文案修改
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@ -632,6 +632,7 @@ local LocalizationGlobalConst =
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ACT_TOURN_ARENEA_TITLE = "ACT_TOURN_ARENEA_TITLE",
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ACT_TOURN_ARENEA_TITLE = "ACT_TOURN_ARENEA_TITLE",
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ACT_TOURN_ARENEA_DESC_1 = "ACT_TOURN_ARENEA_DESC_1",
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ACT_TOURN_ARENEA_DESC_1 = "ACT_TOURN_ARENEA_DESC_1",
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ACT_TOURN_ARENEA_HELP = "ACT_TOURN_ARENEA_HELP",
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ACT_TOURN_ARENEA_HELP = "ACT_TOURN_ARENEA_HELP",
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ACT_TOURN_WAVE_DESC_4 = "ACT_TOURN_WAVE_DESC_4",
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}
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}
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return LocalizationGlobalConst
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return LocalizationGlobalConst
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@ -620,18 +620,19 @@ local localization_global =
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["RUNES_QLT_6"] = "A",
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["RUNES_QLT_6"] = "A",
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["RUNES_QLT_7"] = "S",
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["RUNES_QLT_7"] = "S",
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["RUNES_QLT_8"] = "SS",
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["RUNES_QLT_8"] = "SS",
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["ACT_TOURN_WAVE_TITLE"] = "丛林大探险",
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["ACT_TOURN_WAVE_TITLE"] = "关卡锦标赛",
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["ACT_TOURN_WAVE_DESC_1"] = "累积副本通关波次,可获得战令奖励!",
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["ACT_TOURN_WAVE_DESC_1"] = "累积通关波次,可获得战令奖励!",
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["ACT_TOURN_WAVE_DESC_2"] = "距离下次分组:",
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["ACT_TOURN_WAVE_DESC_2"] = "距离下次分组:",
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["ACT_TOURN_WAVE_DESC_3"] = "距离结算:",
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["ACT_TOURN_WAVE_DESC_3"] = "距离结算:",
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["ACT_TOURN_WAVE_HELP_1"] = "活动期间,通关以下副本波次,可获得战令奖励:\n1. 主线章节 \n2. 主线挑战 \n3. 活动关卡",
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["ACT_TOURN_WAVE_HELP_1"] = " 活动期间,通关以下副本波次,可获得战令奖励:\n1. 主线章节 \n2. 每日挑战 \n3. 灯神之塔 \n4. 时空裂隙",
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["ACT_TOURN_WAVE_HELP_2"] = "排行榜积分:\n活动期间,通关主线章节、主线挑战、活动关卡的波次,每次可获得{0}积分,排行榜根据积分进行排行。\n注意:活动最后1天,通关波次不再计入积分,仅展示排名。\n\n 排行榜分组规则:\n活动开启后,每2天进行一次分组,根据玩家在2天内的积分数进行排名,冒险家们可于第3天在“上轮排行榜”中,领取排行奖励。",
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["ACT_TOURN_WAVE_HELP_2"] = " 排行榜积分:\n活动期间,通关主线、每日挑战、灯神之塔、时空裂隙,排行榜根据通关的波次进行排行。\n注意:活动最后1天,通关波次不再计入积分,仅展示排名。\n\n 排行榜分组规则:\n活动开启后,每2天进行一次分组,根据玩家在2天内的积分数进行排名,冒险家们可于第3天在[上轮排行榜]中,领取排行奖励。",
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["ACT_TOURN_WAVE_BTN_1"] = "当前排行榜",
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["ACT_TOURN_WAVE_BTN_1"] = "当前排行榜",
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["ACT_TOURN_WAVE_BTN_2"] = "上轮排行榜",
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["ACT_TOURN_WAVE_BTN_2"] = "上轮排行榜",
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["ACT_TOURN_WAVE_BTN_3"] = "排行榜奖励",
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["ACT_TOURN_WAVE_BTN_3"] = "排行榜奖励",
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["ACT_TOURN_ARENEA_TITLE"] = "帝国锦标赛",
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["ACT_TOURN_ARENEA_TITLE"] = "竞技场锦标赛",
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["ACT_TOURN_ARENEA_DESC_1"] = "参与竞技场,可获得战令奖励!",
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["ACT_TOURN_ARENEA_DESC_1"] = "参与竞技场,可获得战令奖励!",
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["ACT_TOURN_ARENEA_HELP"] = " 排行榜积分:\n活动期间,参与竞技场,根据排位及战斗结果,可获得若干积分,排行榜根据积分进行排行。\n\n 青铜2:胜利{0}分,失败{1}分;\n 青铜1:胜利{0}分,失败{1}分;\n 白银4:胜利{0}分,失败{1}分;\n 白银3:胜利{0}分,失败{1}分;\n 白银2:胜利{0}分,失败{1}分;\n 白银1:胜利{0}分,失败{1}分;\n 黄金5:胜利{0}分,失败{1}分;\n 黄金4:胜利{0}分,失败{1}分;\n 黄金3:胜利{0}分,失败{1}分;\n 黄金2:胜利{0}分,失败{1}分;\n 黄金1:胜利{0}分,失败{1}分;\n\n注意:活动最后1天,参与竞技场不再计入积分,仅展示排名。\n\n 排行榜分组规则:\n活动开启后,每2天进行一次分组,根据玩家在2天内的积分数进行排名,冒险家们可于第3天在“上轮排行榜”中,领取排行奖励。",
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["ACT_TOURN_ARENEA_HELP"] = " 排行榜积分:\n活动期间,参与竞技场,根据排位及战斗结果,可获得若干积分,排行榜根据积分进行排行。\n\n 青铜2:胜利{0}分,失败{1}分;\n 青铜1:胜利{0}分,失败{1}分;\n 白银4:胜利{0}分,失败{1}分;\n 白银3:胜利{0}分,失败{1}分;\n 白银2:胜利{0}分,失败{1}分;\n 白银1:胜利{0}分,失败{1}分;\n 黄金5:胜利{0}分,失败{1}分;\n 黄金4:胜利{0}分,失败{1}分;\n 黄金3:胜利{0}分,失败{1}分;\n 黄金2:胜利{0}分,失败{1}分;\n 黄金1:胜利{0}分,失败{1}分;\n\n注意:活动最后1天,参与竞技场不再计入积分,仅展示排名。\n\n 排行榜分组规则:\n活动开启后,每2天进行一次分组,根据玩家在2天内的积分数进行排名,冒险家们可于第3天在“上轮排行榜”中,领取排行奖励。",
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["ACT_TOURN_WAVE_DESC_4"] = "礼包",
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}
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}
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return localization_global
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return localization_global
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@ -68,8 +68,8 @@ function TournArenaUI:onLoadRootComplete()
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self.txBounty2:setText(I18N:getGlobalText(I18N.GlobalConst.REWARD_DESC))
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self.txBounty2:setText(I18N:getGlobalText(I18N.GlobalConst.REWARD_DESC))
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self.txRank1:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_5))
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self.txRank1:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_5))
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self.txRank2:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_5))
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self.txRank2:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_5))
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self.txGift1:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_DESC_4))
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self.txGift1:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_TOURN_WAVE_DESC_4))
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self.txGift2:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_DESC_4))
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self.txGift2:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_TOURN_WAVE_DESC_4))
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self.spineTitle:getSkeletonGraphic().enabled = false
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self.spineTitle:getSkeletonGraphic().enabled = false
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self.spineTitle:loadAssetAsync("ui_act_tourn_arena_title", function()
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self.spineTitle:loadAssetAsync("ui_act_tourn_arena_title", function()
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@ -67,8 +67,8 @@ function TournWaveUI:onLoadRootComplete()
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self.txBounty2:setText(I18N:getGlobalText(I18N.GlobalConst.REWARD_DESC))
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self.txBounty2:setText(I18N:getGlobalText(I18N.GlobalConst.REWARD_DESC))
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self.txRank1:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_5))
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self.txRank1:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_5))
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self.txRank2:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_5))
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self.txRank2:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_5))
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self.txGift1:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_DESC_4))
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self.txGift1:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_TOURN_WAVE_DESC_4))
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self.txGift2:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_DESC_4))
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self.txGift2:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_TOURN_WAVE_DESC_4))
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self.btnBounty:addClickListener(function()
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self.btnBounty:addClickListener(function()
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self.panelType = GConst.TournWaveConst.PANEL_TYPE.BOUNTY
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self.panelType = GConst.TournWaveConst.PANEL_TYPE.BOUNTY
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