界面优化
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@ -1,5 +1,17 @@
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local LocalizationGlobalConst =
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{
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["ACT_PVP_DESC_19"] = "ACT_PVP_DESC_19",
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["ACT_PVP_DESC_20"] = "ACT_PVP_DESC_20",
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["ACT_PVP_TALK_DESC_1"] ="ACT_PVP_TALK_DESC_1",
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["ACT_PVP_TALK_DESC_2"] ="ACT_PVP_TALK_DESC_2",
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["ACT_PVP_TALK_DESC_3"] ="ACT_PVP_TALK_DESC_3",
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["ACT_PVP_TALK_DESC_4"] ="ACT_PVP_TALK_DESC_4",
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["ACT_PVP_TALK_DESC_5"] ="ACT_PVP_TALK_DESC_5",
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["ACT_PVP_TALK_DESC_6"] ="ACT_PVP_TALK_DESC_6",
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["ACT_PVP_TALK_DESC_7"] ="ACT_PVP_TALK_DESC_7",
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["ACT_PVP_TALK_DESC_8"] ="ACT_PVP_TALK_DESC_8",
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["ACT_PVP_TALK_DESC_9"] ="ACT_PVP_TALK_DESC_9",
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MAIN_BTN_1 = "MAIN_BTN_1",
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QLT_DESC_1 = "QLT_DESC_1",
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QLT_DESC_2 = "QLT_DESC_2",
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@ -599,6 +599,21 @@ local localization_global =
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["ACT_PVP_DESC_16"] = "欢迎入股酒馆基金,在酒馆挑战对手,累计积分可领取奖励分红哟~",
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["ACT_PVP_DESC_17"] = "累计胜场",
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["ACT_PVP_DESC_18"] = "1.活动前七天可以挑战,累计胜场排名。\n2.第八天可领取排行榜奖励,第八天无挑战。",
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["ACT_PVP_DESC_19"] = "胜:{0}",
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["ACT_PVP_DESC_20"] = "负:{0}",
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["ACT_PVP_TALK_DESC_1"] =" 梦魇随机对话1",
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["ACT_PVP_TALK_DESC_2"] =" 梦魇随机对话2",
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["ACT_PVP_TALK_DESC_3"] =" 梦魇随机对话3",
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["ACT_PVP_TALK_DESC_4"] =" 梦魇随机对话4",
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["ACT_PVP_TALK_DESC_5"] =" 梦魇随机对话5",
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["ACT_PVP_TALK_DESC_6"] ="梦魇随机对话胜利1",
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["ACT_PVP_TALK_DESC_7"] ="梦魇随机对话胜利2",
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["ACT_PVP_TALK_DESC_8"] ="梦魇随机对话失败1",
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["ACT_PVP_TALK_DESC_9"] ="梦魇随机对话失败2",
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}
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return localization_global
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@ -315,6 +315,7 @@ GConst.MESSAGE_BOX_SHOW_TODAY = {
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HOT_SELL_BUY = 2,
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ACTIVITY_BUY_LEVEL = 3,
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RUNES_AUTO = 4,
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ACT_PVP_BUY_BOUNTY_LEVE = 5,
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}
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GConst.QUALITY_TYPE =
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@ -278,8 +278,8 @@ end
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function ActPvpManager:rspFightEnd(result)
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if result.err_code == GConst.ERROR_STR.SUCCESS then
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DataManager.ActPvpData:updateData(result.activity_pvp)
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DataManager.ActPvpData:setLastTurnWin(nil) -- 默认不给状态
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-- 展示结算界面
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if result.reqData then
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local taskStat = result.reqData.task_stat
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if taskStat then
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@ -289,6 +289,9 @@ function ActPvpManager:rspFightEnd(result)
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ModuleManager.TaskManager:addFightTaskProgress(taskStat)
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end
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ModuleManager.BattleManager:showActPvpResultUI(GConst.BattleConst.BATTLE_TYPE.ACT_PVP, result.rewards, result.reqData.battleReport)
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if not DataManager.ActPvpData:isPlaying() then -- 进入下一轮
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DataManager.ActPvpData:setLastTurnWin(result.reqData.win)
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end
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end
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end
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end
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@ -354,11 +357,22 @@ function ActPvpManager:reqBuyBountyLevel()
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if level + 1 > DataManager.ActPvpData:getMaxBountyLevel() then
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return
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end
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local cost = DataManager.ActPvpData:getBuyBountyLevelCost()
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local params ={
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titleTx = I18N:getGlobalText(I18N.GlobalConst.BOUNTY_BUY_LEVEL_TITLE),
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content = I18N:getGlobalText(I18N.GlobalConst.BOUNTY_BUY_LEVEL_COUNTENT),
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boxType = GConst.MESSAGE_BOX_TYPE.MB_OK_CANCEL,
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showToday = GConst.MESSAGE_BOX_SHOW_TODAY.ACT_PVP_BUY_BOUNTY_LEVEL,
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costId = cost.id,
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costNum = cost.num,
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okFunc = function()
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local params = {
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id = level
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}
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self:sendMessage(ProtoMsgType.FromMsgEnum.ActivityPVPBountyClaimByDiamondReq, params, {}, self.rspBuyBountyLevel, BIReport.ITEM_GET_TYPE.ACT_PVP_BUY_BOUNTY_LEVEL)
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end,
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}
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GFunc.showMessageBox(params)
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end
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function ActPvpManager:rspBuyBountyLevel(result)
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@ -1,11 +1,42 @@
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local ActPvpMainUI = class("ActPvpMainUI", BaseUI)
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local SIMPLE_HERO_CELL = "app/ui/activity/act_pvp/cell/simple_hero_cell"
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local TASK_DESC =
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{
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"ACT_PVP_TALK_DESC_1",
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"ACT_PVP_TALK_DESC_2",
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"ACT_PVP_TALK_DESC_3",
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"ACT_PVP_TALK_DESC_4",
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"ACT_PVP_TALK_DESC_5"
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}
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local WIN_TASK_DESC =
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{
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"ACT_PVP_TALK_DESC_6",
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"ACT_PVP_TALK_DESC_7",
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}
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local FAIL_TASK_DESC =
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{
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"ACT_PVP_TALK_DESC_8",
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"ACT_PVP_TALK_DESC_9",
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}
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function ActPvpMainUI:ctor()
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end
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function ActPvpMainUI:getCurrencyParams()
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if self.currencyParams == nil then
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self.currencyParams = {
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itemIds = {
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GConst.ItemConst.ITEM_ID_GEM,
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},
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showType = GConst.CURRENCY_TYPE.HORIZONTAL
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}
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end
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return self.currencyParams
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end
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function ActPvpMainUI:getPrefabPath()
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return "assets/prefabs/ui/activity/act_pvp/act_pvp_main_ui.prefab"
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end
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@ -15,6 +46,7 @@ function ActPvpMainUI:onLoadRootComplete()
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self:_addListeners()
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self:_bind()
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self:showTalk()
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self:refreshTime()
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if self.actCountdownSid then
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self:unscheduleGlobal(self.actCountdownSid)
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@ -29,6 +61,11 @@ function ActPvpMainUI:onPressBackspace()
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end
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function ActPvpMainUI:onClose()
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if self.showTalkSeq then
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self.showTalkSeq:Kill()
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self.showTalkSeq = nil
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end
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if self.countdownSid then
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self:unscheduleGlobal(self.countdownSid)
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self.countdownSid = nil
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@ -79,6 +116,10 @@ function ActPvpMainUI:_addListeners()
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self:closeUI()
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end
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end)
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self:addEventListener(EventManager.CUSTOM_EVENT.GO_SHOP, function()
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self:closeUI()
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end)
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end
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function ActPvpMainUI:_bind()
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@ -199,4 +240,33 @@ function ActPvpMainUI:refreshDialyRewardNode()
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end
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end
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function ActPvpMainUI:showTalk()
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local uiMap = self.root:genAllChildren()
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local popBg = uiMap["act_pvp_main_ui.bg.pop_bg"]
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local popDesc = uiMap["act_pvp_main_ui.bg.pop_desc"]
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self.curTaskDescList = TASK_DESC
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if DataManager.ActPvpData:getLastTurnWin() ~= nil then
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if DataManager.ActPvpData:getLastTurnWin() then
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self.curTaskDescList = WIN_TASK_DESC
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else
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self.curTaskDescList = FAIL_TASK_DESC
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end
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DataManager.ActPvpData:setLastTurnWin(nil)
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end
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if self.showTalkSeq then
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self.showTalkSeq:Kill()
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self.showTalkSeq = nil
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end
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self.showTalkSeq = self.root:createBindTweenSequence()
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self.showTalkSeq:AppendCallback(function()
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local desc = self.curTaskDescList[math.random(1, #self.curTaskDescList)]
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popDesc:setText(I18N:getGlobalText(I18N.GlobalConst[desc]))
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popBg:setVisible(false)
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end)
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self.showTalkSeq:Append(popBg:getTransform():DOScale(1, 1))
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self.showTalkSeq:AppendInterval(5)
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self.showTalkSeq:Append(popBg:getTransform():DOScale(0, 1))
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self.showTalkSeq:SetLoops(-1)
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end
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return ActPvpMainUI
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@ -1,6 +1,14 @@
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local ActPvpPlayingUI = class("ActPvpPlayingUI", BaseUI)
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local SIMPLE_HERO_CELL = "app/ui/activity/act_pvp/cell/simple_hero_cell"
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local TASK_DESC =
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{
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"ACT_PVP_TALK_DESC_1",
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"ACT_PVP_TALK_DESC_2",
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"ACT_PVP_TALK_DESC_3",
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"ACT_PVP_TALK_DESC_4",
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"ACT_PVP_TALK_DESC_5"
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}
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function ActPvpPlayingUI:ctor()
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@ -15,6 +23,7 @@ function ActPvpPlayingUI:onLoadRootComplete()
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self:_addListeners()
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self:_bind()
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self:showTalk()
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self:refreshTime()
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if self.actCountdownSid then
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self:unscheduleGlobal(self.actCountdownSid)
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@ -29,6 +38,11 @@ function ActPvpPlayingUI:onPressBackspace()
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end
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function ActPvpPlayingUI:onClose()
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if self.showTalkSeq then
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self.showTalkSeq:Kill()
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self.showTalkSeq = nil
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end
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if self.countdownSid then
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self:unscheduleGlobal(self.countdownSid)
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self.countdownSid = nil
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@ -206,4 +220,24 @@ function ActPvpPlayingUI:refreshDialyRewardNode()
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end
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end
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function ActPvpPlayingUI:showTalk()
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local uiMap = self.root:genAllChildren()
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local popBg = uiMap["act_pvp_playing_ui.bg.pop_bg"]
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local popDesc = uiMap["act_pvp_main_ui.bg.pop_desc"]
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if self.showTalkSeq then
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self.showTalkSeq:Kill()
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self.showTalkSeq = nil
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end
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self.showTalkSeq = self.root:createBindTweenSequence()
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self.showTalkSeq:AppendCallback(function()
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local desc = TASK_DESC[math.random(1, #TASK_DESC)]
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popDesc:setText(I18N:getGlobalText(I18N.GlobalConst[desc]))
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popBg:setVisible(false)
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end)
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self.showTalkSeq:Append(popBg:getTransform():DOScale(1, 1))
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self.showTalkSeq:AppendInterval(5)
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self.showTalkSeq:Append(popBg:getTransform():DOScale(0, 1))
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self.showTalkSeq:SetLoops(-1)
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end
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return ActPvpPlayingUI
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@ -74,6 +74,8 @@ function BattleActPvpResultUI:onLoadRootComplete()
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-- 奖励节点
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self.rewardNode = uiMap["battle_rune_result_ui.reward_node"]
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self.rewardTxTitle = uiMap["battle_rune_result_ui.reward_title"]
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self.rewardTxTitle:setText(I18N:getGlobalText(I18N.GlobalConst.REWARD_DESC))
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self.continue:setText(I18N:getGlobalText(I18N.GlobalConst.CONTINUE_DESC))
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-- 战令节点
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@ -190,8 +192,8 @@ function BattleActPvpResultUI:refreshUnitInfo()
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self.unitTxDesc3:setText(I18N:getGlobalText(I18N.GlobalConst.BATTLE_DESC_7, GFunc.num2Str(self.totalDmg)))
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local actData = DataManager.ActPvpData
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self.txFightWin:setText(actData:getWinCount() .. "/" .. actData:getWinLimit())
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self.txFightLose:setText(actData:getLoseCount() .. "/" .. actData:getLoseLimit())
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self.txFightWin:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_PVP_DESC_19, actData:getWinCount() .. "/" .. actData:getWinLimit()))
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self.txFightLose:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_PVP_DESC_20, actData:getLoseCount() .. "/" .. actData:getLoseLimit()))
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end
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-- 展示结算奖励的出现动画
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@ -389,6 +389,14 @@ function ActPvpData:getFlushCost()
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return self.flushCost
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end
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function ActPvpData:getLastTurnWin()
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return self.lastTurnWin
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end
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function ActPvpData:setLastTurnWin(win)
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self.lastTurnWin = win
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end
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---- 排行榜
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function ActPvpData:updateRankInfo(ranks, selfRank)
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