Merge branch 'main' into iOS_release
commit
10e10d01c2
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@ -327,7 +327,7 @@ public class BuildBoot : MonoBehaviour
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? CurCondition
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: BuildManager.Instance.ReachCondition;
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var nextLockNode = BuildManager.Instance.GetNextLockNode(CurCondition);
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var nextLockNode = BuildManager.Instance.GetNextLockNode();
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if (string.IsNullOrEmpty(nextLockNode))
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{
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foreach (var chooseNode in chooseNodeInfo)
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@ -429,7 +429,6 @@ public class BuildBoot : MonoBehaviour
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/// </summary>
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private void InitUI()
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{
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//选择时UI
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var otherRoot = GameObject.Find("OtherRoot").gameObject;
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_mask = otherRoot.transform.Find("Mask").gameObject;
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_pickItem = GameObject.Find("OtherRoot/PickItem").gameObject;
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@ -472,6 +471,7 @@ public class BuildBoot : MonoBehaviour
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private void CloseTipPanel()
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{
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_tipObj.SetActive(false);
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BuildManager.Instance.PlaySound();
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}
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/// <summary>
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@ -485,6 +485,7 @@ public class BuildBoot : MonoBehaviour
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GameStateManager.Instance.ChangeState(new LevelState(levelID));
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EventManager.Instance.Send(EventManager.EventName.EnterGame);
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}
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BuildManager.Instance.PlaySound();
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}
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/// <summary>
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@ -492,6 +493,7 @@ public class BuildBoot : MonoBehaviour
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/// </summary>
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private void CloseBar()
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{
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BuildManager.Instance.PlaySound();
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_isChanging = false;
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_buildBar.Close();
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_mask.SetActive(false);
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@ -513,6 +515,7 @@ public class BuildBoot : MonoBehaviour
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/// </summary>
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private void YesBar()
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{
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BuildManager.Instance.PlaySound();
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_isChanging = false;
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_mask.SetActive(false);
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_pickItem.SetActive(false);
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@ -566,7 +569,7 @@ public class BuildBoot : MonoBehaviour
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var optionObj = obj.transform.parent.gameObject;
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var nodeName = optionObj.transform.parent.name;
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var optionName = optionObj.name;
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BuildManager.Instance.PlaySound();
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if (_nodes.TryGetValue(nodeName, out var node))
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{
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_curNode = node;
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@ -585,17 +588,6 @@ public class BuildBoot : MonoBehaviour
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}
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}
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/// <summary>
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/// 描边展示
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/// </summary>
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private void OutlinePickItem(Option option)
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{
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_pickItem.SetActive(true);
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_pickItem.transform.position = option.OptionObj.transform.position;
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_pickSpriteRenderer.sprite =
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option.NormalObj.GetComponent<SpriteRenderer>().sprite;
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}
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/// <summary>
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/// 泡泡点击
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/// </summary>
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@ -608,7 +600,7 @@ public class BuildBoot : MonoBehaviour
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obj.SetActive(false);
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var nodeName = obj.transform.parent.name;
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EventManager.Instance.Send(EventManager.EventName.HideMainUI);
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BuildManager.Instance.PlaySound();
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if (_nodes.TryGetValue(nodeName, out var node))
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{
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var condition = BuildManager.Instance.GetCondition(nodeName);
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@ -642,7 +634,7 @@ public class BuildBoot : MonoBehaviour
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}
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_newOption = option;
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BuildManager.Instance.PlaySound();
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OutlinePickItem(option);
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//DebugUtil.LogError("点击了{0}节点的{1}选项", nodeName, option.OptionObj.name);
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@ -655,9 +647,29 @@ public class BuildBoot : MonoBehaviour
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{
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_mask.SetActive(true);
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_tipObj.SetActive(true);
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BuildManager.Instance.PlaySound();
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EventManager.Instance.Send(EventManager.EventName.OpenUI);
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}
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/// <summary>
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/// 描边展示
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/// </summary>
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private void OutlinePickItem(Option option)
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{
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_pickItem.SetActive(true);
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_pickItem.transform.position = option.OptionObj.transform.position;
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_pickSpriteRenderer.sprite =
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option.NormalObj.GetComponent<SpriteRenderer>().sprite;
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}
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private void UpdateReachCondition()
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{
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//TODO 不同类型的条件
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CurCondition = LevelSelectManager.Instance.CurPassLevelIndex;
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BuildManager.Instance.UpdateReachCondition(CurCondition);
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}
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#endregion
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private void RegisterEvent()
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@ -666,6 +678,7 @@ public class BuildBoot : MonoBehaviour
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InputManager.Instance.OnBuildBubbleClick += OnBuildBubbleClick;
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EventManager.Instance.Register(EventManager.EventName.HideBuildUI, HideUI);
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EventManager.Instance.Register(EventManager.EventName.ShowBuildUI, ShowUI);
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EventManager.Instance.Register(EventManager.EventName.RefreshGameData, UpdateReachCondition);
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}
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private void UnregisterClickEvent()
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@ -678,5 +691,6 @@ public class BuildBoot : MonoBehaviour
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EventManager.Instance.Unregister(EventManager.EventName.HideBuildUI, HideUI);
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EventManager.Instance.Unregister(EventManager.EventName.ShowBuildUI, ShowUI);
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EventManager.Instance.Unregister(EventManager.EventName.RefreshGameData, UpdateReachCondition);
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}
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}
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@ -189,6 +189,7 @@ namespace Framework.Manager
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//Build场景相机
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public Camera CurBuildCamera;
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private BuildData _curBuildData;
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private bool _isInit;
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private bool _isInGame;
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@ -205,6 +206,7 @@ namespace Framework.Manager
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InitCondition();
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await InitIcon();
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InitBlueprint();
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_isInGame = inGame;
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if (inGame)
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CurBuildCamera = CameraManager.Instance.UICamera;
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_isInit = true;
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@ -451,8 +453,10 @@ namespace Framework.Manager
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StorageManager.Instance.SaveWithoutUpdate();
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}
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public string GetNextLockNode(int condition)
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/// <summary>
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/// 获取下一个解锁节点
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/// </summary>
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public string GetNextLockNode()
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{
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string nodeName = null;
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@ -499,12 +503,25 @@ namespace Framework.Manager
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_reachCondition = condition;
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}
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/// <summary>
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/// 更新本地节点选择
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/// </summary>
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public void SetBuildUserInfo(int guideGroupID)
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{
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_userBuildInfo.GuideGroup = guideGroupID;
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StorageManager.Instance.SyncForce = true;
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}
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/// <summary>
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/// 播放音效
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/// </summary>
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public void PlaySound()
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{
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if (_isInGame)
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AudioManager.Instance.PlaySound(AudioType.SOUND, "S_Btn",
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new UnityAudio(false));
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}
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/// <summary>
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/// Debug 清楚玩家所有选择
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/// </summary>
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@ -63,11 +63,12 @@ namespace Gameplay.LoadingExecutor
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}
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//判断是否开启新手引导
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if (!GuideMananger.Instance.IsGuiding && buildInfo.GuideGroup <= 0)
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if (!GuideMananger.Instance.IsGuiding && buildInfo.GuideGroup <= 0 &&
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LevelSelectManager.Instance.CurPassLevelIndex < 1)
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{
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buildInfo.ChooseNodeInfo = new Dictionary<string, string>();
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GuideMananger.Instance.NeedGuide = true;
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DebugUtil.LogG("开启新手引导!");
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DebugUtil.LogG("需要开启新手引导!");
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}
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var buildId = buildInfo.BuildData;
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@ -5,10 +5,10 @@ using Framework.BI;
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using UnityEngine.UI;
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using Gameplay.Login;
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using Framework.Event;
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using Gameplay.Manager;
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using Framework.Manager;
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using Framework.Constants;
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using Event = cfg.BI.Event;
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using System;
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public class UILoginPanelController : UIWindow
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{
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@ -121,7 +121,8 @@ public class UILoginPanelController : UIWindow
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}
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else if (!_needHideGfx)
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{
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GuideMananger.Instance.StartGroupGuide();
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if (LevelSelectManager.Instance.CurPassLevelIndex < 1)
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GuideMananger.Instance.StartGroupGuide();
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EventManager.Instance.Send(EventManager.EventName.ShowGfx);
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}
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}
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@ -1,3 +1,4 @@
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using Gameplay.Manager;
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using Framework.Event;
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using UnityEngine.UI;
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using Framework.BI;
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@ -31,7 +32,11 @@ public class UISyncTipController : UIWindow
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private void CloseUI()
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{
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CloseWindow(true);
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GuideMananger.Instance.StartGroupGuide();
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if (LevelSelectManager.Instance.CurPassLevelIndex < 1)
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{
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DebugUtil.LogG("开启新手引导!");
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GuideMananger.Instance.StartGroupGuide();
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}
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if (!_needHideGfx)
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EventManager.Instance.Send(EventManager.EventName.ShowGfx);
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}
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