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 TrialFormationCtrl = class("TrialFormationCtrl", BaseCtrl)
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local Animator = CS.UnityEngine.Animator
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local CustomModelMaterialVariantComponent = CS.CustomModelMaterialVariantComponent
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local GameCameraStackManager = CS.GameCameraStackManager
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local GameResourceLoader = require("Game.Common.Resource.GameResourceLoader")
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local ResType = GameResourceLoader.ResType
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local typeof = typeof
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TrialFormationCtrl._mapNodeConfig = {
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TopBar = {
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sNodeName = "TopBarPanel",
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sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
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},
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goChar = {
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nCount = 3,
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sCtrlName = "Game.UI.FormationEx.FormationCharCtrl"
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},
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Mask = {},
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btnStartBattle = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Start"
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},
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txtStartBattle = {
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sComponentName = "TMP_Text",
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sLanguageId = "Trial_Btn_StartBattle"
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},
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UIParallax3DStage = {
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sComponentName = "UIParallaxStageCameraController"
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},
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BGbackup = {
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sNodeName = "----BGbackup----"
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},
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btnInfo = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Info"
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},
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charCanvasGroup = {
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sNodeName = "----Char----",
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sComponentName = "CanvasGroup"
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},
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txtBtnInfo = {
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sComponentName = "TMP_Text",
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sLanguageId = "Trial_Btn_FormationInfo"
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},
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goLoadMask = {},
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txtCurTrial = {
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nCount = 3,
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sComponentName = "TMP_Text",
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sLanguageId = "Trial_CurTrialChar"
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},
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goCurTrial = {nCount = 3}
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}
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TrialFormationCtrl._mapEventConfig = {
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[EventId.FormationLoadModel] = "OnEvent_LoadModel",
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OnEvent_SelectRefresh = "Refresh",
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[EventId.UIBackConfirm] = "OnEvent_Back",
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[EventId.UIHomeConfirm] = "OnEvent_BackHome"
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}
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function TrialFormationCtrl:InitData()
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local mapLevelCfg = ConfigTable.GetData("TrialFloor", self.nFloorId)
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if not mapLevelCfg then
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return
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end
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self.mapBuildData = PlayerData.Build:GetTrialBuild(mapLevelCfg.TrialBuild)
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self.tbCharId, self.tbCharTrialToId, self.curTeam, self.mapCharData, self.mapTalentAddLevel, self.tbCharTrialId = {}, {}, {}, {}, {}, {}
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for _, mapChar in ipairs(self.mapBuildData.tbChar) do
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table.insert(self.tbCharId, mapChar.nTid)
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table.insert(self.curTeam, mapChar.nTrialId)
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self.tbCharTrialToId[mapChar.nTrialId] = mapChar.nTid
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self.tbCharTrialId[mapChar.nTid] = mapChar.nTrialId
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self.mapCharData[mapChar.nTid] = PlayerData.Char:GetTrialCharById(mapChar.nTrialId)
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self.mapTalentAddLevel[mapChar.nTid] = PlayerData.Talent:GetTrialEnhancedPotential(mapChar.nTrialId)
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if mapLevelCfg.TrialChar == mapChar.nTid then
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self.nCurTrialId = mapChar.nTrialId
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end
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end
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self.tbDiscId, self.mapDiscData = {}, {}
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for _, nDiscId in ipairs(self.mapBuildData.tbDisc) do
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if 0 < nDiscId then
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table.insert(self.tbDiscId, nDiscId)
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local mapCfg = ConfigTable.GetData("TrialDisc", nDiscId)
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if mapCfg then
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self.mapDiscData[mapCfg.DiscId] = PlayerData.Disc:GetTrialDiscById(nDiscId)
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end
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end
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end
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self.tbDepotPotential = {}
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for nCharId, tbPerk in pairs(self.mapBuildData.tbPotentials) do
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if self.tbCharTrialId[nCharId] then
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if not self.tbDepotPotential[nCharId] then
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self.tbDepotPotential[nCharId] = {}
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end
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for _, v in ipairs(tbPerk) do
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self.tbDepotPotential[nCharId][v.nPotentialId] = v.nLevel
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end
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else
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printError("体验build内,有多余角色的潜能" .. nCharId)
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end
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end
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end
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function TrialFormationCtrl:Refresh(nDirection)
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self:RefreshChar(nDirection)
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end
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function TrialFormationCtrl:RefreshChar(nDirection)
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for i = 1, 3 do
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if self.curTeam[i] == nil then
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self.curTeam[i] = 0
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end
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self._mapNode.goChar[i].gameObject:SetActive(self.curTeam[i] ~= 0)
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self._mapNode.goCurTrial[i]:SetActive(self.curTeam[i] == self.nCurTrialId)
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if self.curTeam[i] ~= 0 then
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self._mapNode.goChar[i]:OnRender(self.curTeam, i, true, nDirection)
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if self.mapCurModel[i] == nil or self.mapCurModel[i].nCharId ~= self.curTeam[i] then
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self:LoadCharacter(self.curTeam[i], self.bOpen or nDirection ~= nil)
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end
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elseif self.mapCurModel[i] ~= nil then
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NovaAPI.UnbindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, i - 1)
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destroy(self.mapCurModel[i].model)
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self.mapCurModel[i] = nil
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end
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end
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end
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function TrialFormationCtrl:LoadCharacter(nCharId, bOpen)
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local mapTrialChar = PlayerData.Char:GetTrialCharById(nCharId)
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if not mapTrialChar then
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return
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end
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local nSkinId = mapTrialChar.nSkinId
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local mapSkin = ConfigTable.GetData_CharacterSkin(nSkinId)
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if not mapSkin then
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printLog("没有找到皮肤配置" .. nCharId)
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return
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end
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local sFullPath = string.format("%s.prefab", mapSkin.Model_Show)
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local LoadModelCallback = function(obj)
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if self._mapNode == nil then
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return
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end
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local idx = table.indexof(self.curTeam, nCharId)
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if 0 < idx then
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if self.mapCurModel[idx] ~= nil then
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NovaAPI.UnbindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, idx - 1)
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destroy(self.mapCurModel[idx].model)
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self.mapCurModel[idx] = nil
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end
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local go = instantiate(obj, self.rtSceneOriginPos)
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self.mapCurModel[idx] = {nCharId = nCharId, model = go}
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NovaAPI.BindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, idx - 1, go)
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if self.rtSceneOriginPos ~= nil then
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go.transform.position = self.rtSceneOriginPos.position
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go.transform.localEulerAngles = Vector3(0, 180, 0)
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go.transform.localScale = Vector3.one * (mapSkin.ModelShowScale / 10000)
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local animator = go:GetComponent(typeof(Animator))
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if animator ~= nil and animator:IsNull() == false then
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animator:SetBool("standby", true)
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end
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GameUIUtils.SetCustomModelMaterialVariant(go, CS.CustomModelMaterialVariantComponent.VariantNames.FormationView)
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end
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if not bOpen then
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self._mapNode.goChar[idx]:PlayChangeFx()
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end
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if PlayerData.Guide:GetGuideState() then
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EventManager.Hit("Guide_LoadCharacterSuccess")
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end
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end
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end
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self:LoadAssetAsync(sFullPath, typeof(GameObject), LoadModelCallback)
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end
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function TrialFormationCtrl:LoadScene()
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local sSceneName = ConfigTable.GetConfigValue("SelectRole_Main")
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self.mapCurModel = {}
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local callbak = function(bSuccess)
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self.bOpen = true
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if bSuccess == true then
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local sceneRoot = CS.MainMenuModuleHelper.GetMainMenuSceneRoot(sSceneName)
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self.rtSceneOriginPos = sceneRoot.transform:Find("==== Scene ====")
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self.goSelectRolePrefab = self:CreatePrefabInstance("UI/MainlineFormationEx/SelectRolePrefab.prefab", self.rtSceneOriginPos)
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local goSelectRoleCam = self.goSelectRolePrefab.transform:Find("Camera"):GetComponent("Camera")
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NovaAPI.SetupUIParallaxStageCameraControllerForModelView(self._mapNode.UIParallax3DStage, goSelectRoleCam)
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self:Refresh()
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if self.curTeam[1] ~= 0 then
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PlayerData.Voice:PlayCharVoice("swap", self.tbCharTrialToId[self.curTeam[1]])
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end
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self._mapNode.goLoadMask:SetActive(false)
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if PlayerData.Guide:GetGuideState() then
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EventManager.Hit("Guide_LoadFormationSuccess")
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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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self._mapNode.goLoadMask:SetActive(false)
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self._mapNode.UIParallax3DStage.gameObject:SetActive(false)
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self._mapNode.BGbackup:SetActive(true)
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end
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EventManager.Hit(EventId.SetTransition)
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for i = 1, 3 do
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self._mapNode.goChar[i]:OpenList(false)
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end
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self._mapNode.btnStartBattle.transform.localScale = Vector3.one
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self.bOpen = false
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end
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CS.MainMenuModuleHelper.GetActiveScene(sSceneName, callbak)
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end
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function TrialFormationCtrl:Awake()
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end
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function TrialFormationCtrl:OnEnable()
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local tbParam = self:GetPanelParam()
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if type(tbParam) == "table" then
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self.nFloorId = tbParam[1]
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end
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self:InitData()
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self._mapNode.goLoadMask:SetActive(true)
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self._mapNode.btnStartBattle.enabled = true
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self:LoadScene()
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end
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function TrialFormationCtrl:OnDisable()
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local sSceneName = ConfigTable.GetConfigValue("SelectRole_Main")
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local callback = function()
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end
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CS.MainMenuModuleHelper.DeActiveScene(sSceneName, callback)
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for i, mapModel in pairs(self.mapCurModel) do
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if mapModel.model ~= nil then
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NovaAPI.UnbindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, i - 1)
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destroy(mapModel.model)
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end
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end
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for i = 1, 3 do
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self._mapNode.goChar[i].nCharId = nil
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end
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if self.goSelectRolePrefab ~= nil then
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destroy(self.goSelectRolePrefab)
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end
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self.mapCurModel = {}
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end
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function TrialFormationCtrl:OnDestroy()
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end
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function TrialFormationCtrl:OnBtnClick_Info(btn)
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local tbDisc = {}
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for _, v in ipairs(self.tbDiscId) do
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local mapCfg = ConfigTable.GetData("TrialDisc", v)
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if mapCfg then
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table.insert(tbDisc, mapCfg.DiscId)
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end
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end
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EventManager.Hit(EventId.OpenPanel, PanelId.TrialDepot, self.tbCharId, tbDisc, self.mapCharData, self.mapDiscData, self.mapTalentAddLevel, self.tbDepotPotential, self.mapBuildData.tbNotes)
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end
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function TrialFormationCtrl:OnBtnClick_Start(btn)
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self._mapNode.btnStartBattle.enabled = false
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PlayerData.Trial:EnterTrial(self.nFloorId)
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NovaAPI.SetEntryLevelFade(true)
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end
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function TrialFormationCtrl:OnEvent_LoadModel(bLoadFinish)
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self._mapNode.Mask:SetActive(not bLoadFinish)
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end
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function TrialFormationCtrl:OnEvent_Back(nPanelId)
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if self._panel._nPanelId ~= nPanelId then
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return
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end
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CS.AdventureModuleHelper.ExitSelectTeam()
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EventManager.Hit(EventId.CloesCurPanel)
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PlayerData.Build:DeleteTrialBuild()
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end
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function TrialFormationCtrl:OnEvent_BackHome(nPanelId)
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if self._panel._nPanelId ~= nPanelId then
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return
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end
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CS.AdventureModuleHelper.ExitSelectTeam()
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PlayerData.Build:DeleteTrialBuild()
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PanelManager.Home()
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end
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return TrialFormationCtrl
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