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
+159
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local CraftingCtrl = class("CraftingCtrl", BaseCtrl)
CraftingCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
},
rtToggle = {
sComponentName = "RectTransform"
},
togItem = {},
bgRing = {},
goMatProduction = {
sNodeName = "---MatProduction---",
sCtrlName = "Game.UI.Crafting.MatCraftingCtrl"
},
goPresentsProduction = {
sNodeName = "---PresentsProduction---"
},
animRoot = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "Animator"
}
}
CraftingCtrl._mapEventConfig = {
JumpToProduction = "OnEvent_JumpToProduction",
PlayCraftingAnim = "OnEvent_PlayCraftingAnim",
SetCraftingEmpty = "OnEvent_SetCraftingEmpty"
}
function CraftingCtrl:InitTog()
self.tbAllProduction = PlayerData.Crafting:GetProductionPageList()
local index = 1
local addTogItem = function(nTog, nType)
local togObj = instantiate(self._mapNode.togItem, self._mapNode.rtToggle)
local togCtrl = self:BindCtrlByNode(togObj, "Game.UI.TemplateEx.TemplateToggleCtrl")
local btn = togObj.transform:GetComponent("UIButton")
local func_Handler = ui_handler(self, self.OnBtnClick_Tog, togObj, index)
btn.onClick:AddListener(func_Handler)
togCtrl.gameObject:SetActive(true)
table.insert(self.tbTogCtrl, {
ctrl = togCtrl,
nTog = nTog,
nType = nType
})
return togCtrl
end
for _, v in ipairs(self.tbAllProduction) do
local togItemCtrl = addTogItem(AllEnum.CraftingToggle.Material, v.nType)
local tbCfg = ConfigTable.GetData("ProductionType", v.nType)
togItemCtrl:SetText(tbCfg.TypeName)
togItemCtrl:SetDefault(false)
index = index + 1
end
if 0 == self.nSelectTogIndex then
self.nSelectTogIndex = 1
end
self.tbTogCtrl[self.nSelectTogIndex].ctrl:SetDefault(true)
self._mapNode.goMatProduction.gameObject:SetActive(false)
if nil ~= self.tbTogCtrl[self.nSelectTogIndex].nType then
self:RefreshMtCrafting(self.tbTogCtrl[self.nSelectTogIndex].nType)
else
printError("神器合成功能已移除")
end
end
function CraftingCtrl:RefreshMtCrafting(nType, bReset)
self._mapNode.goMatProduction.gameObject:SetActive(true)
local tbProductionList
for _, v in ipairs(self.tbAllProduction) do
if v.nType == nType then
tbProductionList = v.tbList
end
end
if nil ~= tbProductionList then
if bReset then
self._mapNode.goMatProduction:ResetSelectProduction()
end
self._mapNode.goMatProduction:RefreshProductionList(tbProductionList)
end
end
function CraftingCtrl:SelectTog(nIndex)
if nIndex == self.nSelectTogIndex then
return
end
self.tbTogCtrl[nIndex].ctrl:SetTrigger(true)
self.tbTogCtrl[self.nSelectTogIndex].ctrl:SetTrigger(false)
local lastTogType = self.tbTogCtrl[self.nSelectTogIndex].nTog
local curTogType = self.tbTogCtrl[nIndex].nTog
local bReset = true
self.nSelectTogIndex = nIndex
self._mapNode.goMatProduction.gameObject:SetActive(false)
self._mapNode.goPresentsProduction.gameObject:SetActive(false)
if nil ~= self.tbTogCtrl[self.nSelectTogIndex].nType then
self:RefreshMtCrafting(self.tbTogCtrl[self.nSelectTogIndex].nType, bReset)
if bReset then
self._mapNode.animRoot:Play("CraftingPanel_switch_mat")
else
end
end
end
function CraftingCtrl:FadeIn()
EventManager.Hit(EventId.SetTransition)
self._mapNode.animRoot:Play("CraftingPanel_in")
end
function CraftingCtrl:Awake()
self.tbTogCtrl = {}
self.nSelectTogIndex = 0
self._mapNode.togItem.gameObject:SetActive(false)
self._mapNode.goPresentsProduction.gameObject:SetActive(false)
end
function CraftingCtrl:OnEnable()
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self:InitTog()
end
cs_coroutine.start(wait)
end
function CraftingCtrl:OnDisable()
for _, v in ipairs(self.tbTogCtrl) do
destroy(v.ctrl.gameObject)
self:UnbindCtrlByNode(v.ctrl)
end
self.tbTogCtrl = {}
EventManager.Hit(EventId.ClosePanel, PanelId.CraftingTip)
end
function CraftingCtrl:OnDestroy()
end
function CraftingCtrl:OnBtnClick_Tog(btn, nIndex)
self:SelectTog(nIndex)
end
function CraftingCtrl:OnEvent_JumpToProduction(nProductionId)
local nTogIndex = 0
for k, v in ipairs(self.tbAllProduction) do
for _, data in ipairs(v.tbList) do
if data.Id == nProductionId then
nTogIndex = k
self._mapNode.goMatProduction:RefreshProductionList(v.tbList, data.Id)
break
end
end
end
if 0 == nTogIndex then
printError("神器合成功能已移除")
end
if 0 ~= nTogIndex then
self:SelectTog(nTogIndex)
end
end
function CraftingCtrl:OnEvent_PlayCraftingAnim(callback)
self._mapNode.animRoot:Play("CraftingPanel_make", 0, 0)
CS.WwiseAudioManager.Instance:PostEvent("ui_craft_effect")
local nAnimLength = 0.5
EventManager.Hit(EventId.TemporaryBlockInput, nAnimLength)
if nil ~= callback then
self:AddTimer(1, nAnimLength, callback, true, true, true)
end
end
function CraftingCtrl:OnEvent_SetCraftingEmpty(bEmpty)
self._mapNode.bgRing:SetActive(not bEmpty)
end
return CraftingCtrl
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local CraftingPanel = class("CraftingPanel", BasePanel)
CraftingPanel._tbDefine = {
{
sPrefabPath = "Crafting/CraftingPanel.prefab",
sCtrlName = "Game.UI.Crafting.CraftingCtrl"
}
}
function CraftingPanel:Awake()
end
function CraftingPanel:OnEnable()
end
function CraftingPanel:OnDisable()
end
function CraftingPanel:OnDestroy()
end
return CraftingPanel
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local CraftingTipCtrl = class("CraftingTipCtrl", BaseCtrl)
CraftingTipCtrl._mapNodeConfig = {
imgBlurredBg = {},
goWindow = {},
animWindow = {sNodeName = "goWindow", sComponentName = "Animator"},
txtTitle = {
sNodeName = "txtWindowTitle",
sComponentName = "TMP_Text",
sLanguageId = "UITitle_Crafting"
},
btnClose = {
sComponentName = "UIButton",
callback = "OnBtnClick_Close"
},
btnBg = {
sComponentName = "Button",
callback = "OnBtnClick_Close"
},
safeAreaRoot = {
sNodeName = "----SafeAreaRoot----"
},
animRoot = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "Animator"
},
bgRing = {},
goMatProduction = {
sNodeName = "---MatProduction---",
sCtrlName = "Game.UI.Crafting.MatCraftingCtrl"
}
}
CraftingTipCtrl._mapEventConfig = {
CloseCraftingTipPanel = "Close",
PlayCraftingAnim = "OnEvent_PlayCraftingAnim",
[EventId.JumpToSuccess] = "OnEvent_JumpTo",
SetCraftingEmpty = "OnEvent_SetCraftingEmpty"
}
function CraftingTipCtrl:RefreshContent()
local tbCfg = ConfigTable.GetData("Production", self.nProductionId)
local nGroupId = tbCfg.Group
local tbProductionList = PlayerData.Crafting:GetProductionListByGroup(nGroupId)
if nil ~= tbProductionList then
self._mapNode.goMatProduction:RefreshProductionList(tbProductionList, self.nProductionId)
end
end
function CraftingTipCtrl:Close(callback)
self.closeCallback = callback
self._mapNode.animWindow:Play("t_window_04_t_out")
self._mapNode.imgBlurredBg:SetActive(false)
EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
self:AddTimer(1, 0.3, "OnCloseAnimFinish", true, true, true)
end
function CraftingTipCtrl:OnCloseAnimFinish()
EventManager.Hit(EventId.ClosePanel, PanelId.CraftingTip)
if nil ~= self.closeCallback then
self.closeCallback()
end
end
function CraftingTipCtrl:Awake()
local tbParams = self:GetPanelParam()
if type(tbParams) == "table" then
self.nProductionId = tbParams[1]
end
end
function CraftingTipCtrl:OnEnable()
self._mapNode.safeAreaRoot.gameObject:SetActive(false)
self._mapNode.imgBlurredBg.gameObject:SetActive(true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.safeAreaRoot.gameObject:SetActive(true)
self._mapNode.animWindow:Play("t_window_04_t_in")
end
cs_coroutine.start(wait)
self:RefreshContent()
end
function CraftingTipCtrl:OnDisable()
end
function CraftingTipCtrl:OnDestroy()
end
function CraftingTipCtrl:OnBtnClick_Close()
self:Close()
end
function CraftingTipCtrl:OnEvent_PlayCraftingAnim(callback)
self._mapNode.animRoot:Play("CraftingPanel_make", 0, 0)
CS.WwiseAudioManager.Instance:PostEvent("ui_craft_effect")
local nAnimLength = 0.5
EventManager.Hit(EventId.TemporaryBlockInput, nAnimLength)
if nil ~= callback then
self:AddTimer(1, nAnimLength, callback, true, true, true)
end
end
function CraftingTipCtrl:OnEvent_JumpTo(nType)
if nType ~= GameEnum.jumpType.Crafting then
self:Close()
end
end
function CraftingTipCtrl:OnEvent_SetCraftingEmpty(bEmpty)
self._mapNode.bgRing:SetActive(not bEmpty)
end
return CraftingTipCtrl
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local CraftingTipPanel = class("CraftingTipPanel", BasePanel)
CraftingTipPanel._bIsMainPanel = false
CraftingTipPanel._tbDefine = {
{
sPrefabPath = "Crafting/CraftingTipPanel.prefab",
sCtrlName = "Game.UI.Crafting.CraftingTipCtrl"
}
}
function CraftingTipPanel:Awake()
end
function CraftingTipPanel:OnEnable()
end
function CraftingTipPanel:OnDisable()
end
function CraftingTipPanel:OnDestroy()
end
return CraftingTipPanel
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local MatCraftingCtrl = class("MatCraftingCtrl", BaseCtrl)
MatCraftingCtrl._mapNodeConfig = {
sv = {
sComponentName = "LoopScrollView"
},
trSv = {sNodeName = "sv", sComponentName = "Transform"},
goCraftingContent = {},
btnCraftingItem = {
sComponentName = "UIButton",
callback = "OnBtnClick_CraftingItem"
},
imgItemIcon = {sComponentName = "Image"},
txtItemCount = {sComponentName = "TMP_Text"},
txtCrafting = {
sComponentName = "TMP_Text",
sLanguageId = "Crafting_Count_Text"
},
txtCraftingCount = {sComponentName = "TMP_Text"},
txtMaterial = {
sComponentName = "TMP_Text",
sLanguageId = "Crafting_Material_Title"
},
goMaterialList = {
sComponentName = "RectTransform"
},
btnMaterial = {
sComponentName = "UIButton",
callback = "OnBtnClick_MaterialItem",
nCount = 4
},
goMaterialItem = {
sCtrlName = "Game.UI.TemplateEx.TemplateMatCtrl",
nCount = 4
},
btnReduceCount = {
sComponentName = "UIButton",
callback = "OnBtnClick_Reduce"
},
btnAddCount = {
sComponentName = "UIButton",
callback = "OnBtnClick_Add"
},
btnReduceGray = {
sComponentName = "UIButton",
callback = "OnBtnClick_ReduceGray"
},
btnAddGray = {
sComponentName = "UIButton",
callback = "OnBtnClick_AddGray"
},
imgCountSlider = {
sComponentName = "Slider",
callback = "OnSliderValueChange"
},
btnCrafting = {
sComponentName = "UIButton",
callback = "OnBtnClick_Crafting"
},
txtBtnCrafting = {
sComponentName = "TMP_Text",
sLanguageId = "Crafting_Btn_Text"
},
goEmpty = {},
txtEmpty = {
sComponentName = "TMP_Text",
sLanguageId = "Crafting_Empty"
}
}
MatCraftingCtrl._mapEventConfig = {
CraftingSuccess = "OnRefreshCraftingItem"
}
function MatCraftingCtrl:RefreshProductionList(tbList, nSelectPId)
self.tbProduction = tbList
for insId, objCtrl in pairs(self.tbProductionCtrl) do
self:UnbindCtrlByNode(objCtrl)
self.tbProductionCtrl[insId] = nil
end
self.nWorldClass = PlayerData.Base:GetWorldClass()
if nil ~= nSelectPId then
self.nSelectPId = nSelectPId
end
local nSelectIndex
if nil ~= self.nSelectPId then
for k, v in ipairs(self.tbProduction) do
if v.Id == self.nSelectPId then
nSelectIndex = k
end
end
end
self._mapNode.sv:Init(#self.tbProduction, self, self.OnRefreshGrid, self.OnGridBtnClick)
if nil ~= nSelectIndex then
self._mapNode.sv:SetScrollGridPos(nSelectIndex - 1, 0.1, 1)
end
self:OnSelectMtProduction(self.nSelectPId)
self:RefreshCraftingCount()
NovaAPI.SetSliderValue(self._mapNode.imgCountSlider, self.nCraftingCount)
end
function MatCraftingCtrl:OnRefreshGrid(goGrid, gridIndex)
local nIndex = gridIndex + 1
local data = self.tbProduction[nIndex]
if data == nil then
goGrid:SetActive(false)
return
end
local nInstanceId = goGrid:GetInstanceID()
if not self.tbProductionCtrl[nInstanceId] then
self.tbProductionCtrl[nInstanceId] = self:BindCtrlByNode(goGrid, "Game.UI.Crafting.MatProductionItemCtrl")
end
goGrid.gameObject:SetActive(true)
data.Unlock = data.UnlockWorldLevel <= self.nWorldClass
self.tbProductionCtrl[nInstanceId]:SetData(data)
if self.nSelectPId == 0 and data.Unlock then
self.nSelectPId = data.Id
end
if self.nSelectPId == data.Id then
self.nSelectIndex = nIndex
self.tbProductionCtrl[nInstanceId]:SetSelect(true)
end
end
function MatCraftingCtrl:OnGridBtnClick(goGrid, gridIndex)
local nIndex = gridIndex + 1
local data = self.tbProduction[nIndex]
if not data.Unlock then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Crafting_Lock_Tip"))
return
end
if self.nSelectPId == data.Id then
return
end
local nInstanceId = goGrid:GetInstanceID()
local goSelect = self._mapNode.trSv:Find("Viewport/Content/" .. self.nSelectIndex - 1)
if goSelect then
self.tbProductionCtrl[goSelect.gameObject:GetInstanceID()]:SetSelect(false)
end
self.tbProductionCtrl[nInstanceId]:SetSelect(true)
self.nSelectIndex = nIndex
self.nSelectPId = data.Id
self:OnSelectMtProduction(self.nSelectPId)
end
function MatCraftingCtrl:RefreshCraftingCount()
local bEmpty = self.nSelectPId == nil or self.nSelectPId == 0
self._mapNode.goEmpty:SetActive(bEmpty)
self._mapNode.goCraftingContent:SetActive(not bEmpty)
EventManager.Hit("SetCraftingEmpty", bEmpty)
if bEmpty then
return
end
local tbCfgData = PlayerData.Crafting:GetProductionById(self.nSelectPId)
if tbCfgData == nil then
return
end
self._mapNode.goEmpty:SetActive(false)
self._mapNode.goCraftingContent:SetActive(true)
for k, v in ipairs(tbCfgData.MaterialList) do
self._mapNode.btnMaterial[k].interactable = nil ~= self._mapNode.goMaterialItem[k]
if nil ~= self._mapNode.goMaterialItem[k] then
self._mapNode.goMaterialItem[k]:SetMat(v.nItemId, self.nCraftingCount * v.nCount)
end
end
NovaAPI.SetTMPText(self._mapNode.txtCraftingCount, self.nCraftingCount)
self._mapNode.btnAddCount.gameObject:SetActive(self.nCraftingCount < self.nMaxCraftingCount)
self._mapNode.btnAddGray.gameObject:SetActive(self.nCraftingCount >= self.nMaxCraftingCount)
self._mapNode.btnReduceCount.gameObject:SetActive(self.nCraftingCount > 1)
self._mapNode.btnReduceGray.gameObject:SetActive(self.nCraftingCount <= 1)
end
function MatCraftingCtrl:ResetSelectProduction()
self.nSelectPId = 0
end
function MatCraftingCtrl:Awake()
self.nSelectPId = 0
self.nMaxCraftingCount = 0
self.nMaxCraftingCountCfg = ConfigTable.GetConfigNumber("MaterialCraftingLimit")
self.nCraftingCount = 1
self.tbProductionCtrl = {}
end
function MatCraftingCtrl:OnEnable()
end
function MatCraftingCtrl:OnDisable()
for insId, objCtrl in pairs(self.tbProductionCtrl) do
self:UnbindCtrlByNode(objCtrl)
self.tbProductionCtrl[insId] = nil
end
self.tbProductionCtrl = {}
end
function MatCraftingCtrl:OnDestroy()
end
function MatCraftingCtrl:OnBtnClick_CraftingItem(btn)
local mapData = {
nTid = self.nProductionId,
bShowDepot = true,
bShowJumpto = true
}
EventManager.Hit(EventId.OpenPanel, PanelId.ItemTips, btn.transform, mapData)
end
function MatCraftingCtrl:OnBtnClick_MaterialItem(btn, index)
local tbCfgData = PlayerData.Crafting:GetProductionById(self.nSelectPId)
if nil ~= tbCfgData.MaterialList[index] then
local mapData = {
nTid = tbCfgData.MaterialList[index].nItemId,
bShowDepot = true,
bShowJumpto = true
}
EventManager.Hit(EventId.OpenPanel, PanelId.ItemTips, btn.transform, mapData)
end
end
function MatCraftingCtrl:OnBtnClick_Reduce(btn)
if self.nCraftingCount <= 1 then
return
end
if btn.Operate_Type == 0 then
self.nCraftingCount = self.nCraftingCount - 1
elseif btn.Operate_Type == 3 then
local nAdd = 2 ^ btn.CurrentGear
self.nCraftingCount = math.floor(self.nCraftingCount - nAdd)
end
if self.nCraftingCount < 1 then
self.nCraftingCount = 1
end
self:RefreshCraftingCount()
NovaAPI.SetSliderValue(self._mapNode.imgCountSlider, self.nCraftingCount)
end
function MatCraftingCtrl:OnBtnClick_Add(btn)
if self.nCraftingCount >= self.nMaxCraftingCount then
return
end
if btn.Operate_Type == 0 then
self.nCraftingCount = self.nCraftingCount + 1
elseif btn.Operate_Type == 3 then
local nAdd = 2 ^ btn.CurrentGear
self.nCraftingCount = math.floor(self.nCraftingCount + nAdd)
end
self.nCraftingCount = self.nCraftingCount > self.nMaxCraftingCount and self.nMaxCraftingCount or self.nCraftingCount
self:RefreshCraftingCount()
NovaAPI.SetSliderValue(self._mapNode.imgCountSlider, self.nCraftingCount)
end
function MatCraftingCtrl:OnBtnClick_ReduceGray()
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Crafting_Count_Min"))
end
function MatCraftingCtrl:OnBtnClick_AddGray()
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Crafting_Count_Max"))
end
function MatCraftingCtrl:OnSliderValueChange(_, value)
self.nCraftingCount = math.ceil(value)
self:RefreshCraftingCount()
end
function MatCraftingCtrl:OnBtnClick_Crafting()
if self.nCraftingCount == 0 then
return
end
local bEnough = true
local tbCfgData = PlayerData.Crafting:GetProductionById(self.nSelectPId)
for k, v in ipairs(tbCfgData.MaterialList) do
local hasCount = PlayerData.Item:GetItemCountByID(v.nItemId)
if hasCount < self.nCraftingCount * v.nCount then
bEnough = false
break
end
end
if not bEnough then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Crafting_Material_Not_Enough"))
return
end
local sucFunc = function()
EventManager.Hit("CraftingSuccess")
end
EventManager.Hit("PlayCraftingAnim", function()
PlayerData.Crafting:SendMaterialCrafting(self.nSelectPId, self.nCraftingCount, sucFunc)
end)
end
function MatCraftingCtrl:OnSelectMtProduction(nId)
self.nSelectPId = nId
self.nMaxCraftingCount = -1
self.nCraftingCount = 1
local tbCfgData = PlayerData.Crafting:GetProductionById(self.nSelectPId)
if nil ~= tbCfgData then
self.nProductionId = tbCfgData.ShowProductionId == 0 and tbCfgData.ProductionId or tbCfgData.ShowProductionId
local nCount = tbCfgData.ShowProductionId == 0 and tbCfgData.ProductionPerBatch or tbCfgData.ShowProductionPerBatch
local itemCfg = ConfigTable.GetData_Item(self.nProductionId)
self:SetPngSprite(self._mapNode.imgItemIcon, itemCfg.Icon)
NovaAPI.SetTMPText(self._mapNode.txtItemCount, orderedFormat(ConfigTable.GetUIText("Crafting_Item_Count"), nCount))
for k, v in ipairs(self._mapNode.btnMaterial) do
local tbMaterialInfo = tbCfgData.MaterialList[k]
local itemCtrl = self._mapNode.goMaterialItem[k]
v.interactable = nil ~= tbMaterialInfo
if nil ~= tbMaterialInfo then
v.gameObject:SetActive(true)
itemCtrl:SetMat(tbMaterialInfo.nItemId, nil)
local hasCount = PlayerData.Item:GetItemCountByID(tbMaterialInfo.nItemId)
local nCount = math.floor(hasCount / tbMaterialInfo.nCount)
if -1 == self.nMaxCraftingCount then
self.nMaxCraftingCount = nCount
end
self.nMaxCraftingCount = nCount < self.nMaxCraftingCount and nCount or self.nMaxCraftingCount
else
itemCtrl:SetMat(0)
end
end
self.nMaxCraftingCount = self.nMaxCraftingCount > self.nMaxCraftingCountCfg and self.nMaxCraftingCountCfg or self.nMaxCraftingCount
NovaAPI.SetSliderMaxValue(self._mapNode.imgCountSlider, self.nMaxCraftingCount <= 0 and 1 or self.nMaxCraftingCount)
NovaAPI.SetSliderMinValue(self._mapNode.imgCountSlider, 1)
if self.nMaxCraftingCount <= 1 then
NovaAPI.SetSliderValue(self._mapNode.imgCountSlider, 1)
NovaAPI.SetSliderInteractable(self._mapNode.imgCountSlider, false)
else
NovaAPI.SetSliderInteractable(self._mapNode.imgCountSlider, true)
end
end
self:RefreshCraftingCount()
NovaAPI.SetSliderValue(self._mapNode.imgCountSlider, self.nCraftingCount)
end
function MatCraftingCtrl:OnRefreshCraftingItem()
for _, v in pairs(self.tbProductionCtrl) do
v:RefreshCraftingItem()
end
self:OnSelectMtProduction(self.nSelectPId)
end
return MatCraftingCtrl
@@ -0,0 +1,46 @@
local MatProductionItemCtrl = class("MatProductionItemCtrl", BaseCtrl)
MatProductionItemCtrl._mapNodeConfig = {
anAudioUI = {sNodeName = "btnGrid", sComponentName = "AkAudioUI"},
goItem = {
sCtrlName = "Game.UI.TemplateEx.TemplateItemCtrl"
},
txtHave = {
sComponentName = "TMP_Text",
sLanguageId = "Crafting_Material_QTY"
},
txtHaveCount = {sComponentName = "TMP_Text"},
txtProductionName = {sComponentName = "TMP_Text"},
goLock = {},
imgSelect = {},
txtLock = {sComponentName = "TMP_Text"}
}
MatProductionItemCtrl._mapEventConfig = {}
function MatProductionItemCtrl:SetData(tbProduction)
self.nId = tbProduction.Id
self.bUnlock = tbProduction.Unlock
self._mapNode.goLock.gameObject:SetActive(not self.bUnlock)
if not self.bUnlock then
NovaAPI.SetTMPText(self._mapNode.txtLock, tbProduction.UnlockTip)
end
self.nItemId = tbProduction.ShowProductionId == 0 and tbProduction.ProductionId or tbProduction.ShowProductionId
local nCount = tbProduction.ShowProductionId == 0 and tbProduction.ProductionPerBatch or tbProduction.ShowProductionPerBatch
if nCount <= 1 then
nCount = nil
end
self._mapNode.goItem:SetItem(self.nItemId, nil, nCount)
NovaAPI.SetTMPText(self._mapNode.txtProductionName, tbProduction.Name)
local hasCount = PlayerData.Item:GetItemCountByID(self.nItemId)
NovaAPI.SetTMPText(self._mapNode.txtHaveCount, hasCount)
self:SetSelect(false)
local sAudioEvent = self.bUnlock and "ui_common_slide" or "ui_systerm_locked"
self._mapNode.anAudioUI:SetAkAudioWiseEventName(sAudioEvent)
end
function MatProductionItemCtrl:RefreshCraftingItem()
local hasCount = PlayerData.Item:GetItemCountByID(self.nItemId)
NovaAPI.SetTMPText(self._mapNode.txtHaveCount, hasCount)
end
function MatProductionItemCtrl:SetSelect(bSelect)
self.bSelect = bSelect
self._mapNode.imgSelect.gameObject:SetActive(self.bSelect)
end
return MatProductionItemCtrl
@@ -0,0 +1,42 @@
local PreProductionItemCtrl = class("PreProductionItemCtrl", BaseCtrl)
PreProductionItemCtrl._mapNodeConfig = {
anAudioUI = {sNodeName = "btnGrid", sComponentName = "AkAudioUI"},
goItem = {
sCtrlName = "Game.UI.TemplateEx.TemplateItemCtrl"
},
txtProductionName = {sComponentName = "TMP_Text"},
txtHave = {sComponentName = "TMP_Text"},
txtHaveCount = {sComponentName = "TMP_Text"},
goLock = {},
imgSelect = {},
txtLock = {sComponentName = "TMP_Text"}
}
PreProductionItemCtrl._mapEventConfig = {}
function PreProductionItemCtrl:SetData(tbProduction)
self.nId = tbProduction.Id
self.bUnlock = tbProduction.Unlock
self._mapNode.goLock.gameObject:SetActive(not self.bUnlock)
if not self.bUnlock then
NovaAPI.SetTMPText(self._mapNode.txtLock, tbProduction.UnlockTip)
end
local nItemId = tbProduction.ShowProductionId == 0 and tbProduction.ProductionId or tbProduction.ShowProductionId
local nCount = tbProduction.ShowProductionId == 0 and tbProduction.ProductionPerBatch or tbProduction.ShowProductionPerBatch
if nCount <= 1 then
nCount = nil
end
self._mapNode.goItem:SetItem(nItemId, nil, nCount)
NovaAPI.SetTMPText(self._mapNode.txtProductionName, tbProduction.Name)
local hasCount = PlayerData.Item:GetItemCountByID(nItemId)
NovaAPI.SetTMPText(self._mapNode.txtHaveCount, hasCount)
self:SetSelect(false)
local sAudioEvent = self.bUnlock and "ui_common_slide" or "ui_systerm_locked"
self._mapNode.anAudioUI:SetAkAudioWiseEventName(sAudioEvent)
end
function PreProductionItemCtrl:SetSelect(bSelect)
self.bSelect = bSelect
self._mapNode.imgSelect.gameObject:SetActive(self.bSelect)
end
function PreProductionItemCtrl:OnSelectItem(nId)
self:SetSelect(nId == self.nId)
end
return PreProductionItemCtrl