Initial version - 1.2.0.60
EN: 1.2.0.60 CN: 1.2.0.61 JP: 1.2.0.63 KR: 1.2.0.67
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local BaseCtrl = require("GameCore.UI.BaseCtrl")
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local LocalData = require("GameCore.Data.LocalData")
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local SwimThemeStoryCtrl = class("SwimThemeStoryCtrl", BaseCtrl)
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local ActivityAvgData = PlayerData.ActivityAvg
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SwimThemeStoryCtrl._mapNodeConfig = {
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goActTime = {},
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txtYear = {sComponentName = "TMP_Text"},
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txtActivityDate = {sComponentName = "TMP_Text"},
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svStory = {
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sComponentName = "LoopScrollView"
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},
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imgHead = {sComponentName = "Image"},
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txtPersonality = {sComponentName = "TMP_Text"},
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ctlAvgRoot = {
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sNodeName = "goAvgInfoRoot",
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sCtrlName = "Game.UI.ActivityTheme.ActivityAvgInfoExCtrl"
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},
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t_fullscreen_blur_black = {},
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btnsnapshot = {
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sNodeName = "snapshot",
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sComponentName = "Button",
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callback = "OnBtn_ClickCloseLevelInfoPanel"
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},
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goPersonalityRoot = {
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sNodeName = "---Personality---"
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},
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goPersonality = {
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sNodeName = "goPersonality",
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sComponentName = "GameObject"
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},
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TopBar = {
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sNodeName = "TopBarPanel",
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sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
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},
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goChapterComplete = {}
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}
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SwimThemeStoryCtrl._mapEventConfig = {
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CloseActivityAvgInfo = "OnEvent_CloseAvgInfoRoot",
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Activity_Story_Done = "OnEvent_Activity_Story_Done",
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ActivityStory_All_Complate = "OnEvent_ActivityStory_All_Complate",
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Activity_Story_RewardClosed = "OnEvent_Activity_Story_RewardClosed"
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}
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function SwimThemeStoryCtrl:Awake()
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local param = self:GetPanelParam()
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if type(param) == "table" then
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self.nActId = param[1]
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end
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self.tbAllStory = ActivityAvgData:GetStoryIdListByActivityId(self.nActId)
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self.storyNodePos = {27, -30}
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end
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function SwimThemeStoryCtrl:OnEnable()
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self._mapNode.goActTime.gameObject:SetActive(false)
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self:RefreshPanel()
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end
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function SwimThemeStoryCtrl:OnDisable()
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end
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function SwimThemeStoryCtrl:RefreshPanel()
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self:RefreshDate()
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self:RefreshStoryList()
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self:RefreshPersonality()
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end
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function SwimThemeStoryCtrl:RefreshDate()
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local nOpenTime, nEndTime = PlayerData.ActivityAvg:GetActivityOpenTime(self.nActId)
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local nYear = tonumber(os.date("%Y", nOpenTime))
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local nOpenMonth = tonumber(os.date("%m", nOpenTime))
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local nOpenDay = tonumber(os.date("%d", nOpenTime))
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local nEndDay = tonumber(os.date("%d", nEndTime))
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local nEndMonth = tonumber(os.date("%m", nEndTime))
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NovaAPI.SetTMPText(self._mapNode.txtYear, nYear)
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local strOpenDay = string.format("%02d", nOpenDay)
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local strEndDay = string.format("%02d", nEndDay)
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local dateStr = string.format("%s/%s ~ %s/%s", nOpenMonth, strOpenDay, nEndMonth, strEndDay)
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NovaAPI.SetTMPText(self._mapNode.txtActivityDate, dateStr)
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end
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function SwimThemeStoryCtrl:RefreshPersonality()
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if self.tbAllStory == nil or #self.tbAllStory <= 0 then
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return
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end
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local cfg = ConfigTable.GetData("ActivityAvgLevel", self.tbAllStory[1])
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local personalityId = cfg.PersonalityId
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self._mapNode.goPersonalityRoot:SetActive(0 < personalityId)
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if personalityId <= 0 then
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return
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end
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local tbRetPercent, sTitle, sFace, tbPData, nTotalCount, sHead = PlayerData.ActivityAvg:CalcPersonality(personalityId)
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NovaAPI.SetPersonalityRing(self._mapNode.goPersonality, tbRetPercent)
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NovaAPI.SetTMPText(self._mapNode.txtPersonality, sTitle)
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local sIcon = "Icon/PlayerHead/" .. sHead
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self:SetPngSprite(self._mapNode.imgHead, sIcon)
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end
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function SwimThemeStoryCtrl:RefreshStoryList()
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if self.tbAllStory == nil or #self.tbAllStory <= 0 then
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return
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end
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self._mapNode.svStory:SetAnim(0.07)
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self._mapNode.svStory:Init(#self.tbAllStory, self, self.OnRefreshGrid, self.OnClickGrid)
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local recentIndex = PlayerData.ActivityAvg:GetRecentAcvitityIndex(self.nActId)
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if 2 < recentIndex then
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recentIndex = recentIndex - 3
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else
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recentIndex = 0
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end
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self._mapNode.svStory:SetScrollGridPos(recentIndex, 1)
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end
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function SwimThemeStoryCtrl:OnRefreshGrid(grid, index)
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local gridIndex = index + 1
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local storyId = self.tbAllStory[gridIndex]
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local avgCfg = ConfigTable.GetData("ActivityAvgLevel", storyId)
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local RootNode = grid.transform:Find("btnGrid/AnimRoot/RootNode"):GetComponent("RectTransform")
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local pos = RootNode.anchoredPosition
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pos.y = gridIndex % 2 == 0 and self.storyNodePos[1] or self.storyNodePos[2]
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RootNode.anchoredPosition = pos
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local goUnlock = RootNode:Find("goUnlock")
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local goComplete = RootNode:Find("goComplete")
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local goLock = RootNode:Find("goLock")
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local reddot = RootNode:Find("RedDot")
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local isTimeUnlock, isPreReaded, nOpenTime = PlayerData.ActivityAvg:IsActivityAvgUnlock(self.nActId, storyId)
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local isReaded = PlayerData.ActivityAvg:IsActivityAvgReaded(self.nActId, storyId)
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local isNew = PlayerData.ActivityAvg:IsNew(self.nActId, storyId)
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local isUnlock = isTimeUnlock and isPreReaded
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goUnlock.gameObject:SetActive(isUnlock)
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goComplete.gameObject:SetActive(isReaded)
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goLock.gameObject:SetActive(not isUnlock)
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local bInActGroup, nActGroupId = PlayerData.Activity:IsActivityInActivityGroup(self.nActId)
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RedDotManager.RegisterNode(RedDotDefine.Activity_GroupNew_Avg_Group, {
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nActGroupId,
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self.nActId,
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storyId
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}, reddot, nil, nil, true)
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local imgStory = RootNode:Find("imgStory"):GetComponent("Image")
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local txtIndex = goUnlock:Find("txtIndex"):GetComponent("TMP_Text")
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local txtTitle = goUnlock:Find("txtTitle"):GetComponent("TMP_Text")
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local txtComplete = goComplete:Find("imgBg/txtComplete"):GetComponent("TMP_Text")
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local sFullPath = Settings.AB_ROOT_PATH .. avgCfg.IconRes .. ".png"
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NovaAPI.SetImageSprite(imgStory, sFullPath)
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NovaAPI.SetTMPText(txtIndex, avgCfg.Index)
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NovaAPI.SetTMPText(txtTitle, avgCfg.Name)
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if isReaded then
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NovaAPI.SetTMPText(txtComplete, ConfigTable.GetUIText("RoguelikeBuild_Manage_FilterPass"))
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end
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if not isUnlock then
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local goLockBg = goLock:Find("goLockBg")
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local goTime = goLock:Find("imgTime")
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local txtTime = goLock:Find("imgTime/txtTime"):GetComponent("TMP_Text")
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local goLockState = goLock:Find("goLockState")
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local curTime = CS.ClientManager.Instance.serverTimeStamp
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local remainTime = curTime - (nOpenTime + avgCfg.DayOpen * 86400)
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local blueMask = goLockState:Find("blueMask")
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if remainTime < 0 then
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goLockBg.gameObject:SetActive(true)
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goTime.gameObject:SetActive(true)
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local bPreTimeUnlock = true
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if avgCfg.PreLevelId ~= 0 then
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bPreTimeUnlock = PlayerData.ActivityAvg:IsActivityAvgUnlock(self.nActId, avgCfg.PreLevelId)
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end
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if not bPreTimeUnlock then
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goTime.gameObject:SetActive(false)
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goLockState.gameObject:SetActive(true)
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blueMask.gameObject:SetActive(false)
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else
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goLockState.gameObject:SetActive(false)
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local strTime = self:GetRemainTimeStr(nOpenTime, avgCfg.DayOpen)
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self:AddTimer(0, 1, function()
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local strTime, bLock = self:GetRemainTimeStr(nOpenTime, avgCfg.DayOpen)
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if bLock then
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NovaAPI.SetTMPText(txtTime, strTime)
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else
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self:RefreshStoryList()
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end
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end, true, true, true)
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NovaAPI.SetTMPText(txtTime, strTime)
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end
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else
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goLockBg.gameObject:SetActive(false)
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goTime.gameObject:SetActive(false)
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goLockState.gameObject:SetActive(true)
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blueMask.gameObject:SetActive(true)
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end
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end
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end
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function SwimThemeStoryCtrl:OnClickGrid(grid, index)
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local gridIndex = index + 1
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local storyId = self.tbAllStory[gridIndex]
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local isTimeUnlock, isPreReaded, nOpenTime = PlayerData.ActivityAvg:IsActivityAvgUnlock(self.nActId, storyId)
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local isUnlock = isTimeUnlock and isPreReaded
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local avgcfg = ConfigTable.GetData("ActivityAvgLevel", storyId)
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if not isUnlock then
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if isTimeUnlock and not isPreReaded then
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local cfg = ConfigTable.GetData("ActivityAvgLevel", avgcfg.PreLevelId)
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local lockTxt = orderedFormat(ConfigTable.GetUIText("Story_UnlockPreId") or "", cfg.Name)
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local msg = {
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nType = AllEnum.MessageBox.Alert,
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sContent = lockTxt
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}
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EventManager.Hit(EventId.OpenMessageBox, msg)
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elseif not isTimeUnlock then
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local remainTimeStr = self:GetRemainTimeStr(nOpenTime, avgcfg.DayOpen)
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EventManager.Hit(EventId.OpenMessageBox, remainTimeStr)
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end
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return
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end
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self._mapNode.ctlAvgRoot.gameObject:SetActive(true)
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self._mapNode.ctlAvgRoot:OpenLevelInfo(storyId, self.nActId)
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self._mapNode.t_fullscreen_blur_black:SetActive(true)
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LocalData.SetPlayerLocalData("Act_Story_New" .. self.nActId .. storyId, true)
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PlayerData.ActivityAvg:RefreshAvgRedDot()
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end
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function SwimThemeStoryCtrl:GetRemainTimeStr(nOpenTime, openDay)
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local timeStr = ""
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local curTime = CS.ClientManager.Instance.serverTimeStamp
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local openTime = CS.ClientManager.Instance:GetNextRefreshTime(nOpenTime) - 86400
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local nRemainTime = openTime + openDay * 86400 - curTime
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local day = math.floor(nRemainTime / 86400)
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local hour = math.floor(nRemainTime / 3600)
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local min = math.floor((nRemainTime - hour * 3600) / 60)
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local sec = nRemainTime - hour * 3600 - min * 60
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if 0 < day then
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timeStr = orderedFormat(ConfigTable.GetUIText("ActivityLevels_Lock_Day_Color"), day)
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elseif 0 < hour then
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timeStr = orderedFormat(ConfigTable.GetUIText("ActivityLevels_Lock_Hour_Color"), hour)
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elseif 0 < min then
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timeStr = orderedFormat(ConfigTable.GetUIText("ActivityLevels_Lock_Min_Color"), min)
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elseif 0 < sec then
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timeStr = orderedFormat(ConfigTable.GetUIText("ActivityLevels_Lock_Sec_Color"), sec)
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end
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return timeStr, 0 < nRemainTime
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end
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function SwimThemeStoryCtrl:OnBtn_ClickBack()
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EventManager.Hit(EventId.ClosePanel, PanelId.SwimThemeStory)
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end
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function SwimThemeStoryCtrl:OnBtn_ClickHome()
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PanelManager.Home()
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end
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function SwimThemeStoryCtrl:OnBtn_ClickCloseLevelInfoPanel()
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self._mapNode.t_fullscreen_blur_black:SetActive(false)
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self._mapNode.ctlAvgRoot.gameObject:SetActive(false)
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self._mapNode.goChapterComplete:SetActive(false)
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end
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function SwimThemeStoryCtrl:OnEvent_CloseAvgInfoRoot()
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self._mapNode.t_fullscreen_blur_black:SetActive(false)
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self._mapNode.ctlAvgRoot.gameObject:SetActive(false)
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self._mapNode.goChapterComplete:SetActive(false)
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end
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function SwimThemeStoryCtrl:OnEvent_Activity_Story_Done()
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self._mapNode.t_fullscreen_blur_black:SetActive(false)
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self._mapNode.ctlAvgRoot.gameObject:SetActive(false)
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self._mapNode.goChapterComplete:SetActive(false)
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self:RefreshPanel()
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end
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function SwimThemeStoryCtrl:OnEvent_ActivityStory_All_Complate()
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self.bAllComplate = true
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end
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function SwimThemeStoryCtrl:OnEvent_Activity_Story_RewardClosed()
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if self.bAllComplate then
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self._mapNode.t_fullscreen_blur_black:SetActive(true)
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self._mapNode.goChapterComplete:SetActive(true)
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self.bAllComplate = false
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end
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end
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return SwimThemeStoryCtrl
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@@ -0,0 +1,20 @@
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local BasePanel = require("GameCore.UI.BasePanel")
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local SwimThemeStoryPanel = class("SwimThemeStoryPanel", BasePanel)
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SwimThemeStoryPanel._sUIResRootPath = "UI_Activity/"
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SwimThemeStoryPanel._tbDefine = {
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{
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sPrefabPath = "Swim/Story/SwimThemeStoryPanel.prefab",
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sCtrlName = "Game.UI.ActivityTheme.Swim.Story.SwimThemeStoryCtrl"
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}
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}
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function SwimThemeStoryPanel:Awake()
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end
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function SwimThemeStoryPanel:OnEnable()
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end
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function SwimThemeStoryPanel:OnDisable()
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end
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function SwimThemeStoryPanel:OnDestroy()
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end
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function SwimThemeStoryPanel:OnRelease()
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end
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return SwimThemeStoryPanel
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