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 BattlePassRewardGridCtrl = class("BattlePassRewardGridCtrl", BaseCtrl)
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BattlePassRewardGridCtrl._mapNodeConfig = {
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TMPGridLevel = {sComponentName = "TMP_Text"},
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btnItemNormal = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_NormalItem"
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},
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btnItemVip1 = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_VipItem1"
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},
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btnItemVip2 = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_VipItem2"
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},
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btnReceIveNormal = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_NormalReward"
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},
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btnReceIveVip = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_VipReward"
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},
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tcRewardItemNormal = {
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sCtrlName = "Game.UI.TemplateEx.TemplateItemCtrl"
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},
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tcRewardItemVip = {
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sCtrlName = "Game.UI.TemplateEx.TemplateItemCtrl",
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nCount = 2
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},
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imgLockNormalVip = {nCount = 2},
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imgLockNormalNormal = {},
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tcRewardItemFXNormal = {},
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tcRewardItemFXVip = {nCount = 2},
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tcRewardItemReplaceVip = {nCount = 2, sComponentName = "Animator"},
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tcRewardItemReplaceNormal = {sComponentName = "Animator"}
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}
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BattlePassRewardGridCtrl._mapEventConfig = {}
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BattlePassRewardGridCtrl._mapRedDotConfig = {}
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function BattlePassRewardGridCtrl:Awake()
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end
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function BattlePassRewardGridCtrl:FadeIn()
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end
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function BattlePassRewardGridCtrl:FadeOut()
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end
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function BattlePassRewardGridCtrl:OnEnable()
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end
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function BattlePassRewardGridCtrl:OnDisable()
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end
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function BattlePassRewardGridCtrl:OnDestroy()
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end
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function BattlePassRewardGridCtrl:OnRelease()
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end
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function BattlePassRewardGridCtrl:Refresh(mapReward, bPremium, nBattlePassLevel)
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self.mapReward = mapReward
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self.nBattlePassLevel = nBattlePassLevel
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NovaAPI.SetTMPText(self._mapNode.TMPGridLevel, orderedFormat(ConfigTable.GetUIText("BattlePass_RewardLevel"), mapReward.nLevel))
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if mapReward.nNormalTid ~= 0 then
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self._mapNode.btnItemNormal.gameObject:SetActive(true)
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self._mapNode.tcRewardItemNormal:SetItem(mapReward.nNormalTid, nil, mapReward.nNormalQty, nil, mapReward.bNormalReceive, false, false, false, false)
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self._mapNode.imgLockNormalNormal:SetActive(nBattlePassLevel < mapReward.nLevel)
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else
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self._mapNode.btnItemNormal.gameObject:SetActive(false)
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end
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if mapReward.nVipTid1 ~= 0 then
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self._mapNode.btnItemVip1.gameObject:SetActive(true)
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self._mapNode.tcRewardItemVip[1]:SetItem(mapReward.nVipTid1, nil, mapReward.nVipQty1, nil, mapReward.bVipReceive, false, false, false, false)
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self._mapNode.imgLockNormalVip[1]:SetActive(nBattlePassLevel < mapReward.nLevel or not bPremium)
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else
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self._mapNode.btnItemVip1.gameObject:SetActive(false)
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end
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if mapReward.nVipTid2 ~= 0 then
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self._mapNode.btnItemVip2.gameObject:SetActive(true)
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self._mapNode.tcRewardItemVip[2]:SetItem(mapReward.nVipTid2, nil, mapReward.nVipQty2, nil, mapReward.bVipReceive, false, false, false, false)
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self._mapNode.imgLockNormalVip[2]:SetActive(nBattlePassLevel < mapReward.nLevel or not bPremium)
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else
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self._mapNode.btnItemVip2.gameObject:SetActive(false)
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end
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self._mapNode.tcRewardItemFXNormal.gameObject:SetActive(nBattlePassLevel >= mapReward.nLevel and not mapReward.bNormalReceive)
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self._mapNode.tcRewardItemFXVip[1].gameObject:SetActive(nBattlePassLevel >= mapReward.nLevel and not mapReward.bVipReceive and bPremium and (mapReward.nVipTid1 ~= 0 or mapReward.nVipTid2 ~= 0))
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self._mapNode.tcRewardItemFXVip[2].gameObject:SetActive(nBattlePassLevel >= mapReward.nLevel and not mapReward.bVipReceive and bPremium and (mapReward.nVipTid1 ~= 0 or mapReward.nVipTid2 ~= 0))
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self._mapNode.btnReceIveNormal.gameObject:SetActive(nBattlePassLevel >= mapReward.nLevel and not mapReward.bNormalReceive)
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self._mapNode.btnReceIveVip.gameObject:SetActive(nBattlePassLevel >= mapReward.nLevel and not mapReward.bVipReceive and bPremium and (mapReward.nVipTid1 ~= 0 or mapReward.nVipTid2 ~= 0))
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end
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function BattlePassRewardGridCtrl:OnBtnClick_NormalReward()
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local callback = function()
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end
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PlayerData.BattlePass:NetMsg_BattlePassRewardReceive(false, self.mapReward.nLevel, true, callback)
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end
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function BattlePassRewardGridCtrl:OnBtnClick_VipReward()
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local callback = function()
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end
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PlayerData.BattlePass:NetMsg_BattlePassRewardReceive(false, self.mapReward.nLevel, false, callback)
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end
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function BattlePassRewardGridCtrl:OnBtnClick_NormalItem()
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if self.mapReward == nil then
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return
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end
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if self.mapReward.nNormalTid ~= 0 then
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UTILS.ClickItemGridWithTips(self.mapReward.nNormalTid, self._mapNode.tcRewardItemNormal.gameObject.transform, true, true, false)
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end
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end
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function BattlePassRewardGridCtrl:OnBtnClick_VipItem1()
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if self.mapReward == nil then
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return
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end
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if self.mapReward.nVipTid1 ~= 0 then
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UTILS.ClickItemGridWithTips(self.mapReward.nVipTid1, self._mapNode.tcRewardItemVip[1].gameObject.transform, true, true, false)
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end
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end
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function BattlePassRewardGridCtrl:OnBtnClick_VipItem2()
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if self.mapReward == nil then
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return
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end
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if self.mapReward.nVipTid2 ~= 0 then
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UTILS.ClickItemGridWithTips(self.mapReward.nVipTid2, self._mapNode.tcRewardItemVip[2].gameObject.transform, true, true, false)
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end
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end
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function BattlePassRewardGridCtrl:BattlePassRewardShowEnableEffect(bPremium, nDelay)
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local waitDelay = function()
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if bPremium then
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local bEnableVip1 = self.nBattlePassLevel >= self.mapReward.nLevel and not self.mapReward.bVipReceive and bPremium and self.mapReward.nVipTid1 ~= 0
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local bEnableVip2 = self.nBattlePassLevel >= self.mapReward.nLevel and not self.mapReward.bVipReceive and bPremium and self.mapReward.nVipTid2 ~= 0
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if bEnableVip1 then
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self._mapNode.tcRewardItemReplaceVip[1]:Play("tcRewardItemReplace_in")
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end
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if bEnableVip2 then
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self._mapNode.tcRewardItemReplaceVip[2]:Play("tcRewardItemReplace_in")
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end
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end
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local bNormal = self.nBattlePassLevel >= self.mapReward.nLevel and not self.mapReward.bNormalReceive
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if bNormal then
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self._mapNode.tcRewardItemReplaceNormal:Play("tcRewardItemReplace_in")
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end
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end
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self:AddTimer(1, nDelay, waitDelay, true, true, true, nil)
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end
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return BattlePassRewardGridCtrl
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