每日挑战任务
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@ -9,13 +9,13 @@ local task_daily_challenge = {
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["desc"]="通关时,战斗中超过连接8消{0}次"
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["desc"]="通关时,战斗中超过连接8消{0}次"
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},
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},
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[4]={
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[4]={
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["desc"]="10回合内击败最终首领"
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["desc"]="通关时{0}色元素英雄释放技能{1}次"
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},
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},
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[5]={
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[5]={
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["desc"]="通关时,{0}造成伤害占比超过{1}%"
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["desc"]="{0}回合内击败最终首领"
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},
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},
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[6]={
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[6]={
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["desc"]="通关时,{0}造成伤害占比超过{1}%"
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["desc"]="通关时,{0}颜色元素造成伤害占比超过{1}%"
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}
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}
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}
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}
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local config = {
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local config = {
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@ -7,6 +7,7 @@ function TaskCell:refresh(taskInfo, customProgress)
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local complete = taskInfo.claimed
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local complete = taskInfo.claimed
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customProgress = customProgress or 0
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customProgress = customProgress or 0
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local uiMap = self:getUIMap()
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local uiMap = self:getUIMap()
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local cfg = DataManager.DailyChallengeData:getTaskCfg()[taskInfo.task_id]
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local icon = complete and ICON_BG[2] or ICON_BG[1]
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local icon = complete and ICON_BG[2] or ICON_BG[1]
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-- uiMap["task_cell.task_icon_bg"]:setSprite(GConst.ATLAS_PATH.COMMON, icon)
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-- uiMap["task_cell.task_icon_bg"]:setSprite(GConst.ATLAS_PATH.COMMON, icon)
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-- icon = complete and ICON[2] or ICON[1]
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-- icon = complete and ICON[2] or ICON[1]
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@ -14,12 +15,12 @@ function TaskCell:refresh(taskInfo, customProgress)
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uiMap["task_cell.desc"]:setText(DataManager.DailyChallengeData:getTaskDesc(taskInfo.task_id, true, customProgress))
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uiMap["task_cell.desc"]:setText(DataManager.DailyChallengeData:getTaskDesc(taskInfo.task_id, true, customProgress))
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for i = 1, 3 do
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for i = 1, 3 do
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local cell = uiMap["daily_challenge_task_ui.bg.task_cell_" .. i]
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local cell = uiMap["task_cell.reward_cell_" .. i]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
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if taskInfo.reward[i] then
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if cfg.reward[i] then
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cell:setVisible(true)
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cell:setActive(true)
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cell:refresh(taskInfo.reward[i])
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cell:refreshByConfig(cfg.reward[i])
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else
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else
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cell:setVisible(false)
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cell:setActive(false)
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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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end
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@ -69,6 +69,10 @@ function DailyChallengeUI:onRefresh()
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self:refreshBoss()
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self:refreshBoss()
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self:updateTime()
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self:updateTime()
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self:refreshFightBtn()
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self:refreshFightBtn()
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if DataManager.DailyChallengeData:getIsPopTask() then
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ModuleManager.DailyChallengeManager:showBattleTaskUI()
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end
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end
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end
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function DailyChallengeUI:refreshTask()
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function DailyChallengeUI:refreshTask()
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@ -1,9 +1,9 @@
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local DailyChallengeData = class("DailyChallengeData", BaseData)
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local DailyChallengeData = class("DailyChallengeData", BaseData)
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local TASK_CFG = ConfigManager:getConfig("task_daily_challenge")
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local TASK_CFG = ConfigManager:getConfig("task_daily_challenge")
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local PER_TASK = {[7] = true, [8] = true}
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local PER_TASK = {[6] = true}
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local FIXED_HERO_TASK = {[2] = true, [7] = true}
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local FIXED_HERO_TASK = {}
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local MATCH_TYPE_TASK = {[5] = true, [8] = true}
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local MATCH_TYPE_TASK = {[4] = true, [6] = true}
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local NEED_PROGRESS_TASK = {[3] = true, [4] = true, [5] = true, [7] = true, [8] = true}
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local NEED_PROGRESS_TASK = {[2] = true, [3] = true, [4] = true, [6] = true}
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function DailyChallengeData:ctor()
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function DailyChallengeData:ctor()
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self.data.isDirty = false
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self.data.isDirty = false
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