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
@@ -0,0 +1,222 @@
local PotentialCardItemCtrl = class("PotentialCardItemCtrl", BaseCtrl)
PotentialCardItemCtrl._mapNodeConfig = {
db_SSR = {},
goPotentialNormal = {},
imgRare_Gold = {},
imgRare_RainBow = {},
goIcon = {
sCtrlName = "Game.UI.StarTower.Potential.PotentialIconCtrl"
},
txtName = {sComponentName = "TMP_Text"},
imgCharBg = {},
imgCharIcon = {sComponentName = "Image"},
imgCharSpBg = {},
imgCharSpIcon = {sComponentName = "Image"},
Content = {
sComponentName = "RectTransform"
},
txtDesc = {sComponentName = "TMP_Text"},
TMP_Link1 = {
sNodeName = "txtDesc",
sComponentName = "TMPHyperLink",
callback = "OnBtnClick_Word"
},
txtLevelValue = {sComponentName = "TMP_Text"},
txtLevel = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_Level"
},
imgArrow = {},
goUpgrade = {},
txtUpLevelValue = {sComponentName = "TMP_Text"},
goPotentialSpecial = {},
imgSpIcon = {sComponentName = "Image"},
txtSpName = {sComponentName = "TMP_Text"},
SpContent = {
sComponentName = "RectTransform"
},
txtSpDesc = {sComponentName = "TMP_Text"},
TMP_Link2 = {
sNodeName = "txtSpDesc",
sComponentName = "TMPHyperLink",
callback = "OnBtnClick_Word"
},
animCtrl = {sComponentName = "Animator", sNodeName = "AnimRoot"},
imgReommend = {},
imgNew = {},
txtNew = {
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Book_New_Text"
},
N = {},
SR = {},
SSR = {},
BgEffect = {},
ArrowEffect = {}
}
PotentialCardItemCtrl._mapEventConfig = {}
PotentialCardItemCtrl._mapRedDotConfig = {}
local level_txt_color = {
[1] = "#44587f",
[2] = "#4e76d4"
}
function PotentialCardItemCtrl:SetPotentialItem(nTid, nLevel, nNextLevel, bSimpleDesc, bShowChar, nPotentialAddLevel, nShowType, bNew, bLucky)
self.nTid = nTid
self.nLevel = nLevel
self.nNextLevel = nNextLevel
self.nShowType = nShowType or AllEnum.PotentialCardType.CharInfo
self.nPotentialAddLevel = nPotentialAddLevel or 0
self.bLucky = bLucky
self._mapNode.imgNew.gameObject:SetActive(bNew)
self._mapNode.ArrowEffect:SetActive(self.bLucky)
local itemCfg = ConfigTable.GetData_Item(nTid)
if nil == itemCfg then
printError(string.format("获取道具表配置失败!!!id = [%s])", nTid))
return
end
self.itemCfg = itemCfg
local potentialCfg = ConfigTable.GetData("Potential", nTid)
if nil == potentialCfg then
return
end
self._mapNode.db_SSR:SetActive(itemCfg.Rarity == GameEnum.itemRarity.SSR)
local bSpecial = itemCfg.Stype == GameEnum.itemStype.SpecificPotential
self._mapNode.goPotentialNormal.gameObject:SetActive(not bSpecial)
self._mapNode.goPotentialSpecial.gameObject:SetActive(bSpecial)
if not bSpecial then
self:SetNormalCard(itemCfg, potentialCfg, bShowChar)
else
self:SetSpecialCard(itemCfg, potentialCfg, bShowChar)
end
self:ChangeDesc(bSimpleDesc)
self:ChangeWordRaycast(false)
return bSpecial
end
function PotentialCardItemCtrl:SetNormalCard(itemCfg, potentialCfg, bShowChar)
self._mapNode.imgCharBg.gameObject:SetActive(bShowChar)
local nCharId = potentialCfg.CharId
if bShowChar then
local nCharSkinId = PlayerData.Char:GetCharSkinId(nCharId)
local mapCharSkin = ConfigTable.GetData_CharacterSkin(nCharSkinId)
self:SetPngSprite(self._mapNode.imgCharIcon, mapCharSkin.Icon .. AllEnum.CharHeadIconSurfix.S)
end
NovaAPI.SetTMPText(self._mapNode.txtName, itemCfg.Title)
local nColor = AllEnum.FrameColor_New[itemCfg.Rarity]
if nColor == "4" then
self._mapNode.imgRare_Gold.gameObject:SetActive(true)
self._mapNode.imgRare_RainBow.gameObject:SetActive(false)
elseif nColor == "5" then
self._mapNode.imgRare_Gold.gameObject:SetActive(false)
self._mapNode.imgRare_RainBow.gameObject:SetActive(true)
else
self._mapNode.imgRare_Gold.gameObject:SetActive(false)
self._mapNode.imgRare_RainBow.gameObject:SetActive(false)
end
self._mapNode.goIcon:SetIcon(potentialCfg.Id)
local bUpgrade = self.nNextLevel ~= nil and self.nLevel ~= self.nNextLevel
self._mapNode.imgArrow.gameObject:SetActive(bUpgrade)
self._mapNode.goUpgrade.gameObject:SetActive(bUpgrade)
if self.nPotentialAddLevel > 0 then
NovaAPI.SetTMPText(self._mapNode.txtLevelValue, self.nLevel .. "<color=#4e76d4>+" .. self.nPotentialAddLevel .. "</color>")
else
NovaAPI.SetTMPText(self._mapNode.txtLevelValue, self.nLevel)
end
if bUpgrade then
if self.nPotentialAddLevel > 0 then
NovaAPI.SetTMPText(self._mapNode.txtUpLevelValue, self.nNextLevel .. "<color=#4e76d4>+" .. self.nPotentialAddLevel .. "</color>")
else
NovaAPI.SetTMPText(self._mapNode.txtUpLevelValue, self.nNextLevel)
end
end
end
function PotentialCardItemCtrl:SetSpecialCard(itemCfg, potentialCfg, bShowChar)
self._mapNode.imgCharSpBg.gameObject:SetActive(bShowChar)
local nCharId = potentialCfg.CharId
if bShowChar then
local nCharSkinId = PlayerData.Char:GetCharSkinId(nCharId)
local mapCharSkin = ConfigTable.GetData_CharacterSkin(nCharSkinId)
self:SetPngSprite(self._mapNode.imgCharSpIcon, mapCharSkin.Icon .. AllEnum.CharHeadIconSurfix.S)
end
NovaAPI.SetTMPText(self._mapNode.txtSpName, itemCfg.Title)
self:SetPngSprite(self._mapNode.imgSpIcon, itemCfg.Icon .. AllEnum.PotentialIconSurfix.A)
end
function PotentialCardItemCtrl:ChangeDesc(bSimpleDesc)
local potentialCfg = ConfigTable.GetData("Potential", self.nTid)
if nil == potentialCfg then
printError(string.format("获取潜能表配置失败!!!id = [%s])", self.nTid))
return
end
local nLevel = self.nLevel + self.nPotentialAddLevel
local nNextLevel
if self.nNextLevel ~= nil and self.nNextLevel ~= self.nLevel then
nNextLevel = self.nNextLevel + self.nPotentialAddLevel
end
local nDescLevel
if self.nShowType == AllEnum.PotentialCardType.Book or self.nShowType == AllEnum.PotentialCardType.CharInfo then
nDescLevel = self.nLevel
else
nDescLevel = nLevel
end
NovaAPI.SetTMPText(self._mapNode.txtDesc, UTILS.ParseDesc(potentialCfg, GameEnum.levelTypeData.Exclusive, nNextLevel, bSimpleDesc, nDescLevel))
NovaAPI.SetTMPText(self._mapNode.txtSpDesc, UTILS.ParseDesc(potentialCfg, GameEnum.levelTypeData.Exclusive, nNextLevel, bSimpleDesc, nDescLevel))
self._mapNode.Content.anchoredPosition = Vector2(0, 0)
self._mapNode.SpContent.anchoredPosition = Vector2(0, 0)
end
function PotentialCardItemCtrl:ActiveRollEffect()
if not self.itemCfg then
return
end
self._mapNode.SSR:SetActive(self.itemCfg.Rarity == GameEnum.itemRarity.SSR)
self._mapNode.SR:SetActive(self.itemCfg.Rarity == GameEnum.itemRarity.SR)
self._mapNode.N:SetActive(self.itemCfg.Rarity == GameEnum.itemRarity.N)
end
function PotentialCardItemCtrl:CloseBgEffect()
self._mapNode.BgEffect:SetActive(false)
end
function PotentialCardItemCtrl:PlayAnim(sAnimName)
self._mapNode.animCtrl:Play(sAnimName)
self._mapNode.BgEffect:SetActive(self.bLucky and sAnimName == "tc_newperk_card_in")
end
function PotentialCardItemCtrl:OnEnable()
end
function PotentialCardItemCtrl:OnDisable()
end
function PotentialCardItemCtrl:OnDestroy()
end
function PotentialCardItemCtrl:OnBtnClick_Word(link, sWordId)
local potentialCfg = ConfigTable.GetData("Potential", self.nTid)
local nLevel = self.nLevel
local nNextLevel = self.nNextLevel
local nType = potentialCfg.BranchType
local nCharId = potentialCfg.CharId
local tbSkillLevel
if self.nShowType == AllEnum.PotentialCardType.StarTower then
tbSkillLevel = self._panel:GetSkillLevel(nCharId)
elseif self.nShowType == AllEnum.PotentialCardType.CharInfo or self.nShowType == AllEnum.PotentialCardType.Book or self.nShowType == AllEnum.PotentialCardType.Detial then
tbSkillLevel = PlayerData.Char:GetSkillLevel(nCharId)
end
if nType == GameEnum.BranchType.Master then
nLevel = tbSkillLevel[GameEnum.skillSlotType.B]
nNextLevel = nil
elseif nType == GameEnum.BranchType.Assist then
nLevel = tbSkillLevel[GameEnum.skillSlotType.C]
nNextLevel = nil
end
local mapData = {
nPerkId = 0,
nCount = 0,
bWordTip = true,
sWordId = sWordId,
nLevel = nLevel,
nNextLevel = nNextLevel
}
EventManager.Hit(EventId.OpenPanel, PanelId.PerkTips, link, mapData)
end
function PotentialCardItemCtrl:ChangeWordRaycast(bEnable)
NovaAPI.SetTMPRaycastTarget(self._mapNode.txtDesc, bEnable)
NovaAPI.SetTMPRaycastTarget(self._mapNode.txtSpDesc, bEnable)
end
function PotentialCardItemCtrl:SetRecommend(bEnable)
self._mapNode.imgReommend:SetActive(bEnable)
end
return PotentialCardItemCtrl
@@ -0,0 +1,24 @@
local PotentialIconCtrl = class("PotentialIconCtrl", BaseCtrl)
PotentialIconCtrl._mapNodeConfig = {
imgIcon = {nCount = 3, sComponentName = "Image"}
}
PotentialIconCtrl._mapEventConfig = {}
PotentialIconCtrl._mapRedDotConfig = {}
function PotentialIconCtrl:SetIcon(nId)
local itemCfg = ConfigTable.GetData_Item(nId)
if nil == itemCfg then
printError("获取Item表配置失败!!!id = " .. nId)
return
end
local _, color = ColorUtility.TryParseHtmlString(AllEnum.PotentialRarityCfg[itemCfg.Rarity].sColor)
local nCornerType = ConfigTable.GetData("Potential", nId).Corner
self._mapNode.imgIcon[1].gameObject:SetActive(nCornerType ~= 0)
self._mapNode.imgIcon[2].gameObject:SetActive(nCornerType ~= 0)
if nCornerType ~= 0 then
NovaAPI.SetImageColor(self._mapNode.imgIcon[1], color)
self:SetPngSprite(self._mapNode.imgIcon[1], AllEnum.PotentialCornerIcon[nCornerType].sIconB)
self:SetPngSprite(self._mapNode.imgIcon[2], AllEnum.PotentialCornerIcon[nCornerType].sIconA)
end
self:SetPngSprite(self._mapNode.imgIcon[3], itemCfg.Icon .. AllEnum.PotentialIconSurfix.A)
end
return PotentialIconCtrl
@@ -0,0 +1,220 @@
local PotentialLevelUpCtrl = class("PotentialLevelUpCtrl", BaseCtrl)
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
PotentialLevelUpCtrl._mapNodeConfig = {
blurBg = {},
menuBg = {},
btnMask = {
sComponentName = "NaviButton",
callback = "OnBtnClick_MaskBg"
},
contentRoot = {
sNodeName = "----SafeAreaRoot----"
},
animCtrl = {
sComponentName = "Animator",
sNodeName = "----SafeAreaRoot----"
},
btnDepot = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Depot"
},
imgUpgradeTitle = {},
imgSelectTitle = {},
txtUpgrade = {sComponentName = "TMP_Text"},
txtTitle = {
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Potential_LevelUp_Title"
},
txtCloseTips = {
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Potential_LevelUp_Click"
},
goChangeDesc = {},
btnPotential = {sComponentName = "NaviButton", nCount = 3},
rtBtnPotential = {
sNodeName = "btnPotential",
sComponentName = "RectTransform",
nCount = 3
},
potentialCard = {
nCount = 3,
sCtrlName = "Game.UI.StarTower.Potential.PotentialCardItemCtrl"
},
ScrollView = {
nCount = 3,
sComponentName = "GamepadScroll"
},
btnConfirm = {sComponentName = "NaviButton"},
txtBtnConfirm = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_Select_Confirm"
},
rtBtnConfirm = {
sNodeName = "btnConfirm",
sComponentName = "RectTransform"
},
depotPoint = {},
cardFinishParticle = {},
ActionBar = {
sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
}
}
PotentialLevelUpCtrl._mapEventConfig = {
ShowPotentialLevelUp = "OnEvent_ShowPotentialLevelUp",
GamepadUIReopen = "OnEvent_Reopen"
}
PotentialLevelUpCtrl._mapRedDotConfig = {}
function PotentialLevelUpCtrl:Refresh(tbPotential)
if tbPotential == nil or #tbPotential == 0 then
return
end
self._mapNode.imgUpgradeTitle.gameObject:SetActive(false)
self._mapNode.imgSelectTitle.gameObject:SetActive(true)
self._mapNode.btnConfirm.gameObject:SetActive(false)
self._mapNode.goChangeDesc.gameObject:SetActive(false)
self:RefreshPotentialList(tbPotential)
end
function PotentialLevelUpCtrl:RefreshPotentialList(tbPotential)
local tbCardObj = {}
local bSimple = PlayerData.StarTower:GetPotentialDescSimple()
for k, v in ipairs(self._mapNode.potentialCard) do
v.gameObject:SetActive(false)
self._mapNode.btnPotential[k].gameObject:SetActive(tbPotential[k] ~= nil)
if tbPotential[k] ~= nil then
local nTid = tbPotential[k].nId
local potentialCfg = ConfigTable.GetData("Potential", nTid)
if nil ~= potentialCfg then
local nCharId = potentialCfg.CharId
local nPotentialAddLv = self._panel.mapPotentialAddLevel[nCharId][nTid] or 0
v:SetPotentialItem(nTid, tbPotential[k].nLevel, tbPotential[k].nNextLevel, bSimple, true, nPotentialAddLv, AllEnum.PotentialCardType.StarTower)
table.insert(tbCardObj, v)
end
end
end
if 0 < #tbCardObj then
local wait = function()
EventManager.Hit(EventId.BlockInput, true)
local frameCount = 0
while 0 < #tbCardObj do
if 4 <= frameCount then
local cardObj = table.remove(tbCardObj, 1)
if cardObj ~= nil then
cardObj.gameObject:SetActive(true)
cardObj:PlayAnim("tc_newperk_card_in")
WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_select")
end
frameCount = 0
else
frameCount = frameCount + 1
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
end
end
EventManager.Hit(EventId.BlockInput, false)
end
cs_coroutine.start(wait)
end
end
function PotentialLevelUpCtrl:HidePanel()
PanelManager.InputEnable()
EventManager.Hit("StarTowerSetButtonEnable", true, true)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.btnMask.gameObject:SetActive(false)
NovaAPI.SetCanvasSortingOrder(self.canvas, self.nInitSortingOrder)
GamepadUIManager.DisableGamepadUI("PotentialLevelUpCtrl")
if nil ~= self.callback then
self.callback()
end
end
function PotentialLevelUpCtrl:Awake()
self.canvas = self.gameObject:GetComponent("Canvas")
self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas)
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.menuBg.gameObject:SetActive(false)
self._mapNode.txtCloseTips.gameObject:SetActive(true)
self._mapNode.btnMask.gameObject:SetActive(false)
self.tbGamepadUINode = self:GetGamepadUINode()
end
function PotentialLevelUpCtrl:OnEnable()
end
function PotentialLevelUpCtrl:OnDisable()
end
function PotentialLevelUpCtrl:OnBtnClick_MaskBg()
self:HidePanel()
end
function PotentialLevelUpCtrl:OnBtnClick_Depot()
self.bOpenDepot = true
EventManager.Hit("StarTowerSetButtonEnable", false, false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.btnMask.gameObject:SetActive(false)
EventManager.Hit(EventId.StarTowerDepot, AllEnum.StarTowerDepotTog.Potential)
end
function PotentialLevelUpCtrl:OnEvent_CloseStarTowerDepot()
if self.bOpenDepot then
self.bOpenDepot = false
EventManager.Hit("StarTowerSetButtonEnable", false, false)
self._mapNode.blurBg.gameObject:SetActive(true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.contentRoot.gameObject:SetActive(true)
self._mapNode.btnMask.gameObject:SetActive(true)
if self.nSelectIdx ~= 0 then
for k, v in ipairs(self._mapNode.potentialCard) do
if k == self.nSelectIdx then
v:PlayAnim("tc_newperk_card_switch_up")
v:ChangeWordRaycast(true)
end
end
end
end
cs_coroutine.start(wait)
end
end
function PotentialLevelUpCtrl:OnEvent_ShowPotentialLevelUp(tbPotential, callback)
self._panel:SetTop(self.canvas)
if self._mapNode.blurBg.gameObject.activeSelf == false then
PanelManager.InputDisable()
end
EventManager.Hit("StarTowerSetButtonEnable", false, false)
GamepadUIManager.EnableGamepadUI("PotentialLevelUpCtrl", self.tbGamepadUINode)
self.callback = callback
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(true)
self._mapNode.btnMask.gameObject:SetActive(true)
self._mapNode.menuBg.gameObject:SetActive(false)
self._mapNode.cardFinishParticle:SetActive(false)
self._mapNode.btnConfirm.gameObject:SetActive(false)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.contentRoot.gameObject:SetActive(true)
self._mapNode.animCtrl:Play("PotentialSelectPanel_in")
self:Refresh(tbPotential)
end
cs_coroutine.start(wait)
local tbConfig = {
{
sAction = "Confirm",
sLang = "ActionBar_Confirm"
},
{
sAction = "Scroll",
sLang = "ActionBar_Scroll"
},
{
sAction = "Depot",
sLang = "ActionBar_Depot"
}
}
self._mapNode.ActionBar:InitActionBar(tbConfig)
end
function PotentialLevelUpCtrl:OnEvent_Reopen(sName)
if sName ~= "PotentialLevelUpCtrl" then
return
end
self:OnEvent_CloseStarTowerDepot()
end
return PotentialLevelUpCtrl
@@ -0,0 +1,693 @@
local PotentialSelectCtrl = class("PotentialSelectCtrl", BaseCtrl)
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
PotentialSelectCtrl._mapNodeConfig = {
blurBg = {},
menuBg = {},
contentRoot = {
sNodeName = "----SafeAreaRoot----"
},
animCtrl = {
sComponentName = "Animator",
sNodeName = "----SafeAreaRoot----"
},
txtCloseTips = {},
btnMask = {},
imgCoinBg = {},
imgCoin = {sComponentName = "Image"},
txtCoinCount = {sComponentName = "TMP_Text"},
btnDepot = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Depot"
},
imgUpgradeTitle = {},
imgSelectTitle = {},
txtUpgrade = {sComponentName = "TMP_Text"},
txtTitle = {sComponentName = "TMP_Text"},
goChangeDesc = {},
txtChange = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_Change_Desc"
},
btnChangeDesc = {
sComponentName = "NaviButton",
callback = "OnBtnClick_ChangeDesc"
},
goOpen = {},
goOff = {},
btnPotential = {
sComponentName = "NaviButton",
nCount = 3,
callback = "OnBtnClick_PotentialItem"
},
rtBtnPotential = {
sNodeName = "btnPotential",
sComponentName = "RectTransform",
nCount = 3
},
potentialCard = {
nCount = 3,
sCtrlName = "Game.UI.StarTower.Potential.PotentialCardItemCtrl"
},
ScrollView = {
nCount = 3,
sComponentName = "GamepadScroll"
},
SpScrollView = {
nCount = 3,
sComponentName = "GamepadScroll"
},
btnConfirm = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Confirm"
},
txtBtnConfirm = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_Select_Confirm"
},
rtBtnConfirm = {
sNodeName = "btnConfirm",
sComponentName = "RectTransform"
},
depotPoint = {},
cardFinishParticle = {},
RollButton = {},
btnRoll = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Roll"
},
imgRollCostIcon = {sComponentName = "Image"},
txtRollCostCount = {sComponentName = "TMP_Text"},
ActionBar = {
sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
}
}
PotentialSelectCtrl._mapEventConfig = {
StarTowerPotentialSelect = "OnEvent_StarTowerPotentialSelect",
RefreshStarTowerCoin = "OnEvent_SetCoin",
GamepadUIChange = "OnEvent_GamepadUIChange",
GamepadUIReopen = "OnEvent_Reopen"
}
PotentialSelectCtrl._mapRedDotConfig = {}
function PotentialSelectCtrl:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, bAfterRoll, tbRecommend)
self.nEventId = nEventId
if tbPotential == nil or #tbPotential == 0 then
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
end
self.callback(1000, nEventId, completeFunc)
traceback("潜能卡选择列表为空!!!")
return
end
local bSpecial = false
local itemCfg = ConfigTable.GetData_Item(tbPotential[1].Id)
if itemCfg then
bSpecial = itemCfg.Stype == GameEnum.itemStype.SpecificPotential
end
if bSpecial and mapRoll then
mapRoll.CanReRoll = false
end
self.nSelectIdx = 0
self.nPanelType = nType
self._mapNode.imgUpgradeTitle.gameObject:SetActive(nType == 1)
self._mapNode.imgSelectTitle.gameObject:SetActive(nType ~= 1)
if nType == 0 then
NovaAPI.SetTMPText(self._mapNode.txtTitle, ConfigTable.GetUIText("StarTower_Potential_Select_Title_1"))
elseif nType == 1 then
if nLevel ~= nil and nLevel ~= 0 then
NovaAPI.SetTMPText(self._mapNode.txtUpgrade, orderedFormat(ConfigTable.GetUIText("Potential_Select_Title"), nLevel))
end
elseif nType == 2 then
NovaAPI.SetTMPText(self._mapNode.txtTitle, ConfigTable.GetUIText("StarTower_Potential_Select_Title_2"))
else
self._mapNode.imgSelectTitle.gameObject:SetActive(false)
end
self._mapNode.RollButton:SetActive(mapRoll and mapRoll.CanReRoll and nType ~= 2)
self._mapNode.btnConfirm.gameObject:SetActive(false)
self.nCoin = nCoin
NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(self.nCoin))
self.mapRoll = mapRoll
self:RefreshCoin(nCoin, mapRoll)
self:RefreshPotentialList(tbPotential, mapPotential, tbNewIds, tbLuckyIds, bAfterRoll, tbRecommend)
self:SetSimpleState()
self:PlayCharVoice(tbPotential)
local tbConfig = {}
if mapRoll and mapRoll.CanReRoll then
tbConfig = {
{
sAction = "Confirm",
sLang = "ActionBar_Confirm"
},
{
sAction = "Roll",
sLang = "ActionBar_Reroll"
},
{
sAction = "Scroll",
sLang = "ActionBar_Scroll"
},
{
sAction = "Depot",
sLang = "ActionBar_Depot"
},
{
sAction = "Switch",
sLang = "ActionBar_ChangeDesc"
}
}
else
tbConfig = {
{
sAction = "Confirm",
sLang = "ActionBar_Confirm"
},
{
sAction = "Scroll",
sLang = "ActionBar_Scroll"
},
{
sAction = "Depot",
sLang = "ActionBar_Depot"
},
{
sAction = "Switch",
sLang = "ActionBar_ChangeDesc"
}
}
end
if self._panel.nStarTowerId == 999 then
tbConfig = {
{
sAction = "Confirm",
sLang = "ActionBar_Confirm"
},
{
sAction = "Scroll",
sLang = "ActionBar_Scroll"
},
{
sAction = "Switch",
sLang = "ActionBar_ChangeDesc"
}
}
end
self._mapNode.ActionBar:InitActionBar(tbConfig)
end
function PotentialSelectCtrl:RefreshCoin(nCoin, mapRoll)
if not mapRoll or not mapRoll.CanReRoll then
return
end
self:SetSprite_Coin(self._mapNode.imgRollCostIcon, AllEnum.CoinItemId.FixedRogCurrency)
NovaAPI.SetTMPText(self._mapNode.txtRollCostCount, mapRoll.ReRollPrice)
NovaAPI.SetTMPColor(self._mapNode.txtRollCostCount, nCoin < mapRoll.ReRollPrice and Red_Unable or Blue_Normal)
end
function PotentialSelectCtrl:RefreshPotentialList(tbPotential, mapPotential, tbNewIds, tbLuckyIds, bAfterRoll, tbRecommendParam)
local tbRecommend = {}
if 0 < #tbRecommendParam then
table.insert(tbRecommend, tbRecommendParam[1])
end
self.bSpecialPotential = false
self.tbPotential = {}
self.nRecommendIdx = 1
for _, v in ipairs(tbPotential) do
local bNew, bLucky = false, false
local nCurLevel = mapPotential[v.Id]
local nAddLevel = v.Count
local nNextLevel = nCurLevel + nAddLevel
local mapCfg = ConfigTable.GetData("Potential", v.Id)
if mapCfg ~= nil then
local nMaxLevel = PlayerData.StarTower:GetPotentialMaxLevelWithEquipment()
nNextLevel = math.min(nNextLevel, nMaxLevel)
end
if nCurLevel == 0 then
nCurLevel = nAddLevel
end
if tbNewIds ~= nil then
for _, nId in ipairs(tbNewIds) do
if nId == v.Id then
bNew = true
break
end
end
end
if tbLuckyIds ~= nil then
for _, nId in ipairs(tbLuckyIds) do
if nId == v.Id then
bLucky = true
break
end
end
end
table.insert(self.tbPotential, {
nId = v.Id,
nLevel = nCurLevel,
nNextLevel = nNextLevel,
bNew = bNew,
bLucky = bLucky
})
end
local tbCardObj, tbBtnObj = {}, {}
for k, v in ipairs(self._mapNode.potentialCard) do
v.gameObject:SetActive(false)
self._mapNode.btnPotential[k].gameObject:SetActive(self.tbPotential[k] ~= nil)
if self.tbPotential[k] ~= nil then
local nTid = self.tbPotential[k].nId
local potentialCfg = ConfigTable.GetData("Potential", nTid)
if nil ~= potentialCfg then
local nCharId = potentialCfg.CharId
local nPotentialAddLv = self._panel.mapPotentialAddLevel[nCharId][nTid] or 0
local data = self.tbPotential[k]
local bSpecial = v:SetPotentialItem(nTid, data.nLevel, data.nNextLevel, self.bSimple, true, nPotentialAddLv, AllEnum.PotentialCardType.StarTower, data.bNew, data.bLucky)
local bRec = 0 < table.indexof(tbRecommend, nTid)
v:SetRecommend(bRec)
if bRec then
self.nRecommendIdx = k
end
v:ChangeWordRaycast(false)
table.insert(tbCardObj, v)
table.insert(tbBtnObj, self._mapNode.btnPotential[k])
self.bSpecialPotential = self.bSpecialPotential or bSpecial
end
end
end
self:ResetSelect(tbBtnObj)
local nCardAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.potentialCard[1].animCtrl, {
"tc_newperk_card_in"
})
local nPanelAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
"PotentialSelectPanel_in"
})
local nAnimTime = nCardAnimTime > nPanelAnimTime and nCardAnimTime or nPanelAnimTime
EventManager.Hit(EventId.TemporaryBlockInput, nAnimTime)
if self.nPanelType == 2 then
WwiseAudioMgr:PlaySound("ui_roguelike_shop_slotMachine")
else
WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_select")
end
if 0 < #tbCardObj then
local wait = function()
local frameCount = 0
while 0 < #tbCardObj do
if 4 <= frameCount then
local cardObj = table.remove(tbCardObj, 1)
if cardObj ~= nil then
cardObj.gameObject:SetActive(true)
if bAfterRoll then
cardObj:PlayAnim("tc_newperk_card_RollEffect")
cardObj:ActiveRollEffect()
else
cardObj:PlayAnim("tc_newperk_card_in")
end
end
frameCount = 0
else
frameCount = frameCount + 1
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
end
end
end
cs_coroutine.start(wait)
end
end
function PotentialSelectCtrl:SetSimpleState()
self._mapNode.goOff.gameObject:SetActive(not self.bSimple)
self._mapNode.goOpen.gameObject:SetActive(self.bSimple)
end
function PotentialSelectCtrl:PlayCharVoice(tbPotential)
local nCharId = 0
for k, v in ipairs(tbPotential) do
local nId = v.Id
local potentialCfg = ConfigTable.GetData("Potential", nId)
if nil == potentialCfg then
printError(string.format("获取潜能表配置失败!!!id = [%s])", nId))
return
end
nCharId = potentialCfg.CharId
break
end
local bMainChar = self._panel:CheckMainChar(nCharId)
local sVoiceKey = ""
if bMainChar then
sVoiceKey = "perk"
else
sVoiceKey = "subPerk"
end
PlayerData.Voice:PlayCharVoice(sVoiceKey, nCharId)
end
function PotentialSelectCtrl:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
if nEventId == 0 then
if self.bSkip then
self:HidePanel()
if nil ~= self.callback then
self.callback(nEventId, -1)
end
return
end
EventManager.Hit(EventId.BlockInput, true)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.menuBg.gameObject:SetActive(true)
self._mapNode.btnConfirm.gameObject:SetActive(false)
EventManager.Hit("StarTowerSetButtonEnable", true, false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
for k, v in ipairs(self._mapNode.potentialCard) do
if k == self.nSelectIdx then
local animCtrl = v.gameObject:GetComponent("Animator")
animCtrl:Play("tc_newperk_card_out")
local fxRoot = v.gameObject.transform:Find("FX")
local fx = v.gameObject.transform:Find("FX/glow")
local OutAnimFinish = function()
local beginPos = fxRoot.transform.position
local controlPos = Vector3(3, 5, 0)
local endPos = self._mapNode.depotPoint.transform.position
local wait = function()
WwiseAudioMgr:PlaySound("ui_roguelike_card_flyby")
local totalMoveTime = 0.3
local moveTime = 0
local normalizedTime = 0
while normalizedTime < 1 do
moveTime = moveTime + CS.UnityEngine.Time.unscaledDeltaTime
normalizedTime = moveTime / totalMoveTime
normalizedTime = normalizedTime <= 1 and normalizedTime or 1
local x, y, z = UTILS.GetBezierPointByT(beginPos, controlPos, endPos, normalizedTime)
local angleZ = 100 * normalizedTime * 2
angleZ = angleZ <= 100 and angleZ or 100
fxRoot.transform.localEulerAngles = Vector3(0, 0, angleZ)
fxRoot.transform.position = Vector3(x, y, z)
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
end
self._mapNode.cardFinishParticle:SetActive(true)
fx.gameObject:SetActive(false)
coroutine.yield(CS.UnityEngine.WaitForSecondsRealtime(0.5))
EventManager.Hit(EventId.BlockInput, false)
self:HidePanel()
fxRoot.transform.position = beginPos
fxRoot.transform.localEulerAngles = Vector3(0, 0, 0)
fx.gameObject:SetActive(true)
if nil ~= self.callback then
self.callback(nEventId, -1)
end
end
cs_coroutine.start(wait)
end
self:SetAnimationCallback(animCtrl, OutAnimFinish)
else
v.gameObject:SetActive(false)
end
end
self._mapNode.animCtrl:Play("PotentialSelectPanel_out")
EventManager.Hit("Guide_Potential_SelectComplete")
else
self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, false, tbRecommend)
end
end
function PotentialSelectCtrl:MoveConfirmButton(btnCard)
local rtBtn = btnCard:GetComponent("RectTransform")
self._mapNode.rtBtnConfirm.localPosition = Vector3(rtBtn.localPosition.x, self.btnConfirmPosY, 0)
if self._mapNode.btnConfirm.gameObject.activeSelf == false then
self._mapNode.btnConfirm.gameObject:SetActive(true)
else
local animCtrl = self._mapNode.btnConfirm.transform:Find("AnimRoot"):GetComponent("Animator")
animCtrl:Play("btnConfirm_in", 0, 0)
end
end
function PotentialSelectCtrl:HidePanel()
self.bOpen = false
if not self.bSkip then
PanelManager.InputEnable()
EventManager.Hit("StarTowerSetButtonEnable", true, true)
end
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.contentRoot.gameObject:SetActive(false)
NovaAPI.SetCanvasSortingOrder(self.canvas, self.nInitSortingOrder)
GamepadUIManager.DisableGamepadUI("PotentialSelectCtrl")
end
function PotentialSelectCtrl:Awake()
self.nRecommendIdx = 1
self.canvas = self.gameObject:GetComponent("Canvas")
self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas)
self.btnConfirmPosY = self._mapNode.rtBtnConfirm.localPosition.y
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.menuBg.gameObject:SetActive(false)
self._mapNode.btnDepot.gameObject:SetActive(self._panel.nStarTowerId ~= 999)
self._mapNode.imgCoinBg.gameObject:SetActive(self._panel.nStarTowerId ~= 999)
self._mapNode.txtCloseTips.gameObject:SetActive(false)
self._mapNode.btnMask.gameObject:SetActive(false)
self.tbGamepadUINode = self:GetGamepadUINode()
self.nCoin = 0
self:SetSprite_Coin(self._mapNode.imgCoin, AllEnum.CoinItemId.FixedRogCurrency)
NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self.nCoin)
end
function PotentialSelectCtrl:OnEnable()
self.handler = {}
for k, v in ipairs(self._mapNode.btnPotential) do
self.handler[k] = ui_handler(self, self.OnBtnSelect_PotentialItem, v, k)
v.onSelect:AddListener(self.handler[k])
end
if self._panel.nStarTowerId ~= nil and self._panel.nStarTowerId == 999 then
self._mapNode.btnDepot.gameObject:SetActive(false)
else
self._mapNode.btnDepot.gameObject:SetActive(true)
end
end
function PotentialSelectCtrl:OnDisable()
for k, v in ipairs(self._mapNode.btnPotential) do
v.onSelect:RemoveListener(self.handler[k])
end
end
function PotentialSelectCtrl:OnBtnClick_Depot()
self.bOpenDepot = true
EventManager.Hit("StarTowerSetButtonEnable", false, false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
for k, v in ipairs(self._mapNode.potentialCard) do
v:ChangeWordRaycast(false)
end
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(false)
EventManager.Hit(EventId.StarTowerDepot, AllEnum.StarTowerDepotTog.Potential)
end
function PotentialSelectCtrl:OnBtnClick_ChangeDesc()
self.bSimple = not self.bSimple
PlayerData.StarTower:SetPotentialDescSimple(self.bSimple)
self:SetSimpleState()
for _, v in ipairs(self._mapNode.potentialCard) do
v:ChangeDesc(self.bSimple)
end
end
function PotentialSelectCtrl:OnBtnClick_Confirm()
if self.nSelectIdx ~= 0 and self.callback ~= nil then
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
if nType == 2 then
PlayerData.Voice:PlayCharVoice("thankLvup", 9133)
end
end
self.callback(self.nSelectIdx, self.nEventId, completeFunc)
end
end
function PotentialSelectCtrl:OnBtnClick_Roll()
if not self.callback then
return
end
if self.nCoin < self.mapRoll.ReRollPrice then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("StarTower_ReRoll_NotEnoughCoin"))
return
end
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, true, tbRecommend)
end
self.callback(self.nSelectIdx, self.nEventId, completeFunc, true)
end
function PotentialSelectCtrl:OnBtnSelect_PotentialItem(btn, nIndex)
local nUIType = GamepadUIManager.GetCurUIType()
if nUIType ~= AllEnum.GamepadUIType.Other and nUIType ~= AllEnum.GamepadUIType.Mouse or self.bRecommended then
self:OnBtnClick_PotentialItem(btn, nIndex)
end
end
function PotentialSelectCtrl:OnBtnClick_PotentialItem(btn, nIndex)
if nil == self.tbPotential[nIndex] or self.nSelectIdx == nIndex then
return
end
WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_slide")
self:MoveConfirmButton(btn)
for k, v in ipairs(self._mapNode.potentialCard) do
if k == nIndex then
v:PlayAnim("tc_newperk_card_switch_up")
v:ChangeWordRaycast(true)
elseif k == self.nSelectIdx then
v:PlayAnim("tc_newperk_card_switch_down")
v:ChangeWordRaycast(false)
end
end
self:SelectScroll(nIndex)
self.nSelectIdx = nIndex
end
function PotentialSelectCtrl:OnEvent_StarTowerPotentialSelect(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, callback, mapRoll, nCoin, tbLuckyIds, tbRecommend)
self.callback = callback
if tbPotential == nil or #tbPotential == 0 then
self.bSkip = true
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, tbRecommend)
self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, tbRecommend)
end
self.callback(1000, nEventId, completeFunc)
traceback("潜能卡选择列表为空!!!")
return
end
self._panel:SetTop(self.canvas)
self.bSkip = false
local bCloseCamera = false
if not self.bOpen then
PanelManager.InputDisable()
EventManager.Hit("StarTowerSetButtonEnable", false, false)
bCloseCamera = true
GamepadUIManager.EnableGamepadUI("PotentialSelectCtrl", self.tbGamepadUINode)
end
self.bOpen = true
self.tbPotential = {}
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(true)
self._mapNode.menuBg.gameObject:SetActive(false)
self._mapNode.cardFinishParticle:SetActive(false)
self._mapNode.RollButton:SetActive(false)
EventManager.Hit(EventId.BlockInput, true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
EventManager.Hit(EventId.BlockInput, false)
if bCloseCamera then
CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
end
self._mapNode.contentRoot.gameObject:SetActive(true)
self._mapNode.animCtrl:Play("PotentialSelectPanel_in")
self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, false, tbRecommend)
end
cs_coroutine.start(wait)
self._mapNode.btnConfirm.gameObject:SetActive(false)
self.nSelectIdx = 0
self.bSimple = PlayerData.StarTower:GetPotentialDescSimple()
end
function PotentialSelectCtrl:OnEvent_CloseStarTowerDepot()
if self.bOpenDepot then
self.bOpenDepot = false
EventManager.Hit("StarTowerSetButtonEnable", false, false)
self._mapNode.blurBg.gameObject:SetActive(true)
local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or 1
GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject)
EventManager.Hit(EventId.BlockInput, true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
self._mapNode.contentRoot.gameObject:SetActive(true)
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
EventManager.Hit(EventId.BlockInput, false)
for k, v in ipairs(self._mapNode.potentialCard) do
v:CloseBgEffect()
end
if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then
self.nSelectIdx = 1
self:MoveConfirmButton(self._mapNode.btnPotential[self.nSelectIdx])
end
if self.nSelectIdx ~= 0 then
for k, v in ipairs(self._mapNode.potentialCard) do
if k == self.nSelectIdx then
v:PlayAnim("tc_newperk_card_switch_up")
v:ChangeWordRaycast(true)
self:SelectScroll(self.nSelectIdx)
end
end
end
end
cs_coroutine.start(wait)
end
end
function PotentialSelectCtrl:OnEvent_GamepadUIChange(sName, nBeforeType, nAfterType)
if sName ~= "PotentialSelectCtrl" then
return
end
if nBeforeType == AllEnum.GamepadUIType.Other or nBeforeType == AllEnum.GamepadUIType.Mouse then
local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or self.nRecommendIdx
GamepadUIManager.ClearSelectedUI()
GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject)
end
end
function PotentialSelectCtrl:OnEvent_Reopen(sName)
if sName ~= "PotentialSelectCtrl" then
return
end
if self.bOpenDepot then
self:OnEvent_CloseStarTowerDepot()
else
if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then
self.nSelectIdx = 1
end
if self.nSelectIdx == 0 then
return
end
GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[self.nSelectIdx].gameObject)
self._mapNode.potentialCard[self.nSelectIdx]:ChangeWordRaycast(true)
self:SelectScroll(self.nSelectIdx)
end
end
function PotentialSelectCtrl:OnEvent_SetCoin(nCount)
if self.mapRoll ~= nil and self.mapRoll.CanReRoll and nCount then
if nCount > self.nCoin then
local twCoin = DOTween.To(function()
return self.nCoin
end, function(v)
NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(math.floor(v)))
end, nCount, 1)
local _cb = function()
self.nCoin = nCount
end
twCoin.onComplete = dotween_callback_handler(self, _cb)
else
NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(nCount))
self.nCoin = nCount
end
end
end
function PotentialSelectCtrl:ResetSelect(tbUI)
self.nSelectIdx = 0
local nRecommendedIdx = 0
self.bRecommended = nRecommendedIdx ~= 0
GamepadUIManager.SetNavigation(tbUI)
local nCardAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.potentialCard[1].animCtrl, {
"tc_newperk_card_in"
})
local nPanelAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
"PotentialSelectPanel_in"
})
local nAnimTime = nCardAnimTime > nPanelAnimTime and nCardAnimTime or nPanelAnimTime
nAnimTime = nAnimTime + 0.4
self:AddTimer(1, nAnimTime, function()
if self.nSelectIdx == 0 then
local nSelect = nRecommendedIdx == 0 and 1 or nRecommendedIdx
GamepadUIManager.ClearSelectedUI()
GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject)
if GamepadUIManager.GetCurUIType() == AllEnum.GamepadUIType.Mouse then
self:OnBtnClick_PotentialItem(self._mapNode.btnPotential[nSelect].gameObject, nSelect)
end
end
if self._panel.nStarTowerId ~= 999 then
if self.bSpecialPotential then
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PotentialSelectSpecial")
else
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PotentialSelect")
end
end
end, true, true, true)
end
function PotentialSelectCtrl:SelectScroll(nIndex)
for _, v in ipairs(self._mapNode.ScrollView) do
NovaAPI.SetComponentEnable(v, false)
end
if nIndex then
NovaAPI.SetComponentEnable(self._mapNode.ScrollView[nIndex], true)
end
for _, v in ipairs(self._mapNode.SpScrollView) do
NovaAPI.SetComponentEnable(v, false)
end
if nIndex then
NovaAPI.SetComponentEnable(self._mapNode.SpScrollView[nIndex], true)
end
end
return PotentialSelectCtrl