bug和引导
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@ -1,14 +1,14 @@
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local fx = {
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[100000]={
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["res"]="sfx_m10001_b01",
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["res"]="sfx_m10001_b01_01",
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["bind"]="root"
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},
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[100001]={
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["res"]="sfx_m10001_b02",
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["res"]="sfx_m10001_b01_02",
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["bind"]="root"
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},
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[100002]={
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["res"]="sfx_m10001_b03",
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["res"]="sfx_m10001_b01_03",
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["bind"]="root"
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},
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[100003]={
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@ -5,15 +5,15 @@ local tutorial_start = {
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},
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[2]={
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["start_id"]=20000,
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["uires_path"]="Assets/prefabs/ui/main_city/main_ui.prefab"
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["uires_path"]="assets/prefabs/ui/main_city/main_ui.prefab"
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},
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[3]={
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["start_id"]=30000,
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["uires_path"]="Assets/prefabs/ui/main_city/main_ui.prefab"
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["uires_path"]="assets/prefabs/ui/main_city/main_ui.prefab"
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},
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[4]={
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["start_id"]=40000,
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["uires_path"]="Assets/prefabs/ui/main_city/main_ui.prefab"
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["uires_path"]="assets/prefabs/ui/main_city/main_ui.prefab"
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}
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}
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local config = {
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@ -399,7 +399,11 @@ function BattleController:enterEliminationBegin()
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end
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function BattleController:enterElimination()
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if self.battleData:useAddlvCount() then
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ModuleManager.BattleManager:showSelectSkillUI(self:getRandomSkillList())
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else
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self.roundStep = BattleConst.BATTLE_ROUND_STEP.ON_ELIMINATION
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end
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end
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function BattleController:enterAtkStep()
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@ -490,15 +494,11 @@ function BattleController:enterRoundEnd()
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end
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function BattleController:onRoundEnd(toNextWave)
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if self.battleData:useAddlvCount() then
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ModuleManager.BattleManager:showSelectSkillUI(self:getRandomSkillList())
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else
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if toNextWave then
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self:enterNextWave()
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else
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self:enterRoundBegin()
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end
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end
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end
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---- end回合步骤
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@ -1439,7 +1439,7 @@ function BattleController:onSelectSkill(skillId, value)
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entity:gotUpSKill(skillId)
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end
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self:onRoundEnd()
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self:enterElimination()
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if self.battleUI then
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self.battleUI:refreshBoard()
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@ -29,6 +29,7 @@ function TutorialManager:sendTutorialId(id, callback)
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end
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function TutorialManager:sendTutorialIdFinish(result)
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Logger.printTable(result)
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if result.status == 0 then
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if result.id then
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-- BIReport:postTutorialStep(result.id)
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@ -217,10 +218,12 @@ end
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function TutorialManager:showFuncTutorial(id)
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self:sendTutorialId(id, function(success)
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Logger.logHighlight(success)
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if success then
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if not DataManager.TutorialData:getIsFuncTutorialFinished(id) then
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DataManager.TutorialData:markFuncTutorialFinish(id)
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local uires = DataManager.TutorialData:getTutorialId2UIPath(id)
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Logger.logHighlight(uires)
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if uires == nil or uires == "" then
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self:showTutorial()
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else
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@ -297,10 +297,10 @@ function MainCityUI:checkMainPop()
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-- end
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-- end
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-- -- 引导
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-- if self:checkTutorial() then
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-- return
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-- end
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-- 引导
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if self:checkTutorial() then
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return
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end
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end
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-- 检查引导
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@ -318,6 +318,25 @@ function MainCityUI:checkTutorial()
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-- return
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-- end
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-- end
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Logger.logHighlight(DataManager.ChapterData:getMaxChapterId())
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if DataManager.ChapterData:getMaxChapterId() == 1 then
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if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.PASS_ONE_CHAPTER) then
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return
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end
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end
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if DataManager.ChapterData:boxCanGet(2, 1) then
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if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.TWO_CHAPTER_BOX_CAN_GOT) then
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return
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end
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end
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if DataManager.ChapterData:getMaxChapterId() == 3 then
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if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.PASS_THREE_CHAPTER) then
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return
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end
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end
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end
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return MainCityUI
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@ -132,6 +132,15 @@ function ChapterData:getChapterBoxRewardGot(chapterId, index)
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return false
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end
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function ChapterData:boxCanGet(chapterId, index)
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if self:getChapterBoxRewardGot(chapterId, index) then
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return false
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end
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local needWave = DataManager.ChapterData:getChapterBoxNum(chapterId, index)
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local curMaxWave = DataManager.ChapterData:getChapterMaxWave(chapterId)
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return needWave <= curMaxWave
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end
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function ChapterData:getChapterBoxRewards(chapterId, index)
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chapterId = chapterId or self:getChapterId()
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if not self:getChapterBoxNum(chapterId, index) then
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