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
This commit is contained in:
SL1900
2026-10-20 13:00:00 +09:00
parent 4bcada6061
commit 08b515afd9
1773 changed files with 1095195 additions and 65670 deletions
+156 -47
View File
@@ -1,6 +1,7 @@
local SoldierMainViewCtrl = class("SoldierMainViewCtrl", BaseCtrl)
local RedDotManager = require("GameCore.RedDot.RedDotManager")
local ClientManager = CS.ClientManager
local TimerManager = require("GameCore.Timer.TimerManager")
SoldierMainViewCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
@@ -17,15 +18,6 @@ SoldierMainViewCtrl._mapNodeConfig = {
txt_HandbookNum = {sComponentName = "TMP_Text"},
redDot_Handbook = {},
redDot_Handbook_New = {},
btn_Quest = {
sComponentName = "UIButton",
callback = "OnBtnClick_Quest"
},
txt_Quest = {
sComponentName = "TMP_Text",
sLanguageId = "Soldier_Quest"
},
txt_QuestNum = {sComponentName = "TMP_Text"},
btn_Recommend = {
sComponentName = "UIButton",
callback = "OnBtnClick_Recommend"
@@ -34,6 +26,50 @@ SoldierMainViewCtrl._mapNodeConfig = {
sComponentName = "TMP_Text",
sLanguageId = "Soldier_Recommend"
},
btn_Level = {
sComponentName = "UIButton",
callback = "OnBtnClick_Level"
},
txt_Level = {
sComponentName = "TMP_Text",
sLanguageId = "Soldier_Level"
},
txt_Lv = {sComponentName = "TMP_Text", sLanguageId = "Soldier_Lv"},
txt_LevelNum = {sComponentName = "TMP_Text"},
rtItemReward = {
sCtrlName = "Game.UI.TemplateEx.TemplateItemCtrl"
},
txt_NextReward = {
sComponentName = "TMP_Text",
sLanguageId = "Soldier_NextReward"
},
imgNextReward = {},
imgItemEmpty = {},
txt_Empty = {
sComponentName = "TMP_Text",
sLanguageId = "Soldier_NoNextReward"
},
redDot_Level = {},
redDot_Level_New = {},
btn_Tech = {
sComponentName = "UIButton",
callback = "OnBtnClick_Tech"
},
txt_Tech = {
sComponentName = "TMP_Text",
sLanguageId = "Soldier_Tech"
},
txt_TechNum = {sComponentName = "TMP_Text"},
redDot_TechNum = {},
redDot_TechNum_New = {},
btn_Notice = {
sComponentName = "UIButton",
callback = "OnBtnClick_Notice"
},
txt_Notice = {
sComponentName = "TMP_Text",
sLanguageId = "Soldier_Notice"
},
redDot_Recommend = {},
redDot_Recommend_New = {},
btn_Go = {
@@ -41,54 +77,108 @@ SoldierMainViewCtrl._mapNodeConfig = {
callback = "OnBtnClick_Go"
},
txt_Go = {sComponentName = "TMP_Text", sLanguageId = "Soldier_Go"},
txtGoTime = {sComponentName = "TMP_Text"},
txtActivityDate = {sComponentName = "TMP_Text"},
txtActivityTime = {sComponentName = "TMP_Text"},
redDot_Quest = {},
redDot_Quest_New = {},
txtGoGrade = {sComponentName = "TMP_Text"},
imgGoGrade = {sComponentName = "Image"},
redDot_Go = {},
redDot_Go_New = {}
redDot_Go_New = {},
goBattleHint = {},
TMPBattleLeave = {sComponentName = "TMP_Text"},
grpDate = {},
txtActivityDate = {sComponentName = "TMP_Text"},
txtActivityTime = {sComponentName = "TMP_Text"}
}
SoldierMainViewCtrl._mapEventConfig = {
[EventId.ClosePanel] = "OnEvent_ClosePanel"
[EventId.ClosePanel] = "OnEvent_ClosePanel",
StoryDialog_DialogEnd = "OnEvent_StoryDialog_DialogEnd"
}
SoldierMainViewCtrl._mapRedDotConfig = {
[RedDotDefine.Solider_Level_New] = {
sNodeName = "redDot_Go_New"
[RedDotDefine.Soldier_TotalReward] = {
sNodeName = "redDot_Level"
},
[RedDotDefine.Soldier_TechNum] = {
sNodeName = "redDot_TechNum"
}
}
function SoldierMainViewCtrl:FadeIn()
end
function SoldierMainViewCtrl:Awake()
RedDotManager.RegisterNode(RedDotDefine.Solider_AllQuest, nil, self._mapNode.redDot_Quest)
self._mapNode.redDot_Handbook:SetActive(false)
self._mapNode.redDot_Handbook_New:SetActive(false)
local actData = PlayerData.Activity:GetActivityDataByType(GameEnum.activityType.Soldier)
if actData == nil then
return
end
self:RefreshDate()
self:RefreshTimeout()
if nil == self.remainTimer then
self.remainTimer = self:AddTimer(0, 1, "RefreshTimeout", true, true, false)
end
self._mapNode.btn_Notice.gameObject:SetActive(false)
self._mapNode.grpDate.gameObject:SetActive(false)
self._mapNode.redDot_Recommend:SetActive(false)
self._mapNode.redDot_Recommend_New:SetActive(false)
self._mapNode.redDot_Go:SetActive(false)
self._mapNode.redDot_Go_New:SetActive(false)
self._mapNode.btn_Recommend.gameObject:SetActive(false)
self._mapNode.btn_Level.gameObject:SetActive(false)
self._mapNode.btn_Tech.gameObject:SetActive(false)
self._mapNode.btn_Go.gameObject:SetActive(false)
self._mapNode.btn_Notice.gameObject:SetActive(false)
self._mapNode.btn_Handbook.gameObject:SetActive(false)
EventManager.Hit(EventId.SetTransition)
end
function SoldierMainViewCtrl:OnEnable()
self:RefreshQuest()
PlayerData.SoldierData:RequestSoldierSeasonInfo(function()
if self._mapNode ~= nil and self._mapNode.btn_Recommend ~= nil then
self._mapNode.btn_Recommend.gameObject:SetActive(true)
self._mapNode.btn_Level.gameObject:SetActive(true)
self._mapNode.btn_Tech.gameObject:SetActive(true)
self._mapNode.btn_Go.gameObject:SetActive(true)
self._mapNode.btn_Handbook.gameObject:SetActive(true)
self:OnRefreshSoldierSeasonInfo()
end
end)
PlayerData.SoldierData:SendSoldierTechDetailReq(function()
if self._mapNode ~= nil and self._mapNode.btn_Recommend ~= nil then
self:RefreshTechnology()
end
end)
end
function SoldierMainViewCtrl:RefreshQuest()
local bHasComQuest = RedDotManager.GetValid(RedDotDefine.Solider_AllQuest)
local bHasNewQuest = RedDotManager.GetValid(RedDotDefine.Solider_Quest_New)
if bHasNewQuest and not bHasComQuest then
self._mapNode.redDot_Quest_New:SetActive(true)
else
self._mapNode.redDot_Quest_New:SetActive(false)
function SoldierMainViewCtrl:OnDisable()
if self.remainTimer ~= nil then
TimerManager.Remove(self.remainTimer)
self.remainTimer = nil
end
end
function SoldierMainViewCtrl:OnRefreshSoldierSeasonInfo()
self:RefreshTechnology()
self.nCurChallengeId = PlayerData.SoldierData:GetHighestChallengeId()
local mapChallengeData = ConfigTable.GetData("SoldierGradeChallenge", self.nCurChallengeId)
if mapChallengeData ~= nil then
NovaAPI.SetTMPText(self._mapNode.txtGoGrade, mapChallengeData.Name)
self:SetPngSprite(self._mapNode.imgGoGrade, mapChallengeData.Icon)
end
local nTotalRewardLevel, nRewardExp, nNextLevelExp, mapNextLevelTotalReward = PlayerData.SoldierData:GetTotalRewardLevel()
NovaAPI.SetTMPText(self._mapNode.txt_LevelNum, nTotalRewardLevel)
if mapNextLevelTotalReward ~= nil then
self._mapNode.rtItemReward.gameObject:SetActive(true)
self._mapNode.imgItemEmpty.gameObject:SetActive(false)
self._mapNode.rtItemReward:SetItem(mapNextLevelTotalReward.Tid, nil, mapNextLevelTotalReward.Qty)
else
self._mapNode.rtItemReward.gameObject:SetActive(false)
self._mapNode.imgItemEmpty.gameObject:SetActive(true)
end
local curGradeChallengeId = PlayerData.SoldierData:GetCurGradeChallengeId()
if curGradeChallengeId == 0 then
self._mapNode.goBattleHint:SetActive(false)
else
self._mapNode.goBattleHint:SetActive(true)
local nStage, nNodeIndex = PlayerData.SoldierData:GetCurChallengeState()
local mapChallengeCfg = ConfigTable.GetData("SoldierGradeChallenge", curGradeChallengeId)
local sDifficulty
if mapChallengeCfg ~= nil then
sDifficulty = mapChallengeCfg.Name
end
local sText = orderedFormat(ConfigTable.GetUIText("Soldier_MainView_OnGoingInfo"), sDifficulty, nStage, nNodeIndex)
NovaAPI.SetTMPText(self._mapNode.TMPBattleLeave, sText)
end
if PlayerData.Guide:CheckGuideFinishById(501) then
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_Solider_502")
end
if not PlayerData.Guide:CheckGuideFinishById(501) then
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_Solider_501")
end
local allQuestCount = PlayerData.SoldierData:GetAllQuestCount()
local allReceivedCount = PlayerData.SoldierData:GetAllReceivedCount()
NovaAPI.SetTMPText(self._mapNode.txt_QuestNum, string.format("%d/%d", allReceivedCount, allQuestCount))
end
function SoldierMainViewCtrl:RefreshDate()
local actData = PlayerData.Activity:GetActivityDataByType(GameEnum.activityType.Soldier)
@@ -147,7 +237,10 @@ function SoldierMainViewCtrl:RefreshTimeout()
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Day") or "", day, hour)
end
NovaAPI.SetTMPText(self._mapNode.txtActivityTime, sTimeStr)
NovaAPI.SetTMPText(self._mapNode.txtGoTime, sTimeStr)
end
function SoldierMainViewCtrl:RefreshTechnology()
local nTotal, nActive = PlayerData.SoldierData:GetTechActiveNodeCount()
NovaAPI.SetTMPText(self._mapNode.txt_TechNum, string.format("%d/%d", nActive, nTotal))
end
function SoldierMainViewCtrl:OnBtnClick_Handbook()
EventManager.Hit(EventId.OpenPanel, PanelId.SoldierHandbookSelectPanel)
@@ -155,15 +248,31 @@ end
function SoldierMainViewCtrl:OnBtnClick_Recommend()
EventManager.Hit(EventId.OpenPanel, PanelId.SoldierRecommendPanel)
end
function SoldierMainViewCtrl:OnBtnClick_Quest()
EventManager.Hit(EventId.OpenPanel, PanelId.SoldierQuestPanel)
end
function SoldierMainViewCtrl:OnBtnClick_Go()
EventManager.Hit(EventId.OpenPanel, PanelId.SoldierLevelSelectPanel)
local curGradeChallengeId = PlayerData.SoldierData:GetCurGradeChallengeId()
if curGradeChallengeId == 0 then
EventManager.Hit(EventId.OpenPanel, PanelId.SoldierLevelSelectPanel)
else
PlayerData.SoldierData:EnterSoldier()
end
end
function SoldierMainViewCtrl:OnEvent_ClosePanel(nPanelId)
if nPanelId == PanelId.SoldierQuestPanel then
self:RefreshQuest()
function SoldierMainViewCtrl:OnBtnClick_Tech()
EventManager.Hit(EventId.OpenPanel, PanelId.SoldierTechPanel)
end
function SoldierMainViewCtrl:OnBtnClick_Notice()
local msg = {
nType = AllEnum.MessageBox.Desc,
sContent = "",
sTitle = ConfigTable.GetUIText("Activity_Btn_Detail")
}
EventManager.Hit(EventId.OpenMessageBox, msg)
end
function SoldierMainViewCtrl:OnBtnClick_Level()
EventManager.Hit(EventId.OpenPanel, PanelId.SoldierLevelRewardPanel)
end
function SoldierMainViewCtrl:OnEvent_StoryDialog_DialogEnd()
if not PlayerData.Guide:CheckGuideFinishById(502) then
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_Solider_502")
end
end
return SoldierMainViewCtrl