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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@@ -0,0 +1,89 @@
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local nProgress1Length = 256
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local nProgress2Length = 243
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local nProgress3Length = 265
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local SoldierLevelNodeItemCtrl = class("SoldierLevelNodeItemCtrl", BaseCtrl)
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SoldierLevelNodeItemCtrl._mapNodeConfig = {
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imgActProgressBg = {nCount = 3},
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rtActProgressFill = {
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nCount = 3,
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sComponentName = "RectTransform"
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},
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imgStarNode = {},
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txtTimeTips = {sComponentName = "TMP_Text"},
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txtTimeTipsTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_RewardLevel_TimeTipsTitle"
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},
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goNodeItem = {
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sCtrlName = "Game.UI.TemplateEx.TemplateItemCtrl"
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},
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btnNodeItem = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_NodeItem"
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},
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imgOkay = {},
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txtOkay = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_RewardLevel_Okay"
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},
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txtNmlValue = {sComponentName = "TMP_Text"},
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txtNmlspecial = {sComponentName = "TMP_Text"},
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imgMultiSelected1 = {},
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imgMultiSelected2 = {},
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imgMultiSelected3 = {}
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}
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SoldierLevelNodeItemCtrl._mapEventConfig = {}
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SoldierLevelNodeItemCtrl._mapRedDotConfig = {}
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function SoldierLevelNodeItemCtrl:SetNode(mapData, nNodeIndex, nTotalCount, nType, nActProgress)
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self.mapData = mapData
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self.nNodeIndex = nNodeIndex
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self.nTotalCount = nTotalCount
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self.nType = nType
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for i = 1, 3 do
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self._mapNode.imgActProgressBg[i].gameObject:SetActive(false)
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self._mapNode.rtActProgressFill[i].gameObject:SetActive(false)
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end
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if nNodeIndex == 1 then
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self._mapNode.imgActProgressBg[1].gameObject:SetActive(true)
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self._mapNode.rtActProgressFill[1].gameObject:SetActive(true)
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self.nProgressLength = nProgress1Length
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self.progressFill = self._mapNode.rtActProgressFill[1]
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elseif nNodeIndex == nTotalCount then
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self._mapNode.imgActProgressBg[3].gameObject:SetActive(true)
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self._mapNode.rtActProgressFill[3].gameObject:SetActive(true)
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self.nProgressLength = nProgress3Length
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self.progressFill = self._mapNode.rtActProgressFill[3]
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else
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self._mapNode.imgActProgressBg[2].gameObject:SetActive(true)
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self._mapNode.rtActProgressFill[2].gameObject:SetActive(true)
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self.nProgressLength = nProgress2Length
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self.progressFill = self._mapNode.rtActProgressFill[2]
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end
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self._mapNode.btnNodeItem.gameObject:SetActive(nNodeIndex ~= nTotalCount)
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self._mapNode.txtTimeTipsTitle.gameObject:SetActive(nNodeIndex == nTotalCount)
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local progressFill = self.progressFill.transform:Find("imgActProgress"):GetComponent("RectTransform")
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if nNodeIndex < nTotalCount then
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progressFill.anchoredPosition = Vector2(-((1.0 - nActProgress) * self.nProgressLength), progressFill.anchoredPosition.y)
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self._mapNode.imgStarNode:SetActive(1 <= nActProgress)
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self._mapNode.goNodeItem:SetItem(self.mapData.RewardId, nil, self.mapData.RewardQty, nil, nType == 1)
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self._mapNode.imgOkay:SetActive(nType == 2)
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self._mapNode.txtNmlValue.gameObject:SetActive(true)
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NovaAPI.SetTMPText(self._mapNode.txtNmlValue, self.mapData.Level)
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self._mapNode.txtNmlspecial.gameObject:SetActive(self.mapData.KeyReward)
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NovaAPI.SetTMPText(self._mapNode.txtNmlspecial, self.mapData.Level)
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self._mapNode.imgMultiSelected3:SetActive(self.mapData.KeyReward)
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else
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progressFill.anchoredPosition = Vector2(-((1.0 - nActProgress) * self.nProgressLength), progressFill.anchoredPosition.y)
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self._mapNode.txtNmlValue.gameObject:SetActive(false)
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self._mapNode.imgStarNode:SetActive(1 <= nActProgress)
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end
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self._mapNode.imgMultiSelected1:SetActive(nType == 2)
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end
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function SoldierLevelNodeItemCtrl:OnBtnClick_NodeItem()
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if self.nType == 2 then
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PlayerData.SoldierData:RequestGetTotalReward()
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else
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UTILS.ClickItemGridWithTips(self.mapData.RewardId, self._mapNode.btnNodeItem.transform, true, true, false)
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end
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end
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return SoldierLevelNodeItemCtrl
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