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 EquipmentAttrPreviewCtrl = class("EquipmentAttrPreviewCtrl", BaseCtrl)
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local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
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EquipmentAttrPreviewCtrl._mapNodeConfig = {
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blur = {
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sNodeName = "t_fullscreen_blur_blue"
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},
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aniBlur = {
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sNodeName = "t_fullscreen_blur_blue",
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sComponentName = "Animator"
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},
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btnCloseBg = {
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sNodeName = "snapshot",
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sComponentName = "Button",
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callback = "OnBtnClick_Close"
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},
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txtWindowTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "Equipment_Title_AttrPreview"
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},
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window = {},
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aniWindow = {sNodeName = "window", sComponentName = "Animator"},
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btnClose = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Close"
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},
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Content = {sComponentName = "Transform"},
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goAttr = {},
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ActionBar = {
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sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
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},
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btnShortcutClose = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Close"
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}
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}
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EquipmentAttrPreviewCtrl._mapEventConfig = {}
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function EquipmentAttrPreviewCtrl:Open()
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self._mapNode.blur:SetActive(true)
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self:PlayInAni()
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self:Refresh()
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end
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function EquipmentAttrPreviewCtrl:Refresh()
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local mapSlotData
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if self.tbEquipment == nil then
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self.tbEquipment, mapSlotData = PlayerData.Equipment:GetEquipedGem(self.nCharId)
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end
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for k, v in ipairs(self.tbEquipment) do
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local goItemObj = instantiate(self._mapNode.goAttr, self._mapNode.Content)
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goItemObj:SetActive(true)
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local txtName = goItemObj.transform:Find("t_common_04/imgBg/txtName"):GetComponent("TMP_Text")
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local sRoman = mapSlotData and ConfigTable.GetUIText("RomanNumeral_" .. mapSlotData[k].nGemIndex) or ""
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local sName = orderedFormat(ConfigTable.GetUIText("Equipment_AttrPreviewName_" .. k), v.sName, sRoman)
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NovaAPI.SetTMPText(txtName, sName)
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for i = 1, 4 do
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local goAttr = goItemObj.transform:Find("rtBg/goProperty" .. i).gameObject
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local ctrlAttr = self:BindCtrlByNode(goAttr, "Game.UI.TemplateEx.TemplateRandomPropertyCtrl")
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ctrlAttr:SetProperty(v.tbAffix[i], self.nCharId)
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end
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end
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end
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function EquipmentAttrPreviewCtrl:PlayInAni()
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self._mapNode.window:SetActive(true)
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self._mapNode.aniWindow:Play("t_window_04_t_in")
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EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
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end
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function EquipmentAttrPreviewCtrl:PlayOutAni()
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self._mapNode.aniWindow:Play("t_window_04_t_out")
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self._mapNode.aniBlur:SetTrigger("tOut")
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self:AddTimer(1, 0.2, "Close", true, true, true)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
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end
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function EquipmentAttrPreviewCtrl:Close()
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self._mapNode.window:SetActive(false)
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EventManager.Hit(EventId.ClosePanel, PanelId.EquipmentAttrPreview)
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end
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function EquipmentAttrPreviewCtrl:Awake()
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self._mapNode.window:SetActive(false)
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local tbParam = self:GetPanelParam()
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if type(tbParam) == "table" then
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self.nCharId = tbParam[1]
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self.tbEquipment = tbParam[2]
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end
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self._mapNode.btnShortcutClose.gameObject:SetActive(GamepadUIManager.GetInputState())
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if GamepadUIManager.GetInputState() then
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local tbConfig = {
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{
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sAction = "Back",
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sLang = "ActionBar_Back"
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}
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}
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self._mapNode.ActionBar:InitActionBar(tbConfig)
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end
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end
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function EquipmentAttrPreviewCtrl:OnEnable()
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if GamepadUIManager.GetInputState() then
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GamepadUIManager.EnableGamepadUI("EquipmentAttrPreviewCtrl", self:GetGamepadUINode(), nil, true)
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end
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self:Open()
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end
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function EquipmentAttrPreviewCtrl:OnDisable()
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if GamepadUIManager.GetInputState() then
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GamepadUIManager.DisableGamepadUI("EquipmentAttrPreviewCtrl")
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end
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end
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function EquipmentAttrPreviewCtrl:OnDestroy()
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end
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function EquipmentAttrPreviewCtrl:OnBtnClick_Close()
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self:PlayOutAni()
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end
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return EquipmentAttrPreviewCtrl
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