fix bug
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818d4468c4
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@ -525,11 +525,11 @@ function LocalData:setTutorialSkip(value)
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end
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end
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function LocalData:getFuncOpenPopSkip()
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function LocalData:getFuncOpenPopSkip()
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return self:getInt(self:getRoleKey(LOCAL_DATA_KEY.FUNC_OPEN_POP), 0)
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return self:getInt(LOCAL_DATA_KEY.FUNC_OPEN_POP, 0)
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end
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end
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function LocalData:setFuncOpenPopSkip(value)
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function LocalData:setFuncOpenPopSkip(value)
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self:setInt(self:getRoleKey(LOCAL_DATA_KEY.FUNC_OPEN_POP), value)
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self:setInt(LOCAL_DATA_KEY.FUNC_OPEN_POP, value)
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end
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end
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function LocalData:getFuncOpenShowList()
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function LocalData:getFuncOpenShowList()
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@ -87,6 +87,9 @@ function SummonMainUI:onLoadRootComplete()
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self.touchNode:setActive(false)
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self.touchNode:setActive(false)
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self.touchNodeDescTx:setActive(false)
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self.touchNodeDescTx:setActive(false)
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self.touchNode:addClickListener(function()
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self.touchNode:addClickListener(function()
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if not self.canSkip1 then
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return
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end
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self.showIdx = 999
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self.showIdx = 999
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end)
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end)
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self.btnSummonFree:addClickListener(function()
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self.btnSummonFree:addClickListener(function()
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@ -143,6 +146,7 @@ function SummonMainUI:onLoadRootComplete()
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local isQuick = DataManager.SummonData:getSkipAniFlag()
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local isQuick = DataManager.SummonData:getSkipAniFlag()
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self.skipNodeSelect:setActive(isQuick)
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self.skipNodeSelect:setActive(isQuick)
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GFunc.centerImgAndTx(self.skipNodeCheck, self.skipNodeTx, 5)
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GFunc.centerImgAndTx(self.skipNodeCheck, self.skipNodeTx, 5)
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self.skipNode:setActive(false)
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-- self.btnTxs = {
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-- self.btnTxs = {
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-- I18N:getGlobalText(I18N.GlobalConst.SUMMON_DESC_6),
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-- I18N:getGlobalText(I18N.GlobalConst.SUMMON_DESC_6),
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-- I18N:getGlobalText(I18N.GlobalConst.SUMMON_DESC_7),
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-- I18N:getGlobalText(I18N.GlobalConst.SUMMON_DESC_7),
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@ -241,6 +245,7 @@ end
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--刷新
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--刷新
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function SummonMainUI:onRefresh()
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function SummonMainUI:onRefresh()
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self:refreshSkip()
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self:refreshSummonBtn()
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self:refreshSummonBtn()
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self:refreshSummonDesc()
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self:refreshSummonDesc()
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-- self:refreshBtnRedPoint()
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-- self:refreshBtnRedPoint()
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@ -248,6 +253,20 @@ function SummonMainUI:onRefresh()
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self:updateTime()
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self:updateTime()
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end
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end
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function SummonMainUI:refreshSkip()
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if not self.canSkip1 then
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local totalCount = DataManager.SummonData:getSummonCount(self.page)
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self.canSkip1 = totalCount >= GFunc.getConstIntValue("summon_skip_1")
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end
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if not self.canSkip2 then
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local totalCount = DataManager.SummonData:getSummonCount(self.page)
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self.canSkip2 = totalCount >= GFunc.getConstIntValue("summon_skip_2")
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end
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self.touchNodeDescTx:setActive(self.canSkip1)
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self.skipNode:setActive(self.canSkip2)
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end
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-- function SummonMainUI:refreshPageBtn()
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-- function SummonMainUI:refreshPageBtn()
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-- for i = 1, 2 do
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-- for i = 1, 2 do
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-- if self.page == i then
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-- if self.page == i then
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@ -429,6 +448,7 @@ function SummonMainUI:onSummonEnd()
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self.heroNode:removeAllChildren()
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self.heroNode:removeAllChildren()
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self.uiSpineObj:setActive(true)
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self.uiSpineObj:setActive(true)
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self.uiSpineObj:playAnim("idle", true, true)
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self.uiSpineObj:playAnim("idle", true, true)
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self:refreshSkip()
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ModuleManager.SummonManager:showSummonRewardUI({
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ModuleManager.SummonManager:showSummonRewardUI({
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rewards = self.summonResult,
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rewards = self.summonResult,
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callback = function(count, isAd)
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callback = function(count, isAd)
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@ -482,7 +502,7 @@ function SummonMainUI:onSummonRsp(result, newHero)
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end
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end
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self.aniSeq:AppendInterval(1.5)
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self.aniSeq:AppendInterval(1.5)
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self.aniSeq:AppendCallback(function()
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self.aniSeq:AppendCallback(function()
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self.touchNodeDescTx:setActive(true)
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self.touchNodeDescTx:setActive(self.canSkip1)
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self.showIdx = 1
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self.showIdx = 1
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self:showHero()
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self:showHero()
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end)
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end)
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