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
This commit is contained in:
SL1900
2025-12-03 01:00:00 +09:00
commit 5e0d58cfad
3595 changed files with 9373562 additions and 0 deletions
@@ -0,0 +1,80 @@
local SkillDisplayCtrl = class("SkillDisplayCtrl", BaseCtrl)
SkillDisplayCtrl._mapNodeConfig = {
TMP_SkillName = {sComponentName = "TMP_Text"},
imgSubSkillIcon = {sComponentName = "Image"}
}
SkillDisplayCtrl._mapEventConfig = {}
function SkillDisplayCtrl:Awake()
end
function SkillDisplayCtrl:FadeIn()
end
function SkillDisplayCtrl:FadeOut()
end
function SkillDisplayCtrl:OnEnable()
self.animRoot = self.gameObject:GetComponent("Animator")
self.canvasGroup = self.gameObject:GetComponent("CanvasGroup")
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self.gameObject:SetActive(false)
end
cs_coroutine.start(wait)
end
function SkillDisplayCtrl:OnDisable()
end
function SkillDisplayCtrl:OnDestroy()
end
function SkillDisplayCtrl:OnRelease()
end
function SkillDisplayCtrl:ShowSkillTips(nSkillId, nCharId, callback)
if self.timer ~= nil then
self.timer:Cancel(false)
self.timer = nil
end
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self.animRoot.enabled = true
self.animRoot:Play("SubSkillDisplay_skill_1")
NovaAPI.SetCanvasGroupAlpha(self.canvasGroup, 1)
end
self.animRoot.enabled = false
NovaAPI.SetCanvasGroupAlpha(self.canvasGroup, 0)
cs_coroutine.start(wait)
local mapSkillCfgData = ConfigTable.GetData_Skill(nSkillId)
if mapSkillCfgData == nil then
printError("Skill Data Missing:" .. nSkillId)
NovaAPI.SetTMPText(self._mapNode.TMP_SkillName, "")
else
NovaAPI.SetTMPText(self._mapNode.TMP_SkillName, mapSkillCfgData.Title)
end
local nSkinId = PlayerData.Char:GetCharSkinId(nCharId)
local mapSkin = ConfigTable.GetData_CharacterSkin(nSkinId)
self:SetPngSprite(self._mapNode.imgSubSkillIcon, mapSkin.Icon .. AllEnum.CharHeadIconSurfix.XXL)
self.ShowEndCallback = callback
self.gameObject:SetActive(true)
self.timer = self:AddTimer(1, 1.5, "ShowEnd", true, true, true, true)
self.bPlaying = true
end
function SkillDisplayCtrl:ShowEnd()
NovaAPI.SetImageSpriteAsset(self._mapNode.imgSubSkillIcon, nil)
NovaAPI.SetTMPText(self._mapNode.TMP_SkillName, "")
if self.ShowEndCallback ~= nil and type(self.ShowEndCallback) == "function" then
self.ShowEndCallback()
end
self.ShowEndCallback = nil
self.gameObject:SetActive(false)
self.timer = nil
self.bPlaying = false
end
function SkillDisplayCtrl:InterrputAnim()
if self.timer ~= nil then
self.timer:Cancel(false)
self.timer = nil
end
NovaAPI.SetImageSpriteAsset(self._mapNode.imgSubSkillIcon, nil)
NovaAPI.SetTMPText(self._mapNode.TMP_SkillName, "")
self.ShowEndCallback = nil
self.gameObject:SetActive(false)
self.timer = nil
self.bPlaying = false
end
return SkillDisplayCtrl
@@ -0,0 +1,190 @@
local SubSkillDisplayCtrl = class("SubSkillDisplayCtrl", BaseCtrl)
local Actor2DManager = require("Game.Actor2D.Actor2DManager")
local LocalData = require("GameCore.Data.LocalData")
local LocalSettingData = require("GameCore.Data.LocalSettingData")
local RapidJson = require("rapidjson")
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
SubSkillDisplayCtrl._mapNodeConfig = {
rtDisplay = {
nCount = 2,
sCtrlName = "Game.UI.Battle.SubSkillDisplay.UltimateDisplayCtrl"
},
rtSubSkill = {
nCount = 2,
sCtrlName = "Game.UI.Battle.SubSkillDisplay.SkillDisplayCtrl"
}
}
SubSkillDisplayCtrl._mapEventConfig = {
CastAssistSkill = "OnEvent_CastAssistSkill",
[EventId.SubSkillDisplayInit] = "OnEvent_Init",
InputEnable = "OnEvent_InputEnable"
}
function SubSkillDisplayCtrl:Awake()
local sSavedDate = LocalData.GetPlayerLocalData("SkillShowDate")
local sDate = os.date("%x")
self.mapCharShow = {}
if sDate ~= sSavedDate then
LocalData.SetPlayerLocalData("SkillShowDate", sDate)
LocalData.SetPlayerLocalData("SkillShowCount", RapidJson.encode({}))
else
local sJson = LocalData.GetPlayerLocalData("SkillShowCount")
local mapData = decodeJson(sJson)
if mapData ~= nil then
for _, nCharId in ipairs(mapData) do
self.mapCharShow[nCharId] = true
end
end
end
end
function SubSkillDisplayCtrl:FadeIn()
end
function SubSkillDisplayCtrl:FadeOut()
end
function SubSkillDisplayCtrl:OnEnable()
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
NovaAPI.ForceUpdateCanvases()
end
cs_coroutine.start(wait)
end
function SubSkillDisplayCtrl:OnDisable()
for _, mapData in pairs(self.mapChar) do
Actor2DManager.UnsetActor2D(false, mapData.Idx, true)
end
end
function SubSkillDisplayCtrl:OnDestroy()
end
function SubSkillDisplayCtrl:OnRelease()
end
function SubSkillDisplayCtrl:OnEvent_Init(tbTeam)
self.mapChar = {}
if #tbTeam < 3 then
printWarn("人数小于3")
return
end
for i = 2, 3 do
local charTid = tbTeam[i]
if charTid ~= nil and charTid ~= 0 then
local nSkillId = ConfigTable.GetData_Character(charTid).AssistSkillId
self.mapChar[charTid] = {
Idx = i,
nSkillId = nSkillId,
bPlaying = false,
rtIdx = i - 1,
nSkillShowIdx = 0
}
end
self._mapNode.rtDisplay[i - 1]:InitL2dRes(charTid, i)
end
end
function SubSkillDisplayCtrl:OnEvent_CastAssistSkill(nCharId)
if self.mapChar[nCharId] ~= nil then
local nSkillId = self.mapChar[nCharId].nSkillId
local checkType = self:CheckPlayType(nCharId)
if checkType == 0 then
return
elseif checkType == 1 then
self:UltimateDisplay(nCharId)
elseif checkType == 2 then
self:SkillDisplay(nCharId, nSkillId)
end
end
end
function SubSkillDisplayCtrl:OnEvent_InputEnable(bEnable)
if not bEnable then
self:InterrputAllDisplay()
end
end
function SubSkillDisplayCtrl:InterrputAllDisplay()
self._mapNode.rtDisplay[1]:InterrputAnim()
self._mapNode.rtDisplay[2]:InterrputAnim()
self._mapNode.rtSubSkill[1]:InterrputAnim()
self._mapNode.rtSubSkill[2]:InterrputAnim()
for _, mapSkill in pairs(self.mapChar) do
mapSkill.bPlaying = false
mapSkill.nSkillShowIdx = 0
end
end
function SubSkillDisplayCtrl:SkillDisplay(nCharId, nSkillId)
local mapData = self.mapChar[nCharId]
if mapData == nil then
return
end
local Callback = function()
mapData.nSkillShowIdx = 0
end
if mapData.nSkillShowIdx == 0 then
for nIdx, skillCtrl in ipairs(self._mapNode.rtSubSkill) do
if not skillCtrl.bPlaying then
skillCtrl:ShowSkillTips(nSkillId, nCharId, Callback)
mapData.nSkillShowIdx = nIdx
return
end
end
printError("没有槽位播放技能展示")
else
self._mapNode.rtSubSkill[mapData.nSkillShowIdx]:ShowSkillTips(nSkillId, nCharId, Callback)
WwiseAudioMgr:PostEvent("ui_tip_feadback")
end
end
function SubSkillDisplayCtrl:UltimateDisplay(nCharId)
local mapData = self.mapChar[nCharId]
if mapData == nil then
return
end
local Callback = function()
mapData.bPlaying = false
end
if mapData.bPlaying then
self._mapNode.rtDisplay[mapData.rtIdx]:ReShowSkill(Callback, mapData.Idx)
else
self._mapNode.rtDisplay[mapData.rtIdx]:ShowSkill(nCharId, mapData.Idx, Callback)
mapData.bPlaying = true
end
self._mapNode.rtDisplay[mapData.rtIdx % 2 + 1]:Set2SecondSkill()
end
function SubSkillDisplayCtrl:CheckPlayType(nCharId)
local bForce = self:CheckForcePlay()
local nType = LocalSettingData.GetLocalSettingData("AnimationSub")
if bForce then
nType = 2
end
if nType == 3 then
return 2
elseif nType == 2 then
if self.mapCharShow[nCharId] == nil then
self.mapCharShow[nCharId] = true
self:SetLocalData()
end
return 1
elseif nType == 1 then
if self.mapCharShow[nCharId] == nil then
self.mapCharShow[nCharId] = true
self:SetLocalData()
return 1
else
return 2
end
end
end
function SubSkillDisplayCtrl:SetLocalData()
local jsonData = {}
for nCharId, _ in pairs(self.mapCharShow) do
table.insert(jsonData, nCharId)
end
local sJson = RapidJson.encode(jsonData)
LocalData.SetPlayerLocalData("SkillShowCount", sJson)
return 1
end
function SubSkillDisplayCtrl:CheckForcePlay()
local bUseLive2D = LocalSettingData.mapData.UseLive2D
if not bUseLive2D then
return false
end
local tbDynamic = {
[GameEnum.dynamicLevelType.Trial] = true
}
local tbBattle = {}
return tbDynamic[self._panel.DynamicType] or tbBattle[self._panel.BattleType]
end
return SubSkillDisplayCtrl
@@ -0,0 +1,27 @@
local SubSkillDisplayPanel = class("SubSkillDisplayPanel", BasePanel)
SubSkillDisplayPanel._bIsMainPanel = false
SubSkillDisplayPanel._tbDefine = {
{
sPrefabPath = "Battle/SubSkillDisplay_forActor2dEditor.prefab"
},
{
sPrefabPath = "Battle/SubSkillDisplay.prefab",
sCtrlName = "Game.UI.Battle.SubSkillDisplay.SubSkillDisplayCtrl"
}
}
if RUNNING_ACTOR2D_EDITOR ~= true then
table.remove(SubSkillDisplayPanel._tbDefine, 1)
end
function SubSkillDisplayPanel:Awake()
end
function SubSkillDisplayPanel:OnEnable()
end
function SubSkillDisplayPanel:OnAfterEnter()
end
function SubSkillDisplayPanel:OnDisable()
end
function SubSkillDisplayPanel:OnDestroy()
end
function SubSkillDisplayPanel:OnRelease()
end
return SubSkillDisplayPanel
@@ -0,0 +1,145 @@
local UltimateDisplayCtrl = class("UltimateDisplayCtrl", BaseCtrl)
local GameResourceLoader = require("Game.Common.Resource.GameResourceLoader")
local ResTypeAny = GameResourceLoader.ResType.Any
local Actor2DManager = require("Game.Actor2D.Actor2DManager")
local Path = require("path")
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
UltimateDisplayCtrl._mapNodeConfig = {
imgBgChar = {sComponentName = "Image"},
imgBgPortrait = {sComponentName = "Image"},
DisplayL2d = {sComponentName = "RawImage"},
animRoot = {sComponentName = "Animator", sNodeName = "animove"},
imgBgCharL2d = {}
}
UltimateDisplayCtrl._mapEventConfig = {}
function UltimateDisplayCtrl:Awake()
end
function UltimateDisplayCtrl:FadeIn()
end
function UltimateDisplayCtrl:FadeOut()
end
function UltimateDisplayCtrl:OnEnable()
self.bPlaying = false
self.bSecond = false
self.animScale = self.gameObject:GetComponent("Animator")
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self.gameObject:SetActive(true)
NovaAPI.SetMaskAllDirty(self._mapNode.imgBgCharL2d)
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self.gameObject:SetActive(false)
end
cs_coroutine.start(wait)
end
function UltimateDisplayCtrl:OnDisable()
end
function UltimateDisplayCtrl:OnDestroy()
end
function UltimateDisplayCtrl:OnRelease()
end
function UltimateDisplayCtrl:ShowSkill(nCharId, nIdx, callback)
if self.bPlaying then
printError("上一个技能未播放完毕")
return
end
if self.timer ~= nil then
self.timer:Cancel(false)
self.timer = nil
end
WwiseAudioMgr:PostEvent("ui_tip_support_ult")
self.gameObject:SetActive(true)
NovaAPI.SetMaskAllDirty(self._mapNode.imgBgCharL2d)
self.bSecond = false
self.animScale:Play("Empty")
self._mapNode.animRoot:Play("SubskillDisplay_moves_1")
self.gameObject.transform.localScale = Vector3.one
self.gameObject.transform:SetAsFirstSibling()
self.nIdx = nIdx
local nSkinId = PlayerData.Char:GetCharSkinId(nCharId)
Actor2DManager.SetActor2D_ForSubSKill(PanelId.SubSkillDisplay, self._mapNode.DisplayL2d, nCharId, nSkinId, nil, nIdx)
Actor2DManager.PlayAnim("ultra", true, nIdx)
self.callback = callback
self.timer = self:AddTimer(1, 1.5, "ShowEnd", true, true, true, true)
self.bPlaying = true
end
function UltimateDisplayCtrl:ReShowSkill(callback, nIdx)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.animRoot:Play("SubskillDisplay_moves_1")
Actor2DManager.PlayAnim("ultra", true, nIdx)
end
if self.timer ~= nil then
self.timer:Cancel(false)
self.timer = nil
end
WwiseAudioMgr:PostEvent("ui_tip_support_ult")
self.gameObject:SetActive(true)
NovaAPI.SetMaskAllDirty(self._mapNode.imgBgCharL2d)
self.bSecond = false
self._mapNode.animRoot:Play("Empty")
self.animScale:Play("Empty")
cs_coroutine.start(wait)
self.gameObject.transform:SetAsFirstSibling()
self.gameObject.transform.localScale = Vector3.one
self.callback = callback
self.timer = self:AddTimer(1, 1.5, "ShowEnd", true, true, true, true)
self.bPlaying = true
end
function UltimateDisplayCtrl:Set2SecondSkill()
if self.bSecond then
return
end
self.bSecond = true
if self.bPlaying then
self.animScale:Play("SubskillDisplay_scale_1")
else
return
end
end
function UltimateDisplayCtrl:ShowEnd()
if self.callback ~= nil and type(self.callback) == "function" then
self.callback()
end
Actor2DManager.UnsetActor2D(false, self.nIdx)
self.callback = nil
self.gameObject:SetActive(false)
self.bSecond = false
self.timer = nil
self.bPlaying = false
self.nIdx = 0
end
function UltimateDisplayCtrl:InterrputAnim()
if not self.bPlaying then
return
end
if self.timer ~= nil then
self.timer:Cancel(false)
self.timer = nil
end
Actor2DManager.UnsetActor2D(false, self.nIdx)
self.callback = nil
self.gameObject:SetActive(false)
self.bPlaying = false
self.nIdx = 0
end
function UltimateDisplayCtrl:InitL2dRes(nCharId, nIdx)
local nSkinId = PlayerData.Char:GetCharSkinId(nCharId)
local mapSkin = ConfigTable.GetData_CharacterSkin(nSkinId)
local sBodyName = string.format("%s_001", nSkinId)
local mapCharCfgData = ConfigTable.GetData_Character(nCharId)
self.LoadSprite(self._mapNode.imgBgPortrait, mapSkin.Portrait, sBodyName)
local mapCharDescCfg = ConfigTable.GetData("CharacterDes", nCharId)
local sColor
if mapCharDescCfg == nil then
sColor = ""
else
sColor = mapCharDescCfg.CharSkillColor == "" and mapCharDescCfg.CharColor or mapCharDescCfg.CharSkillColor
end
local _b, _color = ColorUtility.TryParseHtmlString(sColor)
NovaAPI.SetImageColor(self._mapNode.imgBgChar, _color)
end
function UltimateDisplayCtrl.LoadSprite(imgObj, sPath, sName)
local _sPath = string.format("%s/atlas_png/a/%s.png", Path.dirname(sPath), sName)
NovaAPI.SetImageSprite(imgObj, Settings.AB_ROOT_PATH .. _sPath)
end
return UltimateDisplayCtrl