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 CharFgTrialCtrl = class("CharFgTrialCtrl", BaseCtrl)
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local MoveBarPos = {
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-483.6,
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-162,
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159.6,
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481.2
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}
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local PanelToTab = {
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[PanelId.CharInfoTrial] = 1,
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[PanelId.CharSkillTrial] = 2,
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[PanelId.CharPotentialTrial] = 3,
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[PanelId.CharTalentTrial] = 4
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}
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local TabTextKey = {
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"CharacterInfo_Tab1",
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"CharacterInfo_Tab2",
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"CharacterInfo_Tab4",
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"CharacterInfo_Tab5"
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}
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CharFgTrialCtrl._mapNodeConfig = {
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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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goBack = {},
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goResBarAnimRoot = {},
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btnTab = {
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nCount = 4,
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sComponentName = "UIButton",
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callback = "OnBtnClick_Tab"
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},
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imgOn = {nCount = 4},
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txtTabOn = {nCount = 4, sComponentName = "TMP_Text"},
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txtTabOff = {nCount = 4, sComponentName = "TMP_Text"},
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layoutOff = {nCount = 4},
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imgMoveBar = {sComponentName = "Transform"},
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Tab = {sNodeName = "--Tab--"},
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aniSafeRoot = {
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sNodeName = "----SafeAreaRoot----",
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sComponentName = "Animator"
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}
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}
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CharFgTrialCtrl._mapEventConfig = {
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RefreshCharFg = "OnEvent_RefreshFg",
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RefreshCharTopBar = "RefreshTopBar",
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RefreshCharTopBarText = "OnEvent_SetTopBarText",
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ChangeCharFgTab = "OnEvent_ChangeTab",
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ChangeCharTopBar = "OnEvent_ChangeTopBar"
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}
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function CharFgTrialCtrl:InitTab()
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self.nTab = PanelToTab[self._panel.nPanelId]
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self._mapNode.imgMoveBar.localPosition = Vector3(MoveBarPos[self.nTab], 4.5, 0)
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for i = 1, 4 do
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NovaAPI.SetTMPText(self._mapNode.txtTabOn[i], ConfigTable.GetUIText(TabTextKey[i]))
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NovaAPI.SetTMPText(self._mapNode.txtTabOff[i], ConfigTable.GetUIText(TabTextKey[i]))
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self._mapNode.imgOn[i]:SetActive(PanelToTab[self._panel.nPanelId] == i)
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self._mapNode.txtTabOn[i].gameObject:SetActive(PanelToTab[self._panel.nPanelId] == i)
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self._mapNode.layoutOff[i].gameObject:SetActive(PanelToTab[self._panel.nPanelId] ~= i)
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end
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end
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function CharFgTrialCtrl:RefreshTopBar()
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local nPanelId = self._panel.nPanelId
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local panelCfg = self.tbPanelCfg[nPanelId]
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if nil ~= panelCfg then
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if panelCfg.bShowTopBar then
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self._mapNode.TopBar.gameObject:SetActive(true)
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self._mapNode.TopBar:InitTopBar(nPanelId)
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if nPanelId == PanelId.CharTalent then
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local mapCharCfg = ConfigTable.GetData_Character(self._panel.nCharId)
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self._mapNode.TopBar:CreateCoin({
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mapCharCfg.FragmentsId
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})
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end
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else
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self._mapNode.TopBar.gameObject:SetActive(false)
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end
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end
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if self._panel.bSecondPanel then
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self:OnEvent_ChangeTopBar(false, true)
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end
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end
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function CharFgTrialCtrl:Awake()
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self:InitTab()
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end
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function CharFgTrialCtrl:OnEnable()
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self.tbPanelCfg = self._panel:GetPanelShowCfg()
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local tbSubPanel = self._panel:GetSubPanel()
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if tbSubPanel[self._panel.nPanelId] or self._panel.bSecondPanel then
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self._mapNode.aniSafeRoot:Play("CharFgPanel_out", 0, 1)
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else
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self._mapNode.aniSafeRoot:Play("CharFgPanel_in")
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end
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self:RefreshTopBar()
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end
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cs_coroutine.start(wait)
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end
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function CharFgTrialCtrl:OnDisable()
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end
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function CharFgTrialCtrl:OnDestroy()
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end
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function CharFgTrialCtrl:OnEvent_RefreshFg()
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end
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function CharFgTrialCtrl:OnEvent_ChangeTab(bOpen)
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if bOpen then
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self._mapNode.aniSafeRoot:Play("CharFgPanel_in")
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else
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self._mapNode.aniSafeRoot:Play("CharFgPanel_out")
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end
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end
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function CharFgTrialCtrl:OnEvent_ChangeTopBar(bShowBack, bShowRes)
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self._mapNode.goBack:SetActive(bShowBack)
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self._mapNode.goResBarAnimRoot:SetActive(bShowRes)
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end
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function CharFgTrialCtrl:OnBtnClick_Tab(btn, nIndex)
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if self.nTab == nIndex then
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return
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end
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local nNextPanel = table.keyof(PanelToTab, nIndex)
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self._mapNode.imgMoveBar:DOLocalMoveX(MoveBarPos[nIndex], 0.1):SetUpdate(true)
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self._mapNode.imgOn[self.nTab]:SetActive(false)
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self._mapNode.txtTabOn[self.nTab].gameObject:SetActive(false)
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self._mapNode.layoutOff[self.nTab].gameObject:SetActive(true)
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self._mapNode.imgOn[nIndex]:SetActive(true)
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self._mapNode.txtTabOn[nIndex].gameObject:SetActive(true)
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self._mapNode.layoutOff[nIndex].gameObject:SetActive(false)
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self.nTab = nIndex
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if nNextPanel then
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EventManager.Hit(EventId.CharRelatePanelOpen, nNextPanel, self._panel.nCharId)
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end
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end
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function CharFgTrialCtrl:OnEvent_SetTopBarText(sTitle)
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self._mapNode.TopBar:SetTitleTxt(sTitle)
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end
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return CharFgTrialCtrl
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