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
@@ -1,6 +1,7 @@
local PotentialSelectCtrl = class("PotentialSelectCtrl", BaseCtrl)
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
local StarTowerSettingGate = require("Game.Adventure.StarTower.StarTowerSettingGate")
PotentialSelectCtrl._mapNodeConfig = {
blurBg = {},
menuBg = {},
@@ -20,6 +21,10 @@ PotentialSelectCtrl._mapNodeConfig = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Depot"
},
goDepotRoot = {
sNodeName = "imgBg_Back_Log",
sComponentName = "GameObject"
},
imgUpgradeTitle = {},
imgSelectTitle = {},
txtUpgrade = {sComponentName = "TMP_Text"},
@@ -86,14 +91,17 @@ PotentialSelectCtrl._mapEventConfig = {
StarTowerPotentialSelect = "OnEvent_StarTowerPotentialSelect",
RefreshStarTowerCoin = "OnEvent_SetCoin",
GamepadUIChange = "OnEvent_GamepadUIChange",
GamepadUIReopen = "OnEvent_Reopen"
GamepadUIReopen = "OnEvent_Reopen",
StarTowerAutoSelectPotential = "OnEvent_AutoSelectPotential",
StarTowerAutoDecisionStateChanged = "OnEvent_AutoDecisionStateChanged"
}
PotentialSelectCtrl._mapRedDotConfig = {}
function PotentialSelectCtrl:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, bAfterRoll, tbRecommend)
function PotentialSelectCtrl:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, bAfterRoll, tbRecommend, nAutoSelectIdx)
self.nEventId = nEventId
self._nAutoSelectIdx = nAutoSelectIdx
if tbPotential == nil or #tbPotential == 0 then
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend, nAutoSelectIdx)
self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend, nAutoSelectIdx)
end
self.callback(1000, nEventId, completeFunc)
traceback("潜能卡选择列表为空!!!")
@@ -124,6 +132,7 @@ function PotentialSelectCtrl:Refresh(nEventId, tbPotential, mapPotential, nType,
end
self._mapNode.RollButton:SetActive(mapRoll and mapRoll.CanReRoll and nType ~= 2)
self._mapNode.btnConfirm.gameObject:SetActive(false)
self._mapNode.goDepotRoot:SetActive(self._panel.nStarTowerId ~= 999)
self.nCoin = nCoin
NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(self.nCoin))
self.mapRoll = mapRoll
@@ -201,7 +210,22 @@ function PotentialSelectCtrl:RefreshCoin(nCoin, mapRoll)
NovaAPI.SetTMPText(self._mapNode.txtRollCostCount, mapRoll.ReRollPrice)
NovaAPI.SetTMPColor(self._mapNode.txtRollCostCount, nCoin < mapRoll.ReRollPrice and Red_Unable or Blue_Normal)
end
function PotentialSelectCtrl:ReadySettingPresentationAfter(mapPresentation, nDuration)
if self._mapSettingPresentation ~= mapPresentation then
return
end
self:AddTimer(1, nDuration, function()
if self._mapSettingPresentation == mapPresentation then
mapPresentation.bReady = true
StarTowerSettingGate.Ready(self, mapPresentation.nSerial)
end
end, true, true, true)
end
function PotentialSelectCtrl:RefreshPotentialList(tbPotential, mapPotential, tbNewIds, tbLuckyIds, bAfterRoll, tbRecommendParam)
local mapPresentation = {
nSerial = StarTowerSettingGate.Begin()
}
self._mapSettingPresentation = mapPresentation
local tbRecommend = {}
if 0 < #tbRecommendParam then
if tbRecommendParam[1].nLevel == nil then
@@ -318,7 +342,13 @@ function PotentialSelectCtrl:RefreshPotentialList(tbPotential, mapPotential, tbN
end
end
end
cs_coroutine.start(wait)
cs_coroutine.start(function()
wait()
local nRollAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.potentialCard[1].animCtrl, {
"tc_newperk_card_RollEffect"
})
self:ReadySettingPresentationAfter(mapPresentation, math.max(nAnimTime, bAfterRoll and nRollAnimTime or 0))
end)
end
end
function PotentialSelectCtrl:SetSimpleState()
@@ -346,70 +376,87 @@ function PotentialSelectCtrl:PlayCharVoice(tbPotential)
end
PlayerData.Voice:PlayCharVoice(sVoiceKey, nCharId)
end
function PotentialSelectCtrl:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
if nEventId == 0 then
if self.bSkip then
function PotentialSelectCtrl:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend, nAutoSelectIdx, readyCallback)
self._mapSettingPresentation = nil
StarTowerSettingGate.Begin()
self:PlaySelectCollect(nEventId == 0, function()
if nEventId == 0 then
self:HidePanel()
if nil ~= self.callback then
if self.callback ~= nil then
self.callback(nEventId, -1)
end
return
end
EventManager.Hit(EventId.BlockInput, true)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.menuBg.gameObject:SetActive(true)
self._mapNode.btnConfirm.gameObject:SetActive(false)
EventManager.Hit("StarTowerSetButtonEnable", true, false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
for k, v in ipairs(self._mapNode.potentialCard) do
if k == self.nSelectIdx then
local animCtrl = v.gameObject:GetComponent("Animator")
animCtrl:Play("tc_newperk_card_out")
local fxRoot = v.gameObject.transform:Find("FX")
local fx = v.gameObject.transform:Find("FX/glow")
local OutAnimFinish = function()
local beginPos = fxRoot.transform.position
local controlPos = Vector3(3, 5, 0)
local endPos = self._mapNode.depotPoint.transform.position
local wait = function()
WwiseAudioMgr:PlaySound("ui_roguelike_card_flyby")
local totalMoveTime = 0.3
local moveTime = 0
local normalizedTime = 0
while normalizedTime < 1 do
moveTime = moveTime + CS.UnityEngine.Time.unscaledDeltaTime
normalizedTime = moveTime / totalMoveTime
normalizedTime = normalizedTime <= 1 and normalizedTime or 1
local x, y, z = UTILS.GetBezierPointByT(beginPos, controlPos, endPos, normalizedTime)
local angleZ = 100 * normalizedTime * 2
angleZ = angleZ <= 100 and angleZ or 100
fxRoot.transform.localEulerAngles = Vector3(0, 0, angleZ)
fxRoot.transform.position = Vector3(x, y, z)
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
end
self._mapNode.cardFinishParticle:SetActive(true)
fx.gameObject:SetActive(false)
coroutine.yield(CS.UnityEngine.WaitForSecondsRealtime(0.5))
EventManager.Hit(EventId.BlockInput, false)
self:HidePanel()
fxRoot.transform.position = beginPos
fxRoot.transform.localEulerAngles = Vector3(0, 0, 0)
fx.gameObject:SetActive(true)
if nil ~= self.callback then
self.callback(nEventId, -1)
end
end
cs_coroutine.start(wait)
end
self:SetAnimationCallback(animCtrl, OutAnimFinish)
else
v.gameObject:SetActive(false)
else
self._mapNode.cardFinishParticle:SetActive(false)
self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, false, tbRecommend, nAutoSelectIdx)
if type(readyCallback) == "function" then
readyCallback()
end
end
end)
end
function PotentialSelectCtrl:PlaySelectCollect(bLastSelection, completeCallback)
if self.bSkip then
self:SetSubmitInputBlocked(false)
completeCallback()
return
end
if self.selectTimer ~= nil then
self.selectTimer:Cancel()
self.selectTimer = nil
end
self:SetSubmitInputBlocked(true)
self._mapNode.btnConfirm.gameObject:SetActive(false)
self._mapNode.goDepotRoot:SetActive(false)
self._mapNode.RollButton:SetActive(false)
if bLastSelection then
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.menuBg.gameObject:SetActive(true)
EventManager.Hit("StarTowerSetButtonEnable", true, false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
end
for nIndex, ctrlCard in ipairs(self._mapNode.potentialCard) do
if nIndex == self.nSelectIdx then
local animCtrl = ctrlCard.gameObject:GetComponent("Animator")
animCtrl:Play("tc_newperk_card_out")
local fxRoot = ctrlCard.gameObject.transform:Find("FX")
local fx = ctrlCard.gameObject.transform:Find("FX/glow")
local OutAnimFinish = function()
local beginPos = fxRoot.transform.position
local controlPos = Vector3(3, 5, 0)
local endPos = self._mapNode.depotPoint.transform.position
local wait = function()
WwiseAudioMgr:PlaySound("ui_roguelike_card_flyby")
local totalMoveTime = 0.3
local moveTime = 0
local normalizedTime = 0
while normalizedTime < 1 do
moveTime = moveTime + CS.UnityEngine.Time.unscaledDeltaTime
normalizedTime = math.min(moveTime / totalMoveTime, 1)
local nPosX, nPosY, nPosZ = UTILS.GetBezierPointByT(beginPos, controlPos, endPos, normalizedTime)
local angleZ = math.min(100 * normalizedTime * 2, 100)
fxRoot.transform.localEulerAngles = Vector3(0, 0, angleZ)
fxRoot.transform.position = Vector3(nPosX, nPosY, nPosZ)
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
end
self._mapNode.cardFinishParticle:SetActive(true)
fx.gameObject:SetActive(false)
coroutine.yield(CS.UnityEngine.WaitForSecondsRealtime(0.5))
fxRoot.transform.position = beginPos
fxRoot.transform.localEulerAngles = Vector3(0, 0, 0)
fx.gameObject:SetActive(true)
self:SetSubmitInputBlocked(false)
completeCallback()
end
cs_coroutine.start(wait)
end
self:SetAnimationCallback(animCtrl, OutAnimFinish)
else
ctrlCard.gameObject:SetActive(false)
end
end
if bLastSelection then
self._mapNode.animCtrl:Play("PotentialSelectPanel_out")
EventManager.Hit("Guide_Potential_SelectComplete")
else
self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, false, tbRecommend)
end
end
function PotentialSelectCtrl:MoveConfirmButton(btnCard)
@@ -423,7 +470,10 @@ function PotentialSelectCtrl:MoveConfirmButton(btnCard)
end
end
function PotentialSelectCtrl:HidePanel()
self._mapSettingPresentation = nil
StarTowerSettingGate.Begin()
self.bOpen = false
self._nAutoSelectIdx = nil
if not self.bSkip then
PanelManager.InputEnable()
EventManager.Hit("StarTowerSetButtonEnable", true, true)
@@ -435,6 +485,7 @@ function PotentialSelectCtrl:HidePanel()
end
function PotentialSelectCtrl:Awake()
self.nRecommendIdx = 1
self._bSubmitInputBlocked = false
self.canvas = self.gameObject:GetComponent("Canvas")
self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas)
self.btnConfirmPosY = self._mapNode.rtBtnConfirm.localPosition.y
@@ -463,6 +514,10 @@ function PotentialSelectCtrl:OnEnable()
end
end
function PotentialSelectCtrl:OnDisable()
self._mapSettingPresentation = nil
StarTowerSettingGate.Clear(self)
self._nAutoSelectIdx = nil
self:SetSubmitInputBlocked(false)
for k, v in ipairs(self._mapNode.btnPotential) do
v.onSelect:RemoveListener(self.handler[k])
end
@@ -472,6 +527,8 @@ function PotentialSelectCtrl:OnDisable()
end
end
function PotentialSelectCtrl:OnBtnClick_Depot()
self._mapSettingPresentation = nil
StarTowerSettingGate.Begin()
self.bOpenDepot = true
EventManager.Hit("StarTowerSetButtonEnable", false, false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
@@ -492,31 +549,50 @@ function PotentialSelectCtrl:OnBtnClick_ChangeDesc()
end
function PotentialSelectCtrl:OnBtnClick_Confirm()
if self.nSelectIdx ~= 0 and self.callback ~= nil then
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
EventManager.Hit(EventId.BlockInput, false)
self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend, nAutoSelectIdx, readyCallback)
self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend, nAutoSelectIdx, readyCallback)
if self.nPanelType == 2 then
PlayerData.Voice:PlayCharVoice("thankLvup", 9133, nil, true)
end
end
EventManager.Hit(EventId.BlockInput, true)
self.callback(self.nSelectIdx, self.nEventId, completeFunc)
local bAuto = self._bAutoSubmitting == true
self._bAutoSubmitting = false
self:SetSubmitInputBlocked(true)
self.callback(self.nSelectIdx, self.nEventId, completeFunc, false, bAuto)
end
end
function PotentialSelectCtrl:OnBtnClick_Roll()
if not self.callback then
if not (self.callback and self.mapRoll and self.mapRoll.CanReRoll) or self.bSpecialPotential then
self._bAutoSubmitting = false
return
end
if self.nCoin < self.mapRoll.ReRollPrice then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("StarTower_ReRoll_NotEnoughCoin"))
return
end
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
EventManager.Hit(EventId.BlockInput, false)
self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, true, tbRecommend)
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend, nAutoSelectIdx, readyCallback)
self:SetSubmitInputBlocked(false)
self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, true, tbRecommend, nAutoSelectIdx)
if type(readyCallback) == "function" then
readyCallback()
end
end
EventManager.Hit(EventId.BlockInput, true)
self.callback(self.nSelectIdx, self.nEventId, completeFunc, true)
local bAuto = self._bAutoSubmitting == true
self._bAutoSubmitting = false
self:SetSubmitInputBlocked(true)
self.callback(self.nSelectIdx, self.nEventId, completeFunc, true, bAuto)
end
function PotentialSelectCtrl:SetSubmitInputBlocked(bBlocked)
if bBlocked then
self._mapSettingPresentation = nil
StarTowerSettingGate.Begin()
end
bBlocked = bBlocked == true
if self._bSubmitInputBlocked == bBlocked then
return
end
self._bSubmitInputBlocked = bBlocked
EventManager.Hit(EventId.BlockInput, bBlocked)
end
function PotentialSelectCtrl:OnBtnSelect_PotentialItem(btn, nIndex)
local nUIType = GamepadUIManager.GetCurUIType()
@@ -529,6 +605,11 @@ function PotentialSelectCtrl:OnBtnClick_PotentialItem(btn, nIndex)
return
end
WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_slide")
StarTowerSettingGate.Transition(self, math.max(NovaAPI.GetAnimClipLength(self._mapNode.potentialCard[nIndex].animCtrl, {
"tc_newperk_card_switch_up"
}), NovaAPI.GetAnimClipLength(self._mapNode.potentialCard[nIndex].animCtrl, {
"tc_newperk_card_switch_down"
})))
self:MoveConfirmButton(btn)
for k, v in ipairs(self._mapNode.potentialCard) do
if k == nIndex then
@@ -542,7 +623,36 @@ function PotentialSelectCtrl:OnBtnClick_PotentialItem(btn, nIndex)
self:SelectScroll(nIndex)
self.nSelectIdx = nIndex
end
function PotentialSelectCtrl:OnEvent_StarTowerPotentialSelect(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, callback, mapRoll, nCoin, tbLuckyIds, tbRecommend)
function PotentialSelectCtrl:OnEvent_AutoSelectPotential(nEventId, nIndex, bReRoll)
if not self.bOpen or self.nEventId ~= nEventId or self.callback == nil then
return
end
if not self._mapNode.contentRoot.gameObject.activeSelf then
return
end
self._bAutoSubmitting = true
if bReRoll then
self:OnBtnClick_Roll()
return
end
local btn = self._mapNode.btnPotential[nIndex]
if btn == nil or self.tbPotential[nIndex] == nil then
self._bAutoSubmitting = false
return
end
self:OnBtnClick_PotentialItem(btn.gameObject, nIndex)
self:OnBtnClick_Confirm()
end
function PotentialSelectCtrl:OnEvent_AutoDecisionStateChanged(mapState)
local bAutoInactive = type(mapState) == "table" and (mapState.bEnabled ~= true or mapState.bPaused == true)
if bAutoInactive then
self._nAutoSelectIdx = nil
end
if bAutoInactive and mapState.bRequesting ~= true then
self:SetSubmitInputBlocked(false)
end
end
function PotentialSelectCtrl:OnEvent_StarTowerPotentialSelect(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, callback, mapRoll, nCoin, tbLuckyIds, tbRecommend, nAutoSelectIdx)
self.callback = callback
if tbPotential == nil or #tbPotential == 0 then
self.bSkip = true
@@ -553,7 +663,24 @@ function PotentialSelectCtrl:OnEvent_StarTowerPotentialSelect(nEventId, tbPotent
traceback("潜能卡选择列表为空!!!")
return
end
if self.bOpen and self.nEventId == nEventId then
self._nAutoSelectIdx = nAutoSelectIdx
if self.nSelectIdx ~= 0 and nAutoSelectIdx and self.tbPotential[nAutoSelectIdx] and self._mapNode.btnPotential[nAutoSelectIdx] then
GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nAutoSelectIdx].gameObject)
self:OnBtnClick_PotentialItem(self._mapNode.btnPotential[nAutoSelectIdx].gameObject, nAutoSelectIdx)
end
local mapPresentation = self._mapSettingPresentation
if mapPresentation ~= nil and not self._bSubmitInputBlocked and not self.bOpenDepot then
mapPresentation.nSerial = StarTowerSettingGate.Begin()
if mapPresentation.bReady then
StarTowerSettingGate.Ready(self, mapPresentation.nSerial)
end
end
return
end
self._panel:SetTop(self.canvas)
self._mapSettingPresentation = nil
StarTowerSettingGate.Begin()
self.bSkip = false
local bCloseCamera = false
if not self.bOpen then
@@ -578,7 +705,7 @@ function PotentialSelectCtrl:OnEvent_StarTowerPotentialSelect(nEventId, tbPotent
end
self._mapNode.contentRoot.gameObject:SetActive(true)
self._mapNode.animCtrl:Play("PotentialSelectPanel_in")
self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, false, tbRecommend)
self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, false, tbRecommend, nAutoSelectIdx)
end
cs_coroutine.start(wait)
self._mapNode.btnConfirm.gameObject:SetActive(false)
@@ -587,6 +714,10 @@ function PotentialSelectCtrl:OnEvent_StarTowerPotentialSelect(nEventId, tbPotent
end
function PotentialSelectCtrl:OnEvent_CloseStarTowerDepot()
if self.bOpenDepot then
local mapPresentation = {
nSerial = StarTowerSettingGate.Begin()
}
self._mapSettingPresentation = mapPresentation
self.bOpenDepot = false
EventManager.Hit("StarTowerSetButtonEnable", false, false)
self._mapNode.blurBg.gameObject:SetActive(true)
@@ -599,11 +730,14 @@ function PotentialSelectCtrl:OnEvent_CloseStarTowerDepot()
self._mapNode.contentRoot.gameObject:SetActive(true)
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
EventManager.Hit(EventId.BlockInput, false)
self:ReadySettingPresentationAfter(mapPresentation, NovaAPI.GetAnimClipLength(self._mapNode.potentialCard[1].animCtrl, {
"tc_newperk_card_switch_up"
}))
for k, v in ipairs(self._mapNode.potentialCard) do
v:CloseBgEffect()
end
if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then
self.nSelectIdx = 1
self.nSelectIdx = self:GetDefaultSelectIndex(1)
self:MoveConfirmButton(self._mapNode.btnPotential[self.nSelectIdx])
end
if self.nSelectIdx ~= 0 then
@@ -624,7 +758,7 @@ function PotentialSelectCtrl:OnEvent_GamepadUIChange(sName, nBeforeType, nAfterT
return
end
if nBeforeType == AllEnum.GamepadUIType.Other or nBeforeType == AllEnum.GamepadUIType.Mouse then
local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or self.nRecommendIdx
local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or self:GetDefaultSelectIndex()
GamepadUIManager.ClearSelectedUI()
GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject)
end
@@ -637,7 +771,8 @@ function PotentialSelectCtrl:OnEvent_Reopen(sName)
self:OnEvent_CloseStarTowerDepot()
else
if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then
self.nSelectIdx = 1
local nSelect = self:GetDefaultSelectIndex(1)
self:OnBtnClick_PotentialItem(self._mapNode.btnPotential[nSelect].gameObject, nSelect)
end
if self.nSelectIdx == 0 then
return
@@ -650,6 +785,7 @@ end
function PotentialSelectCtrl:OnEvent_SetCoin(nCount)
if self.mapRoll ~= nil and self.mapRoll.CanReRoll and nCount then
if nCount > self.nCoin then
StarTowerSettingGate.Transition(self, 1)
local twCoin = DOTween.To(function()
return self.nCoin
end, function(v)
@@ -665,6 +801,13 @@ function PotentialSelectCtrl:OnEvent_SetCoin(nCount)
end
end
end
function PotentialSelectCtrl:GetDefaultSelectIndex(nFallbackIndex)
local nAutoSelectIdx = self._nAutoSelectIdx
if nAutoSelectIdx and self.tbPotential[nAutoSelectIdx] and self._mapNode.btnPotential[nAutoSelectIdx] then
return nAutoSelectIdx
end
return nFallbackIndex or self.nRecommendIdx == 0 and 1 or self.nRecommendIdx
end
function PotentialSelectCtrl:ResetSelect(tbUI)
self.nSelectIdx = 0
self.bRecommended = self.nRecommendIdx ~= 0
@@ -677,18 +820,17 @@ function PotentialSelectCtrl:ResetSelect(tbUI)
})
local nAnimTime = nCardAnimTime > nPanelAnimTime and nCardAnimTime or nPanelAnimTime
nAnimTime = nAnimTime + 0.4
StarTowerSettingGate.Transition(self, nAnimTime)
if self.selectTimer ~= nil then
self.selectTimer:Cancel()
self.selectTimer = nil
end
self.selectTimer = self:AddTimer(1, nAnimTime, function()
if self.nSelectIdx == 0 then
local nSelect = self.nRecommendIdx == 0 and 1 or self.nRecommendIdx
local nSelect = self:GetDefaultSelectIndex()
GamepadUIManager.ClearSelectedUI()
GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject)
if GamepadUIManager.GetCurUIType() == AllEnum.GamepadUIType.Mouse then
self:OnBtnClick_PotentialItem(self._mapNode.btnPotential[nSelect].gameObject, nSelect)
end
self:OnBtnClick_PotentialItem(self._mapNode.btnPotential[nSelect].gameObject, nSelect)
end
if self._panel.nStarTowerId ~= 999 then
if self.bSpecialPotential then