Major Update - 2.0.0.143
EN: 2.0.0.143 CN: 2.0.0.142 JP: 2.0.0.145 KR: 2.0.0.150
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local PotentialItemCtrl = class("PotentialItemCtrl", BaseCtrl)
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local LayoutRebuilder = CS.UnityEngine.UI.LayoutRebuilder
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PotentialItemCtrl._mapNodeConfig = {
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btnItem = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Item"
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},
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canvasGroup = {
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sNodeName = "goNormal",
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sComponentName = "CanvasGroup"
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},
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goNormal = {},
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imgRare = {sComponentName = "Image"},
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goIcon = {
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sCtrlName = "Game.UI.StarTower.Potential.PotentialIconCtrl"
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},
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txtName = {sComponentName = "TMP_Text"},
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txtLevelValue = {sComponentName = "TMP_Text"},
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txtLevelValue2 = {sComponentName = "TMP_Text"},
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goSpecial = {},
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imgSpIcon = {sComponentName = "Image"},
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txtSpName = {sComponentName = "TMP_Text"},
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imgChoose = {},
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imgLock = {},
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txtLock = {
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sComponentName = "TMP_Text",
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sLanguageId = "StarTower_Depot_Potential_Lock"
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},
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imgMask = {},
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recomContainer = {},
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imageRecomBg = {},
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txtReCount = {sComponentName = "TMP_Text"},
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rtArrow = {},
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ImgArrow = {sComponentName = "Image"}
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}
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PotentialItemCtrl._mapEventConfig = {}
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PotentialItemCtrl._mapRedDotConfig = {}
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local level_txt_color = {
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[1] = "#264278",
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[2] = "#2c5fd5",
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[3] = "#8cac59",
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[4] = "#e74470"
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}
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function PotentialItemCtrl:InitItem(nPotentialId, nOriginLevel, nAfterLevel)
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self.nPotentialId = nPotentialId
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self.nOriginLevel = nOriginLevel
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self.nAfterLevel = nAfterLevel
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function self.WaitLayoutTxtFunc()
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self:WaitLayoutTxt()
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end
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local itemCfg = ConfigTable.GetData_Item(nPotentialId)
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local potentialCfg = ConfigTable.GetData("Potential", nPotentialId)
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if nil == potentialCfg or nil == itemCfg then
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return
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end
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NovaAPI.SetCanvasGroupAlpha(self._mapNode.canvasGroup, 1)
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local bSpecial = itemCfg.Stype == GameEnum.itemStype.SpecificPotential
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self.bSpecial = bSpecial
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self._mapNode.goNormal.gameObject:SetActive(not bSpecial)
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self._mapNode.goSpecial.gameObject:SetActive(bSpecial)
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self._mapNode.imgLock.gameObject:SetActive(false)
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self._mapNode.imgMask.gameObject:SetActive(false)
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if not bSpecial then
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self:SetNormalPotential(itemCfg, potentialCfg)
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else
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self:SetSpecialPotential(itemCfg, potentialCfg)
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end
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end
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function PotentialItemCtrl:SetNormalPotential(itemCfg, potentialCfg)
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local sFrame = AllEnum.FrameType_New.PotentialS .. AllEnum.FrameColor_New[itemCfg.Rarity]
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self:SetAtlasSprite(self._mapNode.imgRare, "12_rare", sFrame)
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self._mapNode.goIcon:SetIcon(potentialCfg.Id)
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NovaAPI.SetTMPText(self._mapNode.txtName, itemCfg.Title)
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local sColor
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if self.nOriginLevel > self.nAfterLevel then
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sColor = level_txt_color[4]
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elseif self.nOriginLevel < self.nAfterLevel then
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sColor = level_txt_color[3]
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end
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NovaAPI.SetTMPText(self._mapNode.txtLevelValue, self.nOriginLevel)
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if sColor ~= nil then
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self._mapNode.txtLevelValue2.gameObject:SetActive(true)
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self._mapNode.rtArrow.gameObject:SetActive(true)
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local _, color = ColorUtility.TryParseHtmlString(sColor)
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NovaAPI.SetTMPText(self._mapNode.txtLevelValue2, self.nAfterLevel)
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NovaAPI.SetTMPColor(self._mapNode.txtLevelValue2, color)
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NovaAPI.SetImageColor(self._mapNode.ImgArrow, color)
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else
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self._mapNode.txtLevelValue2.gameObject:SetActive(false)
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self._mapNode.rtArrow.gameObject:SetActive(false)
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end
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end
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function PotentialItemCtrl:SetSpecialPotential(itemCfg, potentialCfg)
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NovaAPI.SetTMPText(self._mapNode.txtSpName, itemCfg.Title)
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self:SetPngSprite(self._mapNode.imgSpIcon, itemCfg.Icon .. AllEnum.PotentialIconSurfix.A)
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end
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function PotentialItemCtrl:SetPotentialLevel(nOriginLevel, nAfterLevel)
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if self.bSpecial then
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return
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end
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if self.nOriginLevel == nOriginLevel and self.nAfterLevel == nAfterLevel then
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return
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end
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self.nOriginLevel = nOriginLevel
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self.nAfterLevel = nAfterLevel
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local sColor
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if self.nOriginLevel > self.nAfterLevel then
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sColor = level_txt_color[4]
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elseif self.nOriginLevel < self.nAfterLevel then
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sColor = level_txt_color[3]
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end
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NovaAPI.SetTMPText(self._mapNode.txtLevelValue, self.nOriginLevel)
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if sColor ~= nil then
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self._mapNode.txtLevelValue2.gameObject:SetActive(true)
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self._mapNode.rtArrow.gameObject:SetActive(true)
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local _, color = ColorUtility.TryParseHtmlString(sColor)
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NovaAPI.SetTMPText(self._mapNode.txtLevelValue2, self.nAfterLevel)
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NovaAPI.SetTMPColor(self._mapNode.txtLevelValue2, color)
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NovaAPI.SetImageColor(self._mapNode.ImgArrow, color)
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else
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self._mapNode.txtLevelValue2.gameObject:SetActive(false)
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self._mapNode.rtArrow.gameObject:SetActive(false)
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end
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end
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function PotentialItemCtrl:GetPotentialID()
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return self.nPotentialId
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end
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function PotentialItemCtrl:OnBtnClick_Item()
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EventManager.Hit("BuildModifier_ClickPotentialItem", self.nPotentialId)
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end
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function PotentialItemCtrl:OnEvent_SelectDepotPotential(nId)
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end
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return PotentialItemCtrl
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