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