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 BoardPlotCtrl = class("BoardPlotCtrl", BaseCtrl)
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local PlayerHandbookData = PlayerData.Handbook
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local PlayerBoardData = PlayerData.Board
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local LimitWidth = 270
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BoardPlotCtrl._mapNodeConfig = {
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imgChose = {},
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imgChoseMask = {},
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imgAnimMask = {},
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imgItemIcon = {sComponentName = "Image"},
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imgItemRare = {sComponentName = "Image"},
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imgChoseBg = {},
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imgSelectIndex = {sComponentName = "Image"},
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txtSelected = {
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sComponentName = "TMP_Text",
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sLanguageId = "HomePage_Selected"
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},
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goAnim = {},
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txtName = {sComponentName = "TMP_Text"},
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hintHorLayout = {
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sNodeName = "goName",
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sComponentName = "HorizontalLayoutGroup"
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},
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layoutElement = {
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sNodeName = "goName",
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sComponentName = "LayoutElement"
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},
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goName = {
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sComponentName = "RectTransform"
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}
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}
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function BoardPlotCtrl:RefreshItemData(bShowFavorite)
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self._mapNode.goAnim.gameObject:SetActive(false)
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self._mapNode.txtName.gameObject:SetActive(false)
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local handbookData = PlayerHandbookData:GetHandbookDataById(self.nId)
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local plotCfgData = handbookData:GetPlotCfgData()
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local scrollerCS = self._mapNode.txtName.gameObject:GetComponent("TextScroll")
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if nil ~= plotCfgData then
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local tbResourcePath = PlayerData.Handbook:GetPlotResourcePath(self.nId)
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self:SetPngSprite(self._mapNode.imgItemIcon, tbResourcePath.ListImg)
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self:SetHintLayout(true)
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self._mapNode.txtName.gameObject:SetActive(true)
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NovaAPI.SetTMPText(self._mapNode.txtName, plotCfgData.Name)
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local rectTra = self._mapNode.txtName.gameObject:GetComponent("RectTransform")
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(rectTra)
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CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.goName)
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local width = rectTra.sizeDelta.x
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if width >= LimitWidth then
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self:SetHintLayout(false)
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scrollerCS:StartScroll(self._mapNode.txtName)
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else
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self:SetHintLayout(true)
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scrollerCS:StopScroll()
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end
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end
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cs_coroutine.start(wait)
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else
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scrollerCS:StopScroll()
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end
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end
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function BoardPlotCtrl:SetItemData(itemData)
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local nMaxCount = PlayerBoardData:GetMaxSelectCount()
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self.nId = itemData.data:GetId()
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self:RefreshItemData(true)
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local nSelect = itemData.nSelect > 0 and nMaxCount - itemData.nSelect + 1 or 0
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self:SetSelect(nSelect)
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end
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function BoardPlotCtrl:SetItemSortData(nId, nIndex)
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self.nId = nId
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self:RefreshItemData(false)
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self._mapNode.imgChose.gameObject:SetActive(false)
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self._mapNode.imgChoseMask.gameObject:SetActive(false)
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self._mapNode.imgChoseBg.gameObject:SetActive(false)
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self._mapNode.imgAnimMask.gameObject:SetActive(false)
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end
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function BoardPlotCtrl:SetSelect(nSelectIdx)
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self.bSelect = nil ~= nSelectIdx and 0 < nSelectIdx
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self._mapNode.imgChose.gameObject:SetActive(self.bSelect)
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self._mapNode.imgChoseMask.gameObject:SetActive(self.bSelect)
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self._mapNode.imgChoseBg.gameObject:SetActive(self.bSelect)
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self._mapNode.imgAnimMask.gameObject:SetActive(self.bSelect)
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if self.bSelect then
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self:SetAtlasSprite(self._mapNode.imgSelectIndex, "11_ico", "zs_team_select_" .. nSelectIdx)
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end
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end
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function BoardPlotCtrl:CheckSelect(tbSelected)
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local nSelectIdx
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for k, v in ipairs(tbSelected) do
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if v == self.nId then
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nSelectIdx = k
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break
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end
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end
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self:SetSelect(nSelectIdx)
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end
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function BoardPlotCtrl:SetHintLayout(bEnabled)
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self._mapNode.hintHorLayout.enabled = bEnabled
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self._mapNode.layoutElement.enabled = not bEnabled
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end
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return BoardPlotCtrl
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