Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
cbfad48efb
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@ -81362,7 +81362,7 @@ MonoBehaviour:
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m_HorizontalOverflow: 0
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_LineSpacing: 1
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m_Text: 3
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m_Text: 18
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--- !u!1 &6530875567309028468
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--- !u!1 &6530875567309028468
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -186,7 +186,7 @@ MonoBehaviour:
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m_HorizontalOverflow: 1
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m_HorizontalOverflow: 1
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m_VerticalOverflow: 1
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m_VerticalOverflow: 1
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m_LineSpacing: 1
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m_LineSpacing: 1
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m_Text: "\u4EAC\u65B0\u51FA\u6587[2020]241\u53F7 \u51FA\u7248ISBN 978-7-498-08833-8\n\u8457\u4F5C\u6743\u4EBA\uFF1A\u5317\u4EAC\u84DD\u9CB8\u65F6\u4EE3\u79D1\u6280\u6709\u9650\u516C\u53F8
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m_Text: "\u56FD\u65B0\u51FA\u5BA1[2021]424\u53F7 \u51FA\u7248ISBN 978-7-498-08833-8\n\u8457\u4F5C\u6743\u4EBA\uFF1A\u5317\u4EAC\u84DD\u9CB8\u65F6\u4EE3\u79D1\u6280\u6709\u9650\u516C\u53F8
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\u51FA\u7248\u5355\u4F4D\uFF1A\u5317\u4EAC\u51A0\u6E38\u65F6\u7A7A\u6570\u7801\u6280\u672F\u6709\u9650\u516C\u53F8"
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\u51FA\u7248\u5355\u4F4D\uFF1A\u5317\u4EAC\u51A0\u6E38\u65F6\u7A7A\u6570\u7801\u6280\u672F\u6709\u9650\u516C\u53F8"
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--- !u!1 &2126607396
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--- !u!1 &2126607396
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GameObject:
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GameObject:
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@ -11,6 +11,7 @@ local monsterData = {}
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local rewardData = {}
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local rewardData = {}
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local curNodeConFig
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local curNodeConFig
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local type = 1 --1 前往 2 放弃
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local type = 1 --1 前往 2 放弃
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local ExpeSetting = ConfigManager.GetConfig(ConfigName.ExpeditionSetting)
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function this:InitComponent(gameObject)
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function this:InitComponent(gameObject)
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this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
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this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
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this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
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@ -59,7 +60,7 @@ function this:OnShow(_parent,...)
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local Reward = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.ExpeditionFloorConfig,"Floor",ExpeditionManager.expeditionLeve,"FloorLay",monsterData.lay - 1)
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local Reward = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.ExpeditionFloorConfig,"Floor",ExpeditionManager.expeditionLeve,"FloorLay",monsterData.lay - 1)
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if Reward and Reward.Reward and #Reward.Reward > 0 then
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if Reward and Reward.Reward and #Reward.Reward > 0 then
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for i = 1, #Reward.Reward do
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for i = 1, #Reward.Reward do
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local rewardGroupConfig = ConfigManager.TryGetConfigData(ConfigName.RewardGroup,Reward.Reward[i])
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local rewardGroupConfig = ConfigManager.TryGetConfigData(ConfigName.RewardGroup,ExpeSetting[1].SpecialReward)--Reward.Reward[i])
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if rewardGroupConfig and #rewardGroupConfig.ShowItem > 0 then
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if rewardGroupConfig and #rewardGroupConfig.ShowItem > 0 then
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for j = 1, #rewardGroupConfig.ShowItem do
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for j = 1, #rewardGroupConfig.ShowItem do
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local v = rewardGroupConfig.ShowItem[j]
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local v = rewardGroupConfig.ShowItem[j]
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@ -157,7 +157,7 @@ function this.SetCardSingleData(o,monsterId, _pos)
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live.transform.localPosition = Vector3.zero
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live.transform.localPosition = Vector3.zero
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local zs = Util.GetGameObject(o, "zs")
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local zs = Util.GetGameObject(o, "zs")
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local zsName = GetHeroCardStarZs[heroConfig.Star]
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local zsName = GetHeroCardStarZs[monsterId.star]
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if zsName == "" then
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if zsName == "" then
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zs:SetActive(false)
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zs:SetActive(false)
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else
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else
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@ -168,12 +168,12 @@ function this.SetCardSingleData(o,monsterId, _pos)
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yuanImage:SetActive(false)
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yuanImage:SetActive(false)
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lv.text=monsterId.level
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lv.text=monsterId.level
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bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[heroConfig.Star])
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bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[monsterId.star])
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fg.sprite = Util.LoadSprite(GetHeroCardStarFg[heroConfig.Star])
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fg.sprite = Util.LoadSprite(GetHeroCardStarFg[monsterId.star])
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pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
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pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
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SetCardStars(starGrid,heroConfig.Star)
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SetCardStars(starGrid,monsterId.star)
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if heroConfig.Star > 9 then
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if monsterId.star > 9 then
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Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(true)
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Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(true)
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else
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else
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Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
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Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
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@ -81,7 +81,7 @@ function Expert_UpLv:OnShowData(isTop,isAni)
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end)
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end)
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this.ScrollView:SetData(activeData.mission, function (index, go)
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this.ScrollView:SetData(activeData.mission, function (index, go)
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this.SingleItemDataShow(go, activeData.mission[index])
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this.SingleItemDataShow(go, activeData.mission[index])
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end,not isTop,not isAni)
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end,isTop,not isAni)
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if isPlayAnim then
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if isPlayAnim then
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SecTorPlayAnimByScroll(self.ScrollView)
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SecTorPlayAnimByScroll(self.ScrollView)
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isPlayAnim = false
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isPlayAnim = false
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@ -53,7 +53,7 @@ end
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--绑定事件(用于子类重写)
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--绑定事件(用于子类重写)
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function StoryDialoguePanel:BindEvent()
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function StoryDialoguePanel:BindEvent()
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Util.AddClick(this.btnNext, function ()
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Util.AddClick(this.btnNext, function ()
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local isEnd = OpConfig[optionID].JumpType == 4
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local isEnd = OpConfig[optionID].JumpType == 4
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if isEnd and static_callBack then
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if isEnd and static_callBack then
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static_callBack()
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static_callBack()
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static_callBack = nil
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static_callBack = nil
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@ -126,12 +126,7 @@ function this.RefreshPanel(eventId, isFirstOpen)
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this.RoleName.gameObject:SetActive(isRightType)
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this.RoleName.gameObject:SetActive(isRightType)
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this.btnNext:SetActive(isRightType)
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this.btnNext:SetActive(isRightType)
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-- 新手隐藏阶段必须隐藏,其他时候随着面板变化
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if GuideManager.IsInMainGuide() then
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this.jumpRoot:SetActive(false)
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else
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this.jumpRoot:SetActive(isRightType)
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end
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local showValues = GetLanguageStrById(chapterEventPointData[eventId].ShowValues)
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local showValues = GetLanguageStrById(chapterEventPointData[eventId].ShowValues)
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local options = chapterEventPointData[eventId].Option
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local options = chapterEventPointData[eventId].Option
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local dir = chapterEventPointData[eventId].ShowDir
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local dir = chapterEventPointData[eventId].ShowDir
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@ -140,6 +135,17 @@ function this.RefreshPanel(eventId, isFirstOpen)
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local showMask = chapterEventPointData[eventId].Isdark == 1
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local showMask = chapterEventPointData[eventId].Isdark == 1
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this.mask:SetActive(showMask)
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this.mask:SetActive(showMask)
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-- 新手隐藏阶段必须隐藏,其他时候随着面板变化
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if GuideManager.IsInMainGuide() then
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if options[2] then
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this.jumpRoot:SetActive(true)
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else
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this.jumpRoot:SetActive(false)
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end
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else
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this.jumpRoot:SetActive(isRightType)
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end
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-- 设置对话背景图
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-- 设置对话背景图
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local bgName = chapterEventPointData[eventId].DialogueBg
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local bgName = chapterEventPointData[eventId].DialogueBg
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if not bgName or bgName == "" then
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if not bgName or bgName == "" then
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@ -154,7 +160,8 @@ function this.RefreshPanel(eventId, isFirstOpen)
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optionID = options[1]
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optionID = options[1]
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jumpId = chapterEventPointData[eventId].NextOptPanelId
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jumpId = chapterEventPointData[eventId].NextOptPanelId
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if jumpId and jumpId ~= 0 then
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if jumpId and jumpId ~= 0 then
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jumpId = chapterEventPointData[jumpId].Option[1]
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-- jumpId = chapterEventPointData[jumpId].Option[1]
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jumpId = options[2]
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else
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else
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jumpId = 0
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jumpId = 0
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end
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end
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@ -37,6 +37,7 @@ function this.EventTrigger(eventId, callBack)
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local options = chapterDataConfig[eventId].Option
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local options = chapterDataConfig[eventId].Option
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if showType and showValues and options then
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if showType and showValues and options then
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LogError("showtype "..showType.." showvalue "..showValues)
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-- 如果是第一次打开,则打开开幕界面
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-- 如果是第一次打开,则打开开幕界面
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if showType == 11 then -- 对话界面
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if showType == 11 then -- 对话界面
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if callBack then
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if callBack then
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@ -59,9 +60,9 @@ function this.EventTrigger(eventId, callBack)
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}
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}
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UIManager.OpenPanel(UIName.GuideBattlePanel, testFightData, function()
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UIManager.OpenPanel(UIName.GuideBattlePanel, testFightData, function()
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StoryManager.EventTrigger(300017, function ()
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StoryManager.EventTrigger(300017, function ()
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PatFaceManager.isLogin = true
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-- PatFaceManager.isLogin = true
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UIManager.OpenPanel(UIName.FightPointPassMainPanel)
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-- UIManager.OpenPanel(UIName.FightPointPassMainPanel)
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LoadingPanel.End()
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-- LoadingPanel.End()
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end)
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end)
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end)
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end)
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elseif showType == 15 then -- 播放转场特效
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elseif showType == 15 then -- 播放转场特效
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@ -107,7 +108,20 @@ function this.StoryJumpType(optionId, panel)
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if UIManager.IsOpen(UIName.StoryDialoguePanel) then
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if UIManager.IsOpen(UIName.StoryDialoguePanel) then
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UIManager.ClosePanel(UIName.StoryDialoguePanel)
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UIManager.ClosePanel(UIName.StoryDialoguePanel)
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end
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end
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elseif jumpType == 5 then
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-- 打开主城
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PatFaceManager.isLogin = true
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UIManager.OpenPanel(UIName.FightPointPassMainPanel)
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LoadingPanel.End()
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-- 关闭剧情
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if panel then
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panel:ClosePanel()
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end
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if UIManager.IsOpen(UIName.StoryDialoguePanel) then
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UIManager.ClosePanel(UIName.StoryDialoguePanel)
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end
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elseif jumpType == 1 then -- 继续对话,往下跳转
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elseif jumpType == 1 then -- 继续对话,往下跳转
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local nextEventId = chapterOptionData[optionId].JumpTypeValues
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local nextEventId = chapterOptionData[optionId].JumpTypeValues
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local nextEventShowType = chapterDataConfig[nextEventId].ShowType
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local nextEventShowType = chapterDataConfig[nextEventId].ShowType
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@ -33,7 +33,7 @@ function TimeLimitSkin:BindEvent()
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}
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}
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UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test,function ()
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UIManager.OpenPanel(UIName.BattlePanel, testFightData, BATTLE_TYPE.Test,function ()
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Timer.New(function ()
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Timer.New(function ()
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this:Refresh()
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TimeLimitSkin:RefreshData()
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end,3):Start()
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end,3):Start()
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end)
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end)
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end)
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end)
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Loading…
Reference in New Issue