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 GachaPreviewCtrl = class("GachaPreviewCtrl", BaseCtrl)
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local Actor2DManager = require("Game.Actor2D.Actor2DManager")
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GachaPreviewCtrl._mapNodeConfig = {
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rtCharinfo = {
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sCtrlName = "Game.UI.TemplateEx.TemplateCharInfoCtrl"
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},
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TopBarPanel = {
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sNodeName = "TopBarPanel",
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sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
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},
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RimgL2d = {sComponentName = "RawImage"},
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btnSkill = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Skill"
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},
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btnPerk = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Perk"
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},
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btnHeartStone = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_HeartStone"
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},
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TMPSkill = {
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sComponentName = "TMP_Text",
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nCount = 2,
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sLanguageId = "SelectMember_Skill"
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},
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TMPPerk = {
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sComponentName = "TMP_Text",
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nCount = 2,
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sLanguageId = "Perk_Exclusive"
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},
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TMPHeartStone = {
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sComponentName = "TMP_Text",
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nCount = 2,
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sLanguageId = "HeartStone"
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},
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imgTab = {nCount = 3},
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rtSkillList = {
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sCtrlName = "Game.UI.GachaEx.GachaPreview.SkillListCtrl"
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},
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rtExPerkList = {
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sCtrlName = "Game.UI.GachaEx.GachaPreview.PerkListCtrl"
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},
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rtHeartStoneList = {
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sCtrlName = "Game.UI.GachaEx.GachaPreview.HeartStoneListCtrl"
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}
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}
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GachaPreviewCtrl._mapEventConfig = {}
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function GachaPreviewCtrl:Awake()
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end
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function GachaPreviewCtrl:FadeIn()
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end
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function GachaPreviewCtrl:FadeOut()
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end
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function GachaPreviewCtrl:OnEnable()
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self.curTab = 1
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local tbParam = self:GetPanelParam()
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self.nCharId = tbParam[1]
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if self.nCharId == nil then
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return
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end
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self._mapNode.rtSkillList:Refresh(self.nCharId)
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self._mapNode.rtCharinfo:Refresh({
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nLevel = self:CalCharMaxLevel(self.nCharId)
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}, ConfigTable.GetData_Character(self.nCharId))
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self._mapNode.rtSkillList.gameObject:SetActive(true)
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self._mapNode.rtExPerkList:SetShow(false)
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self._mapNode.rtHeartStoneList.gameObject:SetActive(false)
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for i = 1, 3 do
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self._mapNode.imgTab[i]:SetActive(i == self.curTab)
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end
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local mapCharCfgData = ConfigTable.GetData_Character(self.nCharId)
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Actor2DManager.SetActor2D(self:GetPanelId(), self._mapNode.RimgL2d, self.nCharId, mapCharCfgData.AdvanceSkinId)
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end
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function GachaPreviewCtrl:CalCharMaxLevel(nCharId)
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local nMaxLevel = 0
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local mapCharCfgData = ConfigTable.GetData_Character(nCharId)
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local forEach = function(mapData)
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if mapData.Grade == mapCharCfgData.Grade and tonumber(mapData.LvLimit) > nMaxLevel then
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nMaxLevel = tonumber(mapData.LvLimit)
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end
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end
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ForEachTableLine(DataTable.CharRaritySequence, forEach)
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return nMaxLevel
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end
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function GachaPreviewCtrl:OnDisable()
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Actor2DManager.UnsetActor2D()
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end
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function GachaPreviewCtrl:OnDestroy()
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end
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function GachaPreviewCtrl:OnRelease()
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end
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function GachaPreviewCtrl:OnBtnClick_Skill()
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if self.curTab == 1 then
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return
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end
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self.curTab = 1
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for i = 1, 3 do
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self._mapNode.imgTab[i]:SetActive(i == self.curTab)
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end
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self._mapNode.rtSkillList.gameObject:SetActive(true)
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self._mapNode.rtExPerkList:SetShow(false)
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self._mapNode.rtHeartStoneList.gameObject:SetActive(false)
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end
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function GachaPreviewCtrl:OnBtnClick_Perk()
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end
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function GachaPreviewCtrl:OnBtnClick_HeartStone()
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end
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return GachaPreviewCtrl
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