Merge branch 'dev' of git.juzugame.com:b6-client/b6-lua into dev
This commit is contained in:
commit
9286537e65
@ -65,9 +65,9 @@ function SDKManager:init()
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-- lazy init
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local SDKMgr = CS.BF.BFMain.Instance.SDKMgr
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-- self:initPay()
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-- self:initPayListener()
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-- self:initAdsListener()
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self:initPay()
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self:initPayListener()
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self:initAdsListener()
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-- 拿到firebasetoken
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-- self:initFireBaseToken()
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@ -330,7 +330,6 @@ function SDKManager:adRewradAd(noReport)
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Logger.logHighlight("-------------------")
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ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_WATCH_AD)
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if not noReport then
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-- DataManager.PlayerData:addAdCount()
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-- BIReport:postAdEvent()
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end
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end
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@ -372,6 +371,7 @@ function SDKManager:login(callback, loginType)
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end
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self.isLogining = true
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self:_login(function(code, msg)
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Logger.log("login finish:%s %s", code, msg)
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if code == SDKManager.BF_LOGIN_RESULT.Success then
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if not msg then
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self.isLogining = false
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@ -730,6 +730,10 @@ BattleConst.ATTACK_OVER_ACTIVE_SKILL_TYPE = {
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[BattleConst.SKILL_TYPE.CHANGE_ELEMENT_TYPE] = true,
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}
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BattleConst.NO_EFFECT_GRID_SKILL_TYPE = {
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[BattleConst.SKILL_TYPE.CHANGE_AROUND] = true
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}
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BattleConst.SKILL_METHOD_TYPE = {
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ON_ENTER = 1,
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ON_FINAL = 2,
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@ -1022,8 +1022,10 @@ function BattleController:calculateCurElimination(onlyCheck)
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if info.isSkill then
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randomPosList, influenceElementTypeMap = self:dealSkillElement(info.timeIdx + skillTime, self.breakedMap, self.sequenceMap, self.aniSequence, self.boomGridIds, onlyCheck)
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local aniUnit = self.aniSequence[i]
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if not BattleConst.NO_EFFECT_GRID_SKILL_TYPE[skillEntity:getSkillType()] then
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aniUnit.rangeList = skillEntity:getBoardRange()
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aniUnit.randomPosList = randomPosList
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end
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break
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end
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end
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@ -21,8 +21,8 @@ function MaincityManager:firstEnterMainCity()
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else
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BIReport:postGameLoginFinish()
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self:showMainCityUI(true)
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-- SDKManager:doUncompletePay()
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end
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SDKManager:doUncompletePay()
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end
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function MaincityManager:changeMainCityLeftSideBarOpenOrClose()
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@ -24,7 +24,13 @@ function BottomBtnCell:refresh(desc, selected, showAni)
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end
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function BottomBtnCell:addClickListener(func)
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self:getBaseObject():addClickListener(func, GConst.CLICK_SOUND.NORMAL)
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self:getBaseObject():addClickListener(function()
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local audioPath = AudioManager.CLICK_ID[GConst.CLICK_SOUND.NORMAL]
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if audioPath then
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AudioManager:playEffect(audioPath)
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end
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func()
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end, GConst.CLICK_SOUND.NONE)
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end
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function BottomBtnCell:getCurLocalPosX()
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