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 +1,272 @@
local TrialFormationCtrl = class("TrialFormationCtrl", BaseCtrl)
local Animator = CS.UnityEngine.Animator
local CustomModelMaterialVariantComponent = CS.CustomModelMaterialVariantComponent
local GameCameraStackManager = CS.GameCameraStackManager
local GameResourceLoader = require("Game.Common.Resource.GameResourceLoader")
local ResType = GameResourceLoader.ResType
local typeof = typeof
TrialFormationCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
},
goChar = {
nCount = 3,
sCtrlName = "Game.UI.FormationEx.FormationCharCtrl"
},
Mask = {},
btnStartBattle = {
sComponentName = "UIButton",
callback = "OnBtnClick_Start"
},
txtStartBattle = {
sComponentName = "TMP_Text",
sLanguageId = "Trial_Btn_StartBattle"
},
UIParallax3DStage = {
sComponentName = "UIParallaxStageCameraController"
},
BGbackup = {
sNodeName = "----BGbackup----"
},
btnInfo = {
sComponentName = "UIButton",
callback = "OnBtnClick_Info"
},
charCanvasGroup = {
sNodeName = "----Char----",
sComponentName = "CanvasGroup"
},
txtBtnInfo = {
sComponentName = "TMP_Text",
sLanguageId = "Trial_Btn_FormationInfo"
},
goLoadMask = {},
txtCurTrial = {
nCount = 3,
sComponentName = "TMP_Text",
sLanguageId = "Trial_CurTrialChar"
},
goCurTrial = {nCount = 3}
}
TrialFormationCtrl._mapEventConfig = {
[EventId.FormationLoadModel] = "OnEvent_LoadModel",
OnEvent_SelectRefresh = "Refresh",
[EventId.UIBackConfirm] = "OnEvent_Back",
[EventId.UIHomeConfirm] = "OnEvent_BackHome"
}
function TrialFormationCtrl:InitData()
local mapLevelCfg = ConfigTable.GetData("TrialFloor", self.nFloorId)
if not mapLevelCfg then
return
end
self.mapBuildData = PlayerData.Build:GetTrialBuild(mapLevelCfg.TrialBuild)
self.tbCharId, self.tbCharTrialToId, self.curTeam, self.mapCharData, self.mapTalentAddLevel, self.tbCharTrialId = {}, {}, {}, {}, {}, {}
for _, mapChar in ipairs(self.mapBuildData.tbChar) do
table.insert(self.tbCharId, mapChar.nTid)
table.insert(self.curTeam, mapChar.nTrialId)
self.tbCharTrialToId[mapChar.nTrialId] = mapChar.nTid
self.tbCharTrialId[mapChar.nTid] = mapChar.nTrialId
self.mapCharData[mapChar.nTid] = PlayerData.Char:GetTrialCharById(mapChar.nTrialId)
self.mapTalentAddLevel[mapChar.nTid] = PlayerData.Talent:GetTrialEnhancedPotential(mapChar.nTrialId)
if mapLevelCfg.TrialChar == mapChar.nTid then
self.nCurTrialId = mapChar.nTrialId
end
end
self.tbDiscId, self.mapDiscData = {}, {}
for _, nDiscId in ipairs(self.mapBuildData.tbDisc) do
if 0 < nDiscId then
table.insert(self.tbDiscId, nDiscId)
local mapCfg = ConfigTable.GetData("TrialDisc", nDiscId)
if mapCfg then
self.mapDiscData[mapCfg.DiscId] = PlayerData.Disc:GetTrialDiscById(nDiscId)
end
end
end
self.tbDepotPotential = {}
for nCharId, tbPerk in pairs(self.mapBuildData.tbPotentials) do
if self.tbCharTrialId[nCharId] then
if not self.tbDepotPotential[nCharId] then
self.tbDepotPotential[nCharId] = {}
end
for _, v in ipairs(tbPerk) do
self.tbDepotPotential[nCharId][v.nPotentialId] = v.nLevel
end
else
printError("体验build内,有多余角色的潜能" .. nCharId)
end
end
end
function TrialFormationCtrl:Refresh(nDirection)
self:RefreshChar(nDirection)
end
function TrialFormationCtrl:RefreshChar(nDirection)
for i = 1, 3 do
if self.curTeam[i] == nil then
self.curTeam[i] = 0
end
self._mapNode.goChar[i].gameObject:SetActive(self.curTeam[i] ~= 0)
self._mapNode.goCurTrial[i]:SetActive(self.curTeam[i] == self.nCurTrialId)
if self.curTeam[i] ~= 0 then
self._mapNode.goChar[i]:OnRender(self.curTeam, i, true, nDirection)
if self.mapCurModel[i] == nil or self.mapCurModel[i].nCharId ~= self.curTeam[i] then
self:LoadCharacter(self.curTeam[i], self.bOpen or nDirection ~= nil)
end
elseif self.mapCurModel[i] ~= nil then
NovaAPI.UnbindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, i - 1)
destroy(self.mapCurModel[i].model)
self.mapCurModel[i] = nil
end
end
end
function TrialFormationCtrl:LoadCharacter(nCharId, bOpen)
local mapTrialChar = PlayerData.Char:GetTrialCharById(nCharId)
if not mapTrialChar then
return
end
local nSkinId = mapTrialChar.nSkinId
local mapSkin = ConfigTable.GetData_CharacterSkin(nSkinId)
if not mapSkin then
printLog("没有找到皮肤配置" .. nCharId)
return
end
local sFullPath = string.format("%s.prefab", mapSkin.Model_Show)
local LoadModelCallback = function(obj)
if self._mapNode == nil then
return
end
local idx = table.indexof(self.curTeam, nCharId)
if 0 < idx then
if self.mapCurModel[idx] ~= nil then
NovaAPI.UnbindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, idx - 1)
destroy(self.mapCurModel[idx].model)
self.mapCurModel[idx] = nil
end
local go = instantiate(obj, self.rtSceneOriginPos)
self.mapCurModel[idx] = {nCharId = nCharId, model = go}
NovaAPI.BindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, idx - 1, go)
if self.rtSceneOriginPos ~= nil then
go.transform.position = self.rtSceneOriginPos.position
go.transform.localEulerAngles = Vector3(0, 180, 0)
go.transform.localScale = Vector3.one * (mapSkin.ModelShowScale / 10000)
local animator = go:GetComponent(typeof(Animator))
if animator ~= nil and animator:IsNull() == false then
animator:SetBool("standby", true)
end
GameUIUtils.SetCustomModelMaterialVariant(go, CS.CustomModelMaterialVariantComponent.VariantNames.FormationView)
end
if not bOpen then
self._mapNode.goChar[idx]:PlayChangeFx()
end
if PlayerData.Guide:GetGuideState() then
EventManager.Hit("Guide_LoadCharacterSuccess")
end
end
end
self:LoadAssetAsync(sFullPath, typeof(GameObject), LoadModelCallback)
end
function TrialFormationCtrl:LoadScene()
local sSceneName = ConfigTable.GetConfigValue("SelectRole_Main")
self.mapCurModel = {}
local callbak = function(bSuccess)
self.bOpen = true
if bSuccess == true then
local sceneRoot = CS.MainMenuModuleHelper.GetMainMenuSceneRoot(sSceneName)
self.rtSceneOriginPos = sceneRoot.transform:Find("==== Scene ====")
self.goSelectRolePrefab = self:CreatePrefabInstance("UI/MainlineFormationEx/SelectRolePrefab.prefab", self.rtSceneOriginPos)
local goSelectRoleCam = self.goSelectRolePrefab.transform:Find("Camera"):GetComponent("Camera")
NovaAPI.SetupUIParallaxStageCameraControllerForModelView(self._mapNode.UIParallax3DStage, goSelectRoleCam)
self:Refresh()
if self.curTeam[1] ~= 0 then
PlayerData.Voice:PlayCharVoice("swap", self.tbCharTrialToId[self.curTeam[1]])
end
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.goLoadMask:SetActive(false)
if PlayerData.Guide:GetGuideState() then
EventManager.Hit("Guide_LoadFormationSuccess")
end
end
cs_coroutine.start(wait)
else
self._mapNode.goLoadMask:SetActive(false)
self._mapNode.UIParallax3DStage.gameObject:SetActive(false)
self._mapNode.BGbackup:SetActive(true)
end
EventManager.Hit(EventId.SetTransition)
for i = 1, 3 do
self._mapNode.goChar[i]:OpenList(false)
end
self._mapNode.btnStartBattle.transform.localScale = Vector3.one
self.bOpen = false
end
CS.MainMenuModuleHelper.GetActiveScene(sSceneName, callbak)
end
function TrialFormationCtrl:Awake()
end
function TrialFormationCtrl:OnEnable()
local tbParam = self:GetPanelParam()
if type(tbParam) == "table" then
self.nFloorId = tbParam[1]
end
self:InitData()
self._mapNode.goLoadMask:SetActive(true)
self._mapNode.btnStartBattle.enabled = true
self:LoadScene()
end
function TrialFormationCtrl:OnDisable()
local sSceneName = ConfigTable.GetConfigValue("SelectRole_Main")
local callback = function()
end
CS.MainMenuModuleHelper.DeActiveScene(sSceneName, callback)
for i, mapModel in pairs(self.mapCurModel) do
if mapModel.model ~= nil then
NovaAPI.UnbindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, i - 1)
destroy(mapModel.model)
end
end
for i = 1, 3 do
self._mapNode.goChar[i].nCharId = nil
end
if self.goSelectRolePrefab ~= nil then
destroy(self.goSelectRolePrefab)
end
self.mapCurModel = {}
end
function TrialFormationCtrl:OnDestroy()
end
function TrialFormationCtrl:OnBtnClick_Info(btn)
local tbDisc = {}
for _, v in ipairs(self.tbDiscId) do
local mapCfg = ConfigTable.GetData("TrialDisc", v)
if mapCfg then
table.insert(tbDisc, mapCfg.DiscId)
end
end
EventManager.Hit(EventId.OpenPanel, PanelId.TrialDepot, self.tbCharId, tbDisc, self.mapCharData, self.mapDiscData, self.mapTalentAddLevel, self.tbDepotPotential, self.mapBuildData.tbNotes)
end
function TrialFormationCtrl:OnBtnClick_Start(btn)
self._mapNode.btnStartBattle.enabled = false
PlayerData.Trial:EnterTrial(self.nFloorId)
NovaAPI.SetEntryLevelFade(true)
end
function TrialFormationCtrl:OnEvent_LoadModel(bLoadFinish)
self._mapNode.Mask:SetActive(not bLoadFinish)
end
function TrialFormationCtrl:OnEvent_Back(nPanelId)
if self._panel._nPanelId ~= nPanelId then
return
end
CS.AdventureModuleHelper.ExitSelectTeam()
EventManager.Hit(EventId.CloesCurPanel)
PlayerData.Build:DeleteTrialBuild()
end
function TrialFormationCtrl:OnEvent_BackHome(nPanelId)
if self._panel._nPanelId ~= nPanelId then
return
end
CS.AdventureModuleHelper.ExitSelectTeam()
PlayerData.Build:DeleteTrialBuild()
PanelManager.Home()
end
return TrialFormationCtrl
@@ -0,0 +1,16 @@
local TrialFormationPanel = class("TrialFormationPanel", BasePanel)
TrialFormationPanel._tbDefine = {
{
sPrefabPath = "Play_TrialLevelSelect/TrialFormationScenePanel.prefab",
sCtrlName = "Game.UI.TrialLevelSelect.TrialFormationCtrl"
}
}
function TrialFormationPanel:Awake()
end
function TrialFormationPanel:OnEnable(bPlayFadeIn)
end
function TrialFormationPanel:OnDisable()
end
function TrialFormationPanel:OnDestroy()
end
return TrialFormationPanel
@@ -0,0 +1,323 @@
local TrialLevelSelectCtrl = class("TrialLevelSelectCtrl", BaseCtrl)
local Actor2DManager = require("Game.Actor2D.Actor2DManager")
TrialLevelSelectCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
},
aniRoot = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "Animator"
},
rawImgActor2D = {
sNodeName = "----Actor2D----",
sComponentName = "RawImage"
},
txtRewardTip = {
sComponentName = "TMP_Text",
sLanguageId = "Trial_RewardReceiveTips"
},
imgReceived = {},
imgTips = {},
imgRecommend = {nCount = 2},
imgOn = {nCount = 2},
imgOff = {nCount = 2},
txtMain = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Trial_MasterGroup"
},
txtSub = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Trial_AssistGroup"
},
btnTab = {
nCount = 2,
sComponentName = "UIButton",
callback = "OnBtnClick_Tab"
},
txtPotentialTitle = {nCount = 2, sComponentName = "TMP_Text"},
txtPotentialTip = {nCount = 2, sComponentName = "TMP_Text"},
btnLevel = {
nCount = 2,
sComponentName = "UIButton",
callback = "OnBtnClick_Level"
},
txtBtnLevel = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Trial_Btn_TrialFormation"
},
sv = {
nCount = 2,
sComponentName = "LoopScrollView"
}
}
TrialLevelSelectCtrl._mapEventConfig = {
SelectDepotPotential = "OnEvent_Select"
}
function TrialLevelSelectCtrl:RefreshSelectTrial()
local nActId = PlayerData.Trial:GetTrialAct()
local nGroupId = PlayerData.Trial:GetSelectTrialGroup()
local bActIdChange = nActId ~= self.nActId
local bGroupIdChange = nGroupId ~= self.nGroupId
if not bActIdChange and not bGroupIdChange then
return
end
self.nTab = 1
if bActIdChange then
self.nActId = nActId
end
if bGroupIdChange then
self.nGroupId = nGroupId
end
end
function TrialLevelSelectCtrl:RefreshData()
if self.nTab == nil then
self.nTab = 1
end
self.tbPotentialList = {}
self.tbPotentialList.master = {}
self.tbPotentialList.assist = {}
self.tbBuildGroup = {}
self.tbBuildGroup.master = {}
self.tbBuildGroup.assist = {}
self.tbBuild1GridCtrl = {}
self.tbBuild2GridCtrl = {}
local mapGroupCfg = ConfigTable.GetData("TrialGroup", self.nGroupId)
if not mapGroupCfg then
return
end
PlayerData.Char:CreateTrialChar({
mapGroupCfg.TrialChar
})
local addPotential = function(tbPotentials, insertTb, nIndex)
for Tid, Level in pairs(tbPotentials) do
local mapCfg = ConfigTable.GetData("Potential", Tid)
local mapItemCfg = ConfigTable.GetData("Item", Tid)
if mapCfg ~= nil and mapItemCfg ~= nil then
if insertTb[nIndex] == nil then
insertTb[nIndex] = {}
end
local data = {
nId = Tid,
nSpecial = mapItemCfg.Stype == GameEnum.itemStype.SpecificPotential and 1 or 0,
nRarity = mapItemCfg.Rarity,
nLevel = Level
}
table.insert(insertTb[nIndex], data)
end
end
end
local mapTrial = ConfigTable.GetData("TrialCharacter", mapGroupCfg.TrialChar)
if not mapTrial then
return
end
self.nCharId = mapTrial.CharId
local mapDes = ConfigTable.GetData("CharacterDes", self.nCharId)
if not mapDes then
return
end
for i, v in ipairs(mapGroupCfg.MasterPotential) do
local mapCfg = ConfigTable.GetData("TrialPotential", v)
if mapCfg then
table.insert(self.tbBuildGroup.master, {
nId = v,
nFloorId = mapCfg.FloorId,
sTitle = mapDes[mapCfg.Title],
sDesc = mapDes[mapCfg.Desc]
})
local tbPotentialId = mapCfg.Potential
local mapId = {}
for _, nId in ipairs(tbPotentialId) do
mapId[nId] = 1
end
local mapFloor = ConfigTable.GetData("TrialFloor", mapCfg.FloorId)
if mapFloor then
local mapBuild = ConfigTable.GetData("TrialBuild", mapFloor.TrialBuild)
if mapBuild then
local tbAllPotential = decodeJson(mapBuild.Potential)
for _, mapPotential in pairs(tbAllPotential) do
if mapId[mapPotential.Tid] then
mapId[mapPotential.Tid] = mapPotential.Level
end
end
addPotential(mapId, self.tbPotentialList.master, i)
end
end
end
end
for i, v in ipairs(mapGroupCfg.AssistPotential) do
local mapCfg = ConfigTable.GetData("TrialPotential", v)
if mapCfg then
table.insert(self.tbBuildGroup.assist, {
nId = v,
nFloorId = mapCfg.FloorId,
sTitle = mapDes[mapCfg.Title],
sDesc = mapDes[mapCfg.Desc]
})
local tbPotentialId = mapCfg.Potential
local mapId = {}
for _, nId in ipairs(tbPotentialId) do
mapId[nId] = 1
end
local mapFloor = ConfigTable.GetData("TrialFloor", mapCfg.FloorId)
if mapFloor then
local mapBuild = ConfigTable.GetData("TrialBuild", mapFloor.TrialBuild)
if mapBuild then
local tbAllPotential = decodeJson(mapBuild.Potential)
for _, mapPotential in pairs(tbAllPotential) do
if mapId[mapPotential.Tid] then
mapId[mapPotential.Tid] = mapPotential.Level
end
end
addPotential(mapId, self.tbPotentialList.assist, i)
end
end
end
end
local sort = function(a, b)
if a.nSpecial ~= b.nSpecial then
return a.nSpecial > b.nSpecial
else
return a.nRarity < b.nRarity
end
end
for i = 1, 2 do
table.sort(self.tbPotentialList.master[i], sort)
table.sort(self.tbPotentialList.assist[i], sort)
end
end
function TrialLevelSelectCtrl:RefreshContent()
self:RefreshData()
self:RefreshTab()
self:RefreshList()
self:RefreshRecommend()
self:RefreshChar()
end
function TrialLevelSelectCtrl:RefreshChar()
local nCharSkinId = ConfigTable.GetData_Character(self.nCharId).AdvanceSkinId
Actor2DManager.SetActor2D(self:GetPanelId(), self._mapNode.rawImgActor2D, self.nCharId, nCharSkinId)
local bReceived = PlayerData.Trial:CheckGroupReceived()
self._mapNode.imgReceived:SetActive(bReceived)
self._mapNode.imgTips:SetActive(not bReceived)
end
function TrialLevelSelectCtrl:RefreshTab()
local tbBuildGroup = self.nTab == 1 and self.tbBuildGroup.master or self.tbBuildGroup.assist
for i = 1, 2 do
self._mapNode.imgOn[i]:SetActive(i == self.nTab)
self._mapNode.imgOff[i]:SetActive(i ~= self.nTab)
NovaAPI.SetTMPText(self._mapNode.txtPotentialTitle[i], tbBuildGroup[i].sTitle)
NovaAPI.SetTMPText(self._mapNode.txtPotentialTip[i], tbBuildGroup[i].sDesc)
end
end
function TrialLevelSelectCtrl:RefreshRecommend()
local mapChar = ConfigTable.GetData_Character(self.nCharId)
if mapChar == nil then
return
end
self._mapNode.imgRecommend[1]:SetActive(mapChar.Class == GameEnum.characterJobClass.Vanguard)
self._mapNode.imgRecommend[2]:SetActive(mapChar.Class == GameEnum.characterJobClass.Support)
end
function TrialLevelSelectCtrl:RefreshList()
for nInstanceId, objCtrl in pairs(self.tbBuild1GridCtrl) do
self:UnbindCtrlByNode(objCtrl)
self.tbBuild1GridCtrl[nInstanceId] = nil
end
for nInstanceId, objCtrl in pairs(self.tbBuild2GridCtrl) do
self:UnbindCtrlByNode(objCtrl)
self.tbBuild2GridCtrl[nInstanceId] = nil
end
local tbPotentialList = self.nTab == 1 and self.tbPotentialList.master or self.tbPotentialList.assist
self.tbBuild1 = tbPotentialList[GameEnum.potentialBuild.PotentialBuild1] or {}
self.tbBuild2 = tbPotentialList[GameEnum.potentialBuild.PotentialBuild2] or {}
self._mapNode.sv[1].gameObject:SetActive(#self.tbBuild1 > 0)
self._mapNode.sv[2].gameObject:SetActive(#self.tbBuild2 > 0)
if #self.tbBuild1 > 0 then
self._mapNode.sv[1]:SetAnim(0.04)
self._mapNode.sv[1]:Init(#self.tbBuild1, self, self.OnGridRefresh1)
end
if #self.tbBuild2 > 0 then
self._mapNode.sv[2]:SetAnim(0.04)
self._mapNode.sv[2]:Init(#self.tbBuild2, self, self.OnGridRefresh2)
end
end
function TrialLevelSelectCtrl:OnGridRefresh1(goGrid, gridIndex)
local nIndex = gridIndex + 1
local mapData = self.tbBuild1[nIndex]
local nInstanceID = goGrid:GetInstanceID()
if not self.tbBuild1GridCtrl[nInstanceID] then
self.tbBuild1GridCtrl[nInstanceID] = self:BindCtrlByNode(goGrid, "Game.UI.StarTower.Depot.DepotPotentialItemCtrl")
end
self.tbBuild1GridCtrl[nInstanceID]:InitItem(mapData.nId, mapData.nLevel, 0, false, true)
end
function TrialLevelSelectCtrl:OnGridRefresh2(goGrid, gridIndex)
local nIndex = gridIndex + 1
local mapData = self.tbBuild2[nIndex]
local nInstanceID = goGrid:GetInstanceID()
if not self.tbBuild1GridCtrl[nInstanceID] then
self.tbBuild1GridCtrl[nInstanceID] = self:BindCtrlByNode(goGrid, "Game.UI.StarTower.Depot.DepotPotentialItemCtrl")
end
self.tbBuild1GridCtrl[nInstanceID]:InitItem(mapData.nId, mapData.nLevel, 0, false, true)
end
function TrialLevelSelectCtrl:FadeIn()
end
function TrialLevelSelectCtrl:Awake()
end
function TrialLevelSelectCtrl:OnEnable()
self:RefreshSelectTrial()
self:RefreshContent()
end
function TrialLevelSelectCtrl:OnDisable()
Actor2DManager.UnsetActor2D()
PlayerData.Char:DeleteTrialChar()
if self.tbBuild2GridCtrl then
for k, objCtrl in pairs(self.tbBuild2GridCtrl) do
local obj = objCtrl.gameObject
self:UnbindCtrlByNode(objCtrl)
self.tbBuild2GridCtrl[k] = nil
destroyImmediate(obj)
end
self.tbBuild2GridCtrl = {}
end
if self.tbBuild1GridCtrl then
for k, objCtrl in pairs(self.tbBuild1GridCtrl) do
local obj = objCtrl.gameObject
self:UnbindCtrlByNode(objCtrl)
self.tbBuild1GridCtrl[k] = nil
destroyImmediate(obj)
end
self.tbBuild1GridCtrl = {}
end
end
function TrialLevelSelectCtrl:OnDestroy()
end
function TrialLevelSelectCtrl:OnBtnClick_Tab(btn, nIndex)
if nIndex == self.nTab then
return
end
self.nTab = nIndex
self:RefreshTab()
NovaAPI.SetVerticalNormalizedPosition(self._mapNode.svPotential, 1)
self:RefreshList()
end
function TrialLevelSelectCtrl:OnBtnClick_Level(btn, nIndex)
local nFloorId, sTitle
if self.nTab == 1 then
nFloorId = self.tbBuildGroup.master[nIndex].nFloorId
sTitle = self.tbBuildGroup.master[nIndex].sTitle
else
nFloorId = self.tbBuildGroup.assist[nIndex].nFloorId
sTitle = self.tbBuildGroup.assist[nIndex].sTitle
end
PlayerData.Trial:SetLevelTitle(sTitle)
local OpenPanel = function()
EventManager.Hit(EventId.OpenPanel, PanelId.TrialFormation, nFloorId)
end
EventManager.Hit(EventId.SetTransition, 2, OpenPanel)
end
function TrialLevelSelectCtrl:OnEvent_Select(nPotentialId, nLevel)
EventManager.Hit(EventId.OpenPanel, PanelId.PotentialDetail, nPotentialId, nLevel, 0)
end
return TrialLevelSelectCtrl
@@ -0,0 +1,16 @@
local TrialLevelSelectPanel = class("TrialLevelSelectPanel", BasePanel)
TrialLevelSelectPanel._tbDefine = {
{
sPrefabPath = "Play_TrialLevelSelect/TrialLevelSelectPanel.prefab",
sCtrlName = "Game.UI.TrialLevelSelect.TrialLevelSelectCtrl"
}
}
function TrialLevelSelectPanel:Awake()
end
function TrialLevelSelectPanel:OnEnable()
end
function TrialLevelSelectPanel:OnDisable()
end
function TrialLevelSelectPanel:OnDestroy()
end
return TrialLevelSelectPanel