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 SoldierCharCardItemCtrl = require("Game.UI.Soldier.Template.Character.SoldierCharCardItemCtrl")
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local SoldierRecommendCharItemCtrl = class("SoldierRecommendCharItemCtrl", SoldierCharCardItemCtrl)
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SoldierRecommendCharItemCtrl._mapEventConfig = {}
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function SoldierRecommendCharItemCtrl:Awake()
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SoldierCharCardItemCtrl.Awake(self)
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self._mapSpritePath = {}
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self._mapNode.animRoot.enabled = false
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end
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function SoldierRecommendCharItemCtrl:OnEnable()
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SoldierCharCardItemCtrl.OnEnable(self)
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self:SetAttribute(self._nRecommendPosition)
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end
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function SoldierRecommendCharItemCtrl:OnDisable()
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self.bActive = false
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end
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function SoldierRecommendCharItemCtrl:OnDestroy()
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SoldierCharCardItemCtrl.OnDestroy(self)
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self._mapSpritePath = nil
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end
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function SoldierRecommendCharItemCtrl:SetRecommendData(mapCharData, nPosition)
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self._nRecommendPosition = nPosition
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if mapCharData == nil or mapCharData.nId == nil or mapCharData.nId == 0 then
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self._nRecommendPosition = nil
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SoldierCharCardItemCtrl.SetItemData(self, nil)
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self.nCharId = nil
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self.bInSandland = false
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self._nRecommendStar = 0
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self:SetStar(0)
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self:SetAttribute(nil)
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self._mapNode.imgRecommend.gameObject:SetActive(false)
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self:SetLock(false)
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self:SetClickCallback(nil, nil)
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return
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end
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self._nRecommendStar = mapCharData.nStar or 0
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if self.nCharId ~= mapCharData.nId then
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SoldierCharCardItemCtrl.SetItemData(self, mapCharData.nId)
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else
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self:SetStar(self._nRecommendStar)
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end
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self:SetAttribute(nPosition)
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end
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function SoldierRecommendCharItemCtrl:SetStar(nStar)
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nStar = self._nRecommendStar or nStar or 0
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if self.nStar == nStar then
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return
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end
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self.nStar = nStar
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for nIndex = 1, self.MAX_STAR do
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local bActive = nIndex <= nStar
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local goStar = self._mapNode.Star[nIndex]
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local goFxStar = self._mapNode.FxStar[nIndex]
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if goStar ~= nil and goStar.activeSelf ~= bActive then
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goStar:SetActive(bActive)
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end
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if goFxStar ~= nil and goFxStar.activeSelf ~= bActive then
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goFxStar:SetActive(bActive)
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end
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end
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end
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function SoldierRecommendCharItemCtrl:SetAttribute(nPosition)
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local bUnlock = false
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local sIcon
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if nPosition ~= nil and 1 <= nPosition and nPosition <= 3 then
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local nConfigId = PlayerData.SoldierData:GetSoldierPositionEffectDataId(nPosition)
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local mapConfig = ConfigTable.GetData("SoldierPositionEffect", nConfigId)
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if mapConfig ~= nil then
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bUnlock = mapConfig.TechNodeId <= 0 or PlayerData.SoldierData:CheckTechNodeActiveById(mapConfig.TechNodeId)
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sIcon = "Icon/SoldierOtherIcon/" .. mapConfig.Icon
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end
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end
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local imgAttribute = self._mapNode.imgAttribute
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if imgAttribute.gameObject.activeSelf ~= bUnlock then
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imgAttribute.gameObject:SetActive(bUnlock)
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end
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if bUnlock then
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self:SetPngSprite(imgAttribute, sIcon)
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end
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end
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function SoldierRecommendCharItemCtrl:SetPngSprite(imgObj, sPath, sSurfix)
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if sSurfix ~= nil then
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return BaseCtrl.SetPngSprite(self, imgObj, sPath, sSurfix)
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end
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if sPath ~= nil and self._mapSpritePath[imgObj] == sPath then
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return true
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end
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local bSuccess = BaseCtrl.SetPngSprite(self, imgObj, sPath)
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if bSuccess then
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self._mapSpritePath[imgObj] = sPath
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end
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return bSuccess
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end
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return SoldierRecommendCharItemCtrl
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