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 MatCraftingCtrl = class("MatCraftingCtrl", BaseCtrl)
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MatCraftingCtrl._mapNodeConfig = {
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sv = {
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sComponentName = "LoopScrollView"
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},
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trSv = {sNodeName = "sv", sComponentName = "Transform"},
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goCraftingContent = {},
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btnCraftingItem = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_CraftingItem"
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},
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imgItemIcon = {sComponentName = "Image"},
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txtItemCount = {sComponentName = "TMP_Text"},
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txtCrafting = {
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sComponentName = "TMP_Text",
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sLanguageId = "Crafting_Count_Text"
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},
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txtCraftingCount = {sComponentName = "TMP_Text"},
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txtMaterial = {
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sComponentName = "TMP_Text",
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sLanguageId = "Crafting_Material_Title"
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},
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goMaterialList = {
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sComponentName = "RectTransform"
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},
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btnMaterial = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_MaterialItem",
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nCount = 4
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},
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goMaterialItem = {
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sCtrlName = "Game.UI.TemplateEx.TemplateMatCtrl",
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nCount = 4
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},
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btnReduceCount = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Reduce"
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},
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btnAddCount = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Add"
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},
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btnReduceGray = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_ReduceGray"
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},
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btnAddGray = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_AddGray"
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},
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imgCountSlider = {
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sComponentName = "Slider",
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callback = "OnSliderValueChange"
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},
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btnCrafting = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Crafting"
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},
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txtBtnCrafting = {
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sComponentName = "TMP_Text",
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sLanguageId = "Crafting_Btn_Text"
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},
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goEmpty = {},
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txtEmpty = {
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sComponentName = "TMP_Text",
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sLanguageId = "Crafting_Empty"
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}
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}
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MatCraftingCtrl._mapEventConfig = {
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CraftingSuccess = "OnRefreshCraftingItem"
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}
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function MatCraftingCtrl:RefreshProductionList(tbList, nSelectPId)
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self.tbProduction = tbList
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for insId, objCtrl in pairs(self.tbProductionCtrl) do
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self:UnbindCtrlByNode(objCtrl)
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self.tbProductionCtrl[insId] = nil
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end
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self.nWorldClass = PlayerData.Base:GetWorldClass()
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if nil ~= nSelectPId then
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self.nSelectPId = nSelectPId
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end
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local nSelectIndex
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if nil ~= self.nSelectPId then
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for k, v in ipairs(self.tbProduction) do
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if v.Id == self.nSelectPId then
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nSelectIndex = k
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end
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end
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end
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self._mapNode.sv:Init(#self.tbProduction, self, self.OnRefreshGrid, self.OnGridBtnClick)
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if nil ~= nSelectIndex then
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self._mapNode.sv:SetScrollGridPos(nSelectIndex - 1, 0.1, 1)
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end
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self:OnSelectMtProduction(self.nSelectPId)
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self:RefreshCraftingCount()
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NovaAPI.SetSliderValue(self._mapNode.imgCountSlider, self.nCraftingCount)
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end
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function MatCraftingCtrl:OnRefreshGrid(goGrid, gridIndex)
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local nIndex = gridIndex + 1
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local data = self.tbProduction[nIndex]
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if data == nil then
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goGrid:SetActive(false)
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return
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end
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local nInstanceId = goGrid:GetInstanceID()
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if not self.tbProductionCtrl[nInstanceId] then
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self.tbProductionCtrl[nInstanceId] = self:BindCtrlByNode(goGrid, "Game.UI.Crafting.MatProductionItemCtrl")
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end
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goGrid.gameObject:SetActive(true)
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data.Unlock = data.UnlockWorldLevel <= self.nWorldClass
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self.tbProductionCtrl[nInstanceId]:SetData(data)
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if self.nSelectPId == 0 and data.Unlock then
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self.nSelectPId = data.Id
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end
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if self.nSelectPId == data.Id then
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self.nSelectIndex = nIndex
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self.tbProductionCtrl[nInstanceId]:SetSelect(true)
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end
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end
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function MatCraftingCtrl:OnGridBtnClick(goGrid, gridIndex)
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local nIndex = gridIndex + 1
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local data = self.tbProduction[nIndex]
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if not data.Unlock then
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EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Crafting_Lock_Tip"))
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return
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end
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if self.nSelectPId == data.Id then
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return
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end
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local nInstanceId = goGrid:GetInstanceID()
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local goSelect = self._mapNode.trSv:Find("Viewport/Content/" .. self.nSelectIndex - 1)
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if goSelect then
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self.tbProductionCtrl[goSelect.gameObject:GetInstanceID()]:SetSelect(false)
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end
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self.tbProductionCtrl[nInstanceId]:SetSelect(true)
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self.nSelectIndex = nIndex
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self.nSelectPId = data.Id
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self:OnSelectMtProduction(self.nSelectPId)
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end
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function MatCraftingCtrl:RefreshCraftingCount()
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local bEmpty = self.nSelectPId == nil or self.nSelectPId == 0
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self._mapNode.goEmpty:SetActive(bEmpty)
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self._mapNode.goCraftingContent:SetActive(not bEmpty)
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EventManager.Hit("SetCraftingEmpty", bEmpty)
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if bEmpty then
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return
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end
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local tbCfgData = PlayerData.Crafting:GetProductionById(self.nSelectPId)
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if tbCfgData == nil then
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return
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end
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self._mapNode.goEmpty:SetActive(false)
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self._mapNode.goCraftingContent:SetActive(true)
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for k, v in ipairs(tbCfgData.MaterialList) do
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self._mapNode.btnMaterial[k].interactable = nil ~= self._mapNode.goMaterialItem[k]
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if nil ~= self._mapNode.goMaterialItem[k] then
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self._mapNode.goMaterialItem[k]:SetMat(v.nItemId, self.nCraftingCount * v.nCount)
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end
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end
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NovaAPI.SetTMPText(self._mapNode.txtCraftingCount, self.nCraftingCount)
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self._mapNode.btnAddCount.gameObject:SetActive(self.nCraftingCount < self.nMaxCraftingCount)
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self._mapNode.btnAddGray.gameObject:SetActive(self.nCraftingCount >= self.nMaxCraftingCount)
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self._mapNode.btnReduceCount.gameObject:SetActive(self.nCraftingCount > 1)
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self._mapNode.btnReduceGray.gameObject:SetActive(self.nCraftingCount <= 1)
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end
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function MatCraftingCtrl:ResetSelectProduction()
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self.nSelectPId = 0
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end
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function MatCraftingCtrl:Awake()
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self.nSelectPId = 0
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self.nMaxCraftingCount = 0
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self.nMaxCraftingCountCfg = ConfigTable.GetConfigNumber("MaterialCraftingLimit")
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self.nCraftingCount = 1
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self.tbProductionCtrl = {}
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end
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function MatCraftingCtrl:OnEnable()
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end
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function MatCraftingCtrl:OnDisable()
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for insId, objCtrl in pairs(self.tbProductionCtrl) do
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self:UnbindCtrlByNode(objCtrl)
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self.tbProductionCtrl[insId] = nil
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end
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self.tbProductionCtrl = {}
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end
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function MatCraftingCtrl:OnDestroy()
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end
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function MatCraftingCtrl:OnBtnClick_CraftingItem(btn)
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local mapData = {
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nTid = self.nProductionId,
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bShowDepot = true,
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bShowJumpto = true
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}
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EventManager.Hit(EventId.OpenPanel, PanelId.ItemTips, btn.transform, mapData)
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end
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function MatCraftingCtrl:OnBtnClick_MaterialItem(btn, index)
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local tbCfgData = PlayerData.Crafting:GetProductionById(self.nSelectPId)
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if nil ~= tbCfgData.MaterialList[index] then
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local mapData = {
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nTid = tbCfgData.MaterialList[index].nItemId,
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bShowDepot = true,
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bShowJumpto = true
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}
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EventManager.Hit(EventId.OpenPanel, PanelId.ItemTips, btn.transform, mapData)
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end
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end
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function MatCraftingCtrl:OnBtnClick_Reduce(btn)
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if self.nCraftingCount <= 1 then
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return
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end
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if btn.Operate_Type == 0 then
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self.nCraftingCount = self.nCraftingCount - 1
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elseif btn.Operate_Type == 3 then
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local nAdd = 2 ^ btn.CurrentGear
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self.nCraftingCount = math.floor(self.nCraftingCount - nAdd)
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end
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if self.nCraftingCount < 1 then
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self.nCraftingCount = 1
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end
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self:RefreshCraftingCount()
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NovaAPI.SetSliderValue(self._mapNode.imgCountSlider, self.nCraftingCount)
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end
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function MatCraftingCtrl:OnBtnClick_Add(btn)
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if self.nCraftingCount >= self.nMaxCraftingCount then
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return
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end
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if btn.Operate_Type == 0 then
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self.nCraftingCount = self.nCraftingCount + 1
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elseif btn.Operate_Type == 3 then
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local nAdd = 2 ^ btn.CurrentGear
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self.nCraftingCount = math.floor(self.nCraftingCount + nAdd)
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end
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self.nCraftingCount = self.nCraftingCount > self.nMaxCraftingCount and self.nMaxCraftingCount or self.nCraftingCount
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self:RefreshCraftingCount()
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NovaAPI.SetSliderValue(self._mapNode.imgCountSlider, self.nCraftingCount)
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end
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function MatCraftingCtrl:OnBtnClick_ReduceGray()
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EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Crafting_Count_Min"))
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end
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function MatCraftingCtrl:OnBtnClick_AddGray()
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EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Crafting_Count_Max"))
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end
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function MatCraftingCtrl:OnSliderValueChange(_, value)
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self.nCraftingCount = math.ceil(value)
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self:RefreshCraftingCount()
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end
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function MatCraftingCtrl:OnBtnClick_Crafting()
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if self.nCraftingCount == 0 then
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return
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end
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local bEnough = true
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local tbCfgData = PlayerData.Crafting:GetProductionById(self.nSelectPId)
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for k, v in ipairs(tbCfgData.MaterialList) do
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local hasCount = PlayerData.Item:GetItemCountByID(v.nItemId)
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if hasCount < self.nCraftingCount * v.nCount then
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bEnough = false
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break
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end
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end
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if not bEnough then
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EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Crafting_Material_Not_Enough"))
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return
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end
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local sucFunc = function()
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EventManager.Hit("CraftingSuccess")
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end
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EventManager.Hit("PlayCraftingAnim", function()
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PlayerData.Crafting:SendMaterialCrafting(self.nSelectPId, self.nCraftingCount, sucFunc)
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end)
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end
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function MatCraftingCtrl:OnSelectMtProduction(nId)
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self.nSelectPId = nId
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self.nMaxCraftingCount = -1
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self.nCraftingCount = 1
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local tbCfgData = PlayerData.Crafting:GetProductionById(self.nSelectPId)
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if nil ~= tbCfgData then
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self.nProductionId = tbCfgData.ShowProductionId == 0 and tbCfgData.ProductionId or tbCfgData.ShowProductionId
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local nCount = tbCfgData.ShowProductionId == 0 and tbCfgData.ProductionPerBatch or tbCfgData.ShowProductionPerBatch
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local itemCfg = ConfigTable.GetData_Item(self.nProductionId)
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self:SetPngSprite(self._mapNode.imgItemIcon, itemCfg.Icon)
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NovaAPI.SetTMPText(self._mapNode.txtItemCount, orderedFormat(ConfigTable.GetUIText("Crafting_Item_Count"), nCount))
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for k, v in ipairs(self._mapNode.btnMaterial) do
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local tbMaterialInfo = tbCfgData.MaterialList[k]
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local itemCtrl = self._mapNode.goMaterialItem[k]
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v.interactable = nil ~= tbMaterialInfo
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if nil ~= tbMaterialInfo then
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v.gameObject:SetActive(true)
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itemCtrl:SetMat(tbMaterialInfo.nItemId, nil)
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local hasCount = PlayerData.Item:GetItemCountByID(tbMaterialInfo.nItemId)
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local nCount = math.floor(hasCount / tbMaterialInfo.nCount)
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if -1 == self.nMaxCraftingCount then
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self.nMaxCraftingCount = nCount
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end
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self.nMaxCraftingCount = nCount < self.nMaxCraftingCount and nCount or self.nMaxCraftingCount
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else
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itemCtrl:SetMat(0)
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end
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end
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self.nMaxCraftingCount = self.nMaxCraftingCount > self.nMaxCraftingCountCfg and self.nMaxCraftingCountCfg or self.nMaxCraftingCount
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NovaAPI.SetSliderMaxValue(self._mapNode.imgCountSlider, self.nMaxCraftingCount <= 0 and 1 or self.nMaxCraftingCount)
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NovaAPI.SetSliderMinValue(self._mapNode.imgCountSlider, 1)
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if self.nMaxCraftingCount <= 1 then
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NovaAPI.SetSliderValue(self._mapNode.imgCountSlider, 1)
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NovaAPI.SetSliderInteractable(self._mapNode.imgCountSlider, false)
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else
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NovaAPI.SetSliderInteractable(self._mapNode.imgCountSlider, true)
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end
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end
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self:RefreshCraftingCount()
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NovaAPI.SetSliderValue(self._mapNode.imgCountSlider, self.nCraftingCount)
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end
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function MatCraftingCtrl:OnRefreshCraftingItem()
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for _, v in pairs(self.tbProductionCtrl) do
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v:RefreshCraftingItem()
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end
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self:OnSelectMtProduction(self.nSelectPId)
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end
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return MatCraftingCtrl
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