音效
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@ -29,6 +29,10 @@ AudioManager.EFFECT_ID = {
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LINK_SKILL = "assets/arts/sounds/sfx/battle/link_skill.wav",
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BATTLE_VICTORY = "assets/arts/sounds/sfx/ui/battle_victory.wav",
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BATTLE_DEFEAT = "assets/arts/sounds/sfx/ui/battle_defeat.wav",
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SUMMON_START = "assets/arts/sounds/sfx/ui/ui_summon_start.wav",
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REWARD = "assets/arts/sounds/sfx/ui/reward.wav",
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HERO_UP = "assets/arts/sounds/sfx/ui/hero_up.wav",
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PLAYER_UP = "assets/arts/sounds/sfx/ui/player_up.wav",
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}
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AudioManager.BO_EFFECT_ID = {
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@ -702,6 +702,7 @@ function GFunc.showRewardBox(rewards, extParams, callback)
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params.rewards = newRewards
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params.callback = callback
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ModuleManager.TipsManager:showRewardsBox(params)
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AudioManager:playEffect(AudioManager.EFFECT_ID.REWARD)
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end
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function GFunc.mergeRewards2(rewards, newRewards, needSort)
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@ -31,6 +31,8 @@ function HeroManager:upgradeHeroFinish(result)
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if result.err_code == GConst.ERROR_STR.SUCCESS then
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DataManager.HeroData:setHeroLv(result.hero.id, result.hero.level)
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DataManager.HeroData:setDirty()
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AudioManager:playEffect(AudioManager.EFFECT_ID.HERO_UP)
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end
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end
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@ -44,6 +44,7 @@ function PlayerLevelUpUI:_display()
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uiMap["player_level_up_ui.l"]:setAnchoredPositionX(-width/2 - 40)
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self:refreshRewards()
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AudioManager:playEffect(AudioManager.EFFECT_ID.PLAYER_UP)
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end
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function PlayerLevelUpUI:refreshRewards()
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@ -1,4 +1,5 @@
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local BoxOpenUI = class("BoxOpenUI", BaseUI)
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local AUDIO_DELAY_TIME = 0.4
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local SPINE_OPEN_TIME = 1.4
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local DEFAULT_SPINE_NAME = "ui_shop_box_1" -- 默认的展示动画
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@ -55,6 +56,10 @@ function BoxOpenUI:onLoadRootComplete()
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ModuleManager.ShopManager:showBoxRewardUI(self.params)
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end, SPINE_OPEN_TIME)
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end, false)
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-- 音频
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self:performWithDelayGlobal(function()
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AudioManager:playEffect(AudioManager.EFFECT_ID.SUMMON_START)
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end, AUDIO_DELAY_TIME)
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end
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return BoxOpenUI
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