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 EquipmentSucBarCtrl = class("EquipmentSucBarCtrl", BaseCtrl)
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EquipmentSucBarCtrl._mapNodeConfig = {
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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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btnClose = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Close"
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},
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SuccessBar = {
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sCtrlName = "Game.UI.SuccessBarEx.SuccessBarCtrl"
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},
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rtProperty = {sComponentName = "Transform"},
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rtRandomProperty = {sComponentName = "Transform"},
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goProperty = {},
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goRandomProperty = {},
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txtNextLevel = {sComponentName = "TMP_Text"},
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txtLvCn = {
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sComponentName = "TMP_Text",
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sLanguageId = "Equipment_Upgrade_Suc_Level"
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},
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ani1 = {sNodeName = "rtTitle", sComponentName = "Animator"}
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}
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EquipmentSucBarCtrl._mapEventConfig = {}
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function EquipmentSucBarCtrl:Open()
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self:RefreshContent()
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self._mapNode.SuccessBar.gameObject:SetActive(true)
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self._mapNode.SuccessBar:PlayAni(AllEnum.SuccessBar.Blue, self.tbAni)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.8)
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end
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function EquipmentSucBarCtrl:RefreshContent()
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self.tbAni = {}
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local nLevel = self._panel.mapData.nLevel
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local mapAttrBefore = self._panel.mapData.mapAttrBefore
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local mapAttrAfter = self._panel.mapData.mapAttrAfter
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local tbUnlockRandomAttr = self._panel.mapData.tbUnlockAttr
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NovaAPI.SetTMPText(self._mapNode.txtNextLevel, nLevel)
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table.insert(self.tbAni, self._mapNode.ani1)
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delChildren(self._mapNode.rtProperty)
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for _, mapAttachAttr in pairs(AllEnum.AttachAttr) do
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local mapAttr = mapAttrBefore[mapAttachAttr.sKey]
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if nil ~= mapAttr and mapAttr.Value > 0 then
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local goItemObj = instantiate(self._mapNode.goProperty, self._mapNode.rtProperty)
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goItemObj:SetActive(true)
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local ctrlItem = self:BindCtrlByNode(goItemObj, "Game.UI.TemplateEx.TemplatePropertyCtrl")
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local bValueChanged = mapAttrAfter[mapAttachAttr.sKey].Value ~= mapAttr.Value
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if bValueChanged then
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ctrlItem:SetItemProperty(mapAttr.Key, mapAttr.Value, mapAttrAfter[mapAttachAttr.sKey].Value, true)
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else
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ctrlItem:SetItemProperty(mapAttr.Key, mapAttr.Value, nil, true)
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end
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table.insert(self.tbAni, goItemObj.transform:GetComponent("Animator"))
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end
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end
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for _, v in ipairs(tbUnlockRandomAttr) do
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local goItemObj = instantiate(self._mapNode.goRandomProperty, self._mapNode.rtRandomProperty)
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goItemObj:SetActive(true)
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local ctrlItem = self:BindCtrlByNode(goItemObj, "Game.UI.TemplateEx.TemplateRandomPropertyCtrl")
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ctrlItem:SetProperty(v.Tag, v.AttrId, v.Value)
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table.insert(self.tbAni, goItemObj.transform:GetComponent("Animator"))
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end
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end
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function EquipmentSucBarCtrl:Awake()
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end
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function EquipmentSucBarCtrl:OnEnable()
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self._mapNode.aniBlur.gameObject:SetActive(true)
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self:Open()
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end
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function EquipmentSucBarCtrl:OnDisable()
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end
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function EquipmentSucBarCtrl:OnDestroy()
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end
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function EquipmentSucBarCtrl:OnBtnClick_Close(btn)
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if self._panel.callback then
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self._panel.callback()
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end
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EventManager.Hit(EventId.ClosePanel, PanelId.EquipmentSucBar)
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end
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return EquipmentSucBarCtrl
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