtAddRollCost, nCost > self._panel.mapLevel.nScore and Red_Unable or Black)
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end
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function PenguinCardPrepareCtrl:RefreshScore()
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NovaAPI.SetTMPText(self._mapNode.txtScore, self:ThousandsNumber(clearFloat(self._panel.mapLevel.nScore)))
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if self._panel.mapLevel.tbStarScore[3] > 0 then
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local nStar = self._panel.mapLevel:GetStar()
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local nPos = self:GetStarPos(nStar, self._panel.mapLevel.nScore)
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self._mapNode.imgStarProgress.sizeDelta = Vector2(nPos, 24)
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end
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for i, v in ipairs(self._panel.mapLevel.tbStarScore) do
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self._mapNode.imgStarOff[i]:SetActive(v > self._panel.mapLevel.nScore)
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self._mapNode.imgStarOn[i]:SetActive(v <= self._panel.mapLevel.nScore)
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if i < 3 then
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NovaAPI.SetImageColor(self._mapNode.imgLine[i], v > self._panel.mapLevel.nScore and LineOff or LineOn)
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end
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end
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self._mapNode.imgDescBg.gameObject:SetActive(self._panel.mapLevel.sLevelDesc ~= "")
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NovaAPI.SetTMPText(self._mapNode.txtLevelDesc, self._panel.mapLevel.sLevelDesc)
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end
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function PenguinCardPrepareCtrl:GetStarPos(nStar, nScore)
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nStar = nStar + 1
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if nStar < 1 then
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nStar = 1
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end
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if 3 < nStar then
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nStar = 3
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end
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local nMax = self._panel.mapLevel.tbStarScore[nStar]
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if nStar == 1 then
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local nP = nScore / nMax
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if 1 < nP then
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nP = 1
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end
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return nP * StarPos1
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elseif nStar == 2 then
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local nStarScore1 = self._panel.mapLevel.tbStarScore[1]
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local nIntervalScore = nMax - nStarScore1
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local nIntervalPos = StarPos2 - StarPos1
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local nP = (nScore - nStarScore1) / nIntervalScore
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if 1 < nP then
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nP = 1
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end
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return nP * nIntervalPos + StarPos1
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elseif nStar == 3 then
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local nStarScore2 = self._panel.mapLevel.tbStarScore[2]
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local nIntervalScore = nMax - nStarScore2
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local nIntervalPos = StarPos3 - StarPos2
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local nP = (nScore - nStarScore2) / nIntervalScore
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if 1 < nP then
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nP = 1
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end
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return nP * nIntervalPos + StarPos2
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end
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end
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function PenguinCardPrepareCtrl:RefreshLeftTurn()
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local nLeft = self._panel.mapLevel.nMaxTurn - self._panel.mapLevel.nCurTurn + 1
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NovaAPI.SetTMPText(self._mapNode.txtLeftTurn, orderedFormat(ConfigTable.GetUIText("PenguinCard_LeftTurn"), nLeft))
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end
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function PenguinCardPrepareCtrl:RefreshRoll(bRoll)
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self:RefreshRollCard(bRoll)
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self:RefreshRollDesc()
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self:RefreshRollCost()
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end
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function PenguinCardPrepareCtrl:RefreshRollCard(bRoll)
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local nMax = #self._panel.mapLevel.tbSelectablePenguinCard
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for i = 1, 3 do
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self._mapNode.PenguinCardItem[i].gameObject:SetActive(i <= nMax)
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if i <= nMax then
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self._mapNode.PenguinCardItem[i]:Refresh_Select(self._panel.mapLevel.tbSelectablePenguinCard[i], i, bRoll)
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end
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end
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end
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function PenguinCardPrepareCtrl:RefreshRollDesc()
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if self._panel.mapLevel.nBuyLimit == 0 then
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NovaAPI.SetTMPText(self._mapNode.txtBtnRoll, ConfigTable.GetUIText("PenguinCard_Btn_Roll"))
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elseif self._panel.mapLevel.nTurnBuyCount == self._panel.mapLevel.nBuyLimit then
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local sSuffix = orderedFormat(ConfigTable.GetUIText("PenguinCard_Btn_RollSuffix"), "<color=#bd3059>0</color>", self._panel.mapLevel.nBuyLimit)
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NovaAPI.SetTMPText(self._mapNode.txtBtnRoll, ConfigTable.GetUIText("PenguinCard_Btn_Roll") .. sSuffix)
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else
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local sSuffix = orderedFormat(ConfigTable.GetUIText("PenguinCard_Btn_RollSuffix"), self._panel.mapLevel.nBuyLimit - self._panel.mapLevel.nTurnBuyCount, self._panel.mapLevel.nBuyLimit)
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NovaAPI.SetTMPText(self._mapNode.txtBtnRoll, ConfigTable.GetUIText("PenguinCard_Btn_Roll") .. sSuffix)
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end
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if self._panel.mapLevel.bSelectedPenguinCard then
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NovaAPI.SetTMPText(self._mapNode.txtSelectTip, ConfigTable.GetUIText("PenguinCard_SelectCardDoneTip"))
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else
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NovaAPI.SetTMPText(self._mapNode.txtSelectTip, ConfigTable.GetUIText("PenguinCard_SelectCardTip"))
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end
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end
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function PenguinCardPrepareCtrl:RefreshRollCost()
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if self._panel.mapLevel.nBuyLimit == 0 then
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self._mapNode.txtRollCost.gameObject:SetActive(false)
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return
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end
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if self._panel.mapLevel.nTurnBuyCount == self._panel.mapLevel.nBuyLimit then
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self._mapNode.txtRollCost.gameObject:SetActive(false)
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return
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end
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self._mapNode.txtRollCost.gameObject:SetActive(true)
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local nCost = self._panel.mapLevel:GetRollPenguinCardCost()
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NovaAPI.SetTMPText(self._mapNode.txtRollCost, self:ThousandsNumber(nCost))
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NovaAPI.SetTMPColor(self._mapNode.txtRollCost, nCost > self._panel.mapLevel.nScore and Red or White_Normal)
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end
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function PenguinCardPrepareCtrl:RefreshWin()
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local nStar = self._panel.mapLevel:GetStar()
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if self._panel.mapLevel.bPreTurnWin then
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self._mapNode.imgStarOff[3]:SetActive(true)
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self._mapNode.imgStarOn[3]:SetActive(false)
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self._mapNode.btnWin.gameObject:SetActive(false)
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self._mapNode.txtWinTip.gameObject:SetActive(false)
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self:AddTimer(1, 0.7, function()
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self._mapNode.btnWin.gameObject:SetActive(true)
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self._mapNode.txtWinTip.gameObject:SetActive(true)
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self._mapNode.btnWin.interactable = true
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self._mapNode.imgStarOff[3]:SetActive(false)
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self._mapNode.imgStarOn[3]:SetActive(true)
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self._mapNode.aniWin:Play("PengUinCard_Prepare_Info_Win")
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WwiseManger:PostEvent("Mode_Card_level_win")
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end, true, true, true)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.7)
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else
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self._mapNode.btnWin.gameObject:SetActive(nStar == 3)
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self._mapNode.txtWinTip.gameObject:SetActive(nStar == 3)
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self._mapNode.btnWin.interactable = nStar == 3
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end
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NovaAPI.SetTMPText(self._mapNode.txtBtnStartTurn, nStar == 3 and ConfigTable.GetUIText("PenguinCard_Btn_ContinueTurn") or ConfigTable.GetUIText("PenguinCard_Btn_NextTurn"))
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end
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function PenguinCardPrepareCtrl:PlayOutAni()
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self.animator:Play("PengUinCard_Prepare_out", 0, 0)
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for i = 1, 3 do
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if self._mapNode.PenguinCardItem[i].gameObject.activeSelf == true then
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self._mapNode.PenguinCardItem[i]:PlayHideAni()
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end
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end
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end
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function PenguinCardPrepareCtrl:Awake()
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self.animator = self.gameObject:GetComponent("Animator")
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end
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function PenguinCardPrepareCtrl:OnEnable()
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end
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function PenguinCardPrepareCtrl:OnDisable()
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end
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function PenguinCardPrepareCtrl:OnBtnClick_AddRoll(btn)
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self._panel.mapLevel:AddRoll()
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end
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function PenguinCardPrepareCtrl:OnBtnClick_AddSlot(btn)
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self._panel.mapLevel:AddSlot()
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end
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function PenguinCardPrepareCtrl:OnBtnClick_AddRound(btn)
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self._panel.mapLevel:AddRound()
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end
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function PenguinCardPrepareCtrl:OnBtnClick_Roll(btn)
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self._panel.mapLevel:RollPenguinCard()
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end
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function PenguinCardPrepareCtrl:OnBtnClick_Win(btn)
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self._panel.mapLevel:CompleteGame()
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end
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function PenguinCardPrepareCtrl:OnBtnClick_StartTurn(btn)
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local bWarn = self._panel.mapLevel.bWarning
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if not self._panel.mapLevel.bSelectedPenguinCard and bWarn then
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local isSelectAgain = false
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local confirmCallback = function()
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self._panel.mapLevel:SetWarning(not isSelectAgain)
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self._panel.mapLevel:SwitchGameState()
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end
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local againCallback = function(isSelect)
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isSelectAgain = isSelect
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end
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local msg = {
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sContent = ConfigTable.GetUIText("PenguinCard_Tip_NotSelectedPenguinCard"),
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callbackConfirm = confirmCallback,
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callbackAgain = againCallback
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}
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EventManager.Hit("PenguinCard_OpenConfirm", msg)
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else
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self._panel.mapLevel:SwitchGameState()
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end
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end
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function PenguinCardPrepareCtrl:OnEvent_AddRoll()
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self:RefreshAddRoll()
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self:RefreshRollDesc()
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self:RefreshRollCost()
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local ani = self._mapNode.trBtnRoll:Find("AnimRoot"):GetComponent("Animator")
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ani:Play("PengUinCard_Prepare_Roll_Add", 0, 0)
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end
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function PenguinCardPrepareCtrl:OnEvent_AddSlot()
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self:RefreshAddSlot()
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end
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function PenguinCardPrepareCtrl:OnEvent_AddRound()
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self:RefreshAddRound()
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end
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function PenguinCardPrepareCtrl:OnEvent_ChangeScore(nBefore, nBeforeStar, nStar)
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self:RefreshAddRoundCost()
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self:RefreshAddSlotCost()
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self:RefreshAddRollCost()
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self:RefreshRollCost()
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if nBefore < self._panel.mapLevel.nScore and self._panel.mapLevel.nGameState == 1 then
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WwiseManger:PostEvent("Mode_Card_coin")
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end
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local callback = dotween_callback_handler(self, function()
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if nBefore < self._panel.mapLevel.nScore and self._panel.mapLevel.nGameState == 1 then
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WwiseManger:PostEvent("Mode_Card_coin_stop")
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end
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end)
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DOTween.To(function()
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return nBefore
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end, function(v)
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NovaAPI.SetTMPText(self._mapNode.txtScore, self:ThousandsNumber(math.floor(v)))
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end, self._panel.mapLevel.nScore, 0.5):OnComplete(callback)
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if self._panel.mapLevel.tbStarScore[3] > 0 then
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local nPos = self:GetStarPos(nStar, self._panel.mapLevel.nScore)
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self._mapNode.imgStarProgress:DOSizeDelta(Vector2(nPos, 24), 0.5):SetEase(Ease.OutQuad)
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end
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for i, v in ipairs(self._panel.mapLevel.tbStarScore) do
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self._mapNode.imgStarOff[i]:SetActive(v > self._panel.mapLevel.nScore)
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self._mapNode.imgStarOn[i]:SetActive(v <= self._panel.mapLevel.nScore)
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if i < 3 then
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NovaAPI.SetImageColor(self._mapNode.imgLine[i], v > self._panel.mapLevel.nScore and LineOff or LineOn)
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end
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end
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if self._panel.mapLevel.nGameState == 1 then
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if nBeforeStar == 3 and nStar < 3 then
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self._mapNode.btnWin.interactable = false
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self._mapNode.aniWin:Play("PengUinCard_Prepare_Info_Nowin")
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WwiseManger:PostEvent("Mode_Card_level_wingo")
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self:AddTimer(1, 0.5, function()
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self._mapNode.btnWin.gameObject:SetActive(false)
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self._mapNode.txtWinTip.gameObject:SetActive(false)
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end, true, true, true)
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elseif nBeforeStar < 3 and nStar == 3 then
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self._mapNode.btnWin.gameObject:SetActive(true)
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self._mapNode.txtWinTip.gameObject:SetActive(true)
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self._mapNode.btnWin.interactable = false
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self._mapNode.aniWin:Play("PengUinCard_Prepare_Info_Win")
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WwiseManger:PostEvent("Mode_Card_level_win")
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self:AddTimer(1, 1, function()
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self._mapNode.btnWin.interactable = true
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end, true, true, true)
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end
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end
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end
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function PenguinCardPrepareCtrl:OnEvent_RollPenguinCard()
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self:RefreshRoll(true)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.5)
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WwiseManger:PostEvent("Mode_Card_refresh")
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end
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function PenguinCardPrepareCtrl:OnEvent_SelectPenguinCard()
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local nMax = #self._panel.mapLevel.tbSelectablePenguinCard
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for i = 1, nMax do
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self._mapNode.PenguinCardItem[i]:PlayFlipAni()
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end
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self:RefreshRollDesc()
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end
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function PenguinCardPrepareCtrl:OnEvent_SalePenguinCard(_, nGroupId)
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for i = 1, 3 do
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if self._mapNode.PenguinCardItem[i].gameObject.activeSelf == true then
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self._mapNode.PenguinCardItem[i]:RefreshUpgrade(nGroupId)
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end
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end
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end
|
|
return PenguinCardPrepareCtrl
|