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 +1,401 @@
local TutorialDiscSkillActiveCtrl = class("TutorialDiscSkillActiveCtrl", BaseCtrl)
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
local WwiseManger = CS.WwiseAudioManager.Instance
TutorialDiscSkillActiveCtrl._mapNodeConfig = {
blurBg = {},
contentRoot = {
sNodeName = "----SafeAreaRoot----"
},
animRoot = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "Animator"
},
btnBg = {
sComponentName = "Button",
callback = "OnBtnClick_BtnBg"
},
btnShortcutBg = {
sComponentName = "NaviButton",
callback = "OnBtnClick_BtnBg",
sAction = "Confirm"
},
cgSkillList = {
sNodeName = "goSkillList",
sComponentName = "CanvasGroup"
},
btnDepot = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Depot"
},
txtTitle = {sComponentName = "TMP_Text"},
goAllNoteList = {},
imgNote = {sComponentName = "Image", nCount = 9},
goNoteList = {},
goNoteItem = {},
noteContent = {
sComponentName = "RectTransform"
},
btnNoteList = {
sComponentName = "Button",
callback = "OnBtnClick_BtnBg"
},
goSkillList = {},
goSkillItem = {},
skillContent = {
sComponentName = "RectTransform"
},
btnSkillList = {
sComponentName = "Button",
callback = "OnBtnClick_BtnBg"
},
goSkillCard = {},
goNoteCardItem = {
sCtrlName = "Game.UI.TemplateEx.TemplateDiscSkillCardCtrl"
},
imgIconBgEffect = {sComponentName = "Image"},
imgIconEffect = {sComponentName = "Image"},
imgCornerBgEffect = {sComponentName = "Image"},
txtTips = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Tips_Continue"
},
txtClickPre = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Click_Pre"
},
txtClickSuf = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Click_Suf"
},
Tips = {
sCtrlName = "Game.UI.StarTower.DiscTips.StarTowerTipsCtrl"
}
}
TutorialDiscSkillActiveCtrl._mapEventConfig = {
StarTowerShowDiscSkill = "OnEvent_ShowDiscSkillActive",
OpenNoteDepot = "OnEvent_OpenNoteDepot",
GamepadUIReopen = "OnEvent_Reopen",
StarTowerDiscTips = "OnEvent_StarTowerDiscTips"
}
TutorialDiscSkillActiveCtrl._mapRedDotConfig = {}
local panel_stage_note = 1
local panel_stage_skill = 2
local panel_stage_skill_upgrade = 3
function TutorialDiscSkillActiveCtrl:InitNoteSkillList(tbNoteList)
if self.tbShowNote == nil then
self.tbShowNote = {}
for id, _ in pairs(tbNoteList) do
table.insert(self.tbShowNote, id)
end
table.sort(self.tbShowNote, function(a, b)
return a < b
end)
for k, v in ipairs(self._mapNode.imgNote) do
v.gameObject:SetActive(self.tbShowNote[k] ~= nil)
if self.tbShowNote[k] ~= nil then
local mapNoteCfg = ConfigTable.GetData("SubNoteSkill", self.tbShowNote[k])
if nil ~= mapNoteCfg then
self:SetPngSprite(v, mapNoteCfg.Icon .. AllEnum.DiscSkillIconSurfix.Small)
end
end
end
end
end
function TutorialDiscSkillActiveCtrl:ShowNoteList(tbParam, callback)
self._mapNode.Tips.gameObject:SetActive(true)
NovaAPI.SetTMPText(self._mapNode.txtTitle, ConfigTable.GetUIText("StarTower_Disc_Skill_Active_1"))
self._panel:SetTop(self.canvas)
local bCloseCamera = false
if not self.bOpen then
PanelManager.InputDisable()
bCloseCamera = true
GamepadUIManager.EnableGamepadUI("TutorialDiscSkillActiveCtrl", self.tbGamepadUINode)
end
self.bOpen = true
EventManager.Hit("StarTowerSetButtonEnable", false, false)
self.callback = callback
self._mapNode.blurBg.gameObject:SetActive(true)
self._mapNode.btnBg.gameObject:SetActive(true)
self._mapNode.contentRoot.gameObject: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.goNoteList.gameObject:SetActive(true)
self._mapNode.goSkillList.gameObject:SetActive(false)
self._mapNode.goSkillCard.gameObject:SetActive(false)
self.nPanelStage = panel_stage_note
self:RefreshAllNoteList(tbParam.tbNoteChange)
self:RefreshNoteSkill(tbParam.tbNoteChange)
WwiseManger:PlaySound("ui_roguelike_phonograph_mus")
end
cs_coroutine.start(wait)
end
function TutorialDiscSkillActiveCtrl:RefreshAllNoteList(tbNoteChange)
for k, v in ipairs(self._mapNode.imgNote) do
local nNoteId = self.tbShowNote[k]
v.gameObject:SetActive(nNoteId ~= nil)
if nNoteId ~= nil then
local tmpCount = v.gameObject.transform:Find("txtNoteCount"):GetComponent("TMP_Text")
local imgArrow = v.gameObject.transform:Find("imgArrow")
NovaAPI.SetTMPText(tmpCount, self.tbNoteList[nNoteId] or 0)
imgArrow.gameObject:SetActive(tbNoteChange[nNoteId] ~= nil)
end
end
end
function TutorialDiscSkillActiveCtrl:RefreshNoteSkill(tbNoteChange)
local tbNoteSkill = {}
for nId, v in pairs(tbNoteChange) do
table.insert(tbNoteSkill, {
nNoteId = nId,
nCount = v.nCount,
bLucky = v.bLucky
})
end
table.sort(tbNoteSkill, function(a, b)
return a.nNoteId < b.nNoteId
end)
for _, v in ipairs(self.tbNoteSkillItemCtrl) do
v.gameObject:SetActive(false)
end
local tbCtrl = {}
for k, v in ipairs(tbNoteSkill) do
local objCtrl = self.tbNoteSkillItemCtrl[k]
if objCtrl == nil then
local objItem = instantiate(self._mapNode.goNoteItem, self._mapNode.noteContent)
objCtrl = self:BindCtrlByNode(objItem, "Game.UI.StarTower.DiscTips.DiscNoteSkillItemCtrl")
table.insert(self.tbNoteSkillItemCtrl, objCtrl)
end
objCtrl.gameObject:SetActive(false)
local nCurLevel = self.tbNoteList[v.nNoteId] or 0
objCtrl:SetSkillItem(v.nNoteId, nCurLevel, nCurLevel - v.nCount, v.bLucky)
table.insert(tbCtrl, objCtrl)
end
local nIndex = 1
if 0 < #tbCtrl then
EventManager.Hit(EventId.BlockInput, true)
self:AddTimer(#tbCtrl, 0.08, function()
local objCtrl = tbCtrl[nIndex]
nIndex = nIndex + 1
if objCtrl ~= nil then
objCtrl.gameObject:SetActive(true)
end
if nIndex > #tbCtrl then
EventManager.Hit(EventId.BlockInput, false)
self._mapNode.txtTips[1].gameObject:SetActive(true)
self._mapNode.txtTips[2].gameObject:SetActive(true)
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_OpenDiscSkillActive_Tutorial")
end
end, true, true, true)
else
EventManager.Hit(EventId.BlockInput, false)
end
self._mapNode.txtTips[1].gameObject:SetActive(false)
self._mapNode.txtTips[2].gameObject:SetActive(false)
end
function TutorialDiscSkillActiveCtrl:RefreshDiscSkill(tbSkillList)
WwiseManger:PlaySound("ui_roguelike_phonograph_mus")
self._mapNode.goNoteList.gameObject:SetActive(false)
self._mapNode.goSkillList.gameObject:SetActive(true)
self._mapNode.goSkillCard.gameObject:SetActive(false)
local tbCtrl = {}
if tbSkillList ~= nil then
for _, v in ipairs(self.tbSkillItemCtrl) do
v.gameObject:SetActive(false)
end
for k, v in ipairs(tbSkillList) do
local objCtrl = self.tbSkillItemCtrl[k]
if objCtrl == nil then
local objItem = instantiate(self._mapNode.goSkillItem, self._mapNode.skillContent)
objCtrl = self:BindCtrlByNode(objItem, "Game.UI.StarTower.DiscTips.DiscSkillItemCtrl")
table.insert(self.tbSkillItemCtrl, objCtrl)
end
objCtrl.gameObject:SetActive(false)
objCtrl:SetSkillItem(v.nSkillId, v.tbChangeNote, self.tbNoteList)
table.insert(tbCtrl, objCtrl)
end
end
local nIndex = 1
if 0 < #tbCtrl then
EventManager.Hit(EventId.BlockInput, true)
self:AddTimer(#tbCtrl, 0.08, function()
local objCtrl = tbCtrl[nIndex]
nIndex = nIndex + 1
if objCtrl ~= nil then
objCtrl.gameObject:SetActive(true)
objCtrl:PlayAnim()
end
if nIndex > #tbCtrl then
EventManager.Hit(EventId.BlockInput, false)
self._mapNode.txtTips[1].gameObject:SetActive(true)
self._mapNode.txtTips[2].gameObject:SetActive(true)
end
end, true, true, true)
self._mapNode.txtTips[1].gameObject:SetActive(false)
self._mapNode.txtTips[2].gameObject:SetActive(false)
end
end
function TutorialDiscSkillActiveCtrl:ShowDiscUpgradeCard()
self._mapNode.txtTips[1].gameObject:SetActive(false)
self._mapNode.txtTips[2].gameObject:SetActive(false)
self._mapNode.animRoot:Play("DiscSkillActive_Card", 0, 0)
local nAnimLen = NovaAPI.GetAnimClipLength(self._mapNode.animRoot, {
"DiscSkillActive_Card"
})
self:AddTimer(1, nAnimLen, function()
self._mapNode.txtTips[1].gameObject:SetActive(true)
self._mapNode.txtTips[2].gameObject:SetActive(true)
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, nAnimLen)
WwiseManger:PlaySound("ui_roguelike_outfit_select")
NovaAPI.SetTMPText(self._mapNode.txtTitle, ConfigTable.GetUIText("StarTower_Disc_Skill_Active_2"))
self._mapNode.goSkillCard.gameObject:SetActive(true)
self._mapNode.goNoteList.gameObject:SetActive(false)
self._mapNode.goSkillList.gameObject:SetActive(false)
local mapData = table.remove(self.tbSkillActive, 1)
if mapData ~= nil then
self.nSkillId = mapData.nSkillId
self._mapNode.goNoteCardItem:Refresh(mapData.nDiscId, nil, self.nSkillId)
self._mapNode.goNoteCardItem:ChangeWordRaycast(true)
local mapSkillCfg = ConfigTable.GetData("SecondarySkill", self.nSkillId)
if mapSkillCfg ~= nil then
self:SetPngSprite(self._mapNode.imgIconEffect, mapSkillCfg.Icon)
self:SetPngSprite(self._mapNode.imgIconBgEffect, mapSkillCfg.IconBg)
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_OpenStarTowerDepot_Tutorial")
end
end
end
function TutorialDiscSkillActiveCtrl:HidePanel()
self.bOpen = false
GamepadUIManager.DisableGamepadUI("TutorialDiscSkillActiveCtrl")
EventManager.Hit("StarTowerSetButtonEnable", true, true)
PanelManager.InputEnable()
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.btnBg.gameObject:SetActive(false)
NovaAPI.SetCanvasSortingOrder(self.canvas, self.nInitSortingOrder)
CS.GameCameraStackManager.Instance:OpenMainCamera()
if nil ~= self.callback then
self.callback()
end
CS.AdventureModuleHelper.ResumeLogic()
PanelManager.InputEnable()
end
function TutorialDiscSkillActiveCtrl:ReopenPanel()
EventManager.Hit("StarTowerSetButtonEnable", false, false)
self._mapNode.blurBg.gameObject:SetActive(true)
self._mapNode.btnBg.gameObject:SetActive(true)
EventManager.Hit(EventId.BlockInput, true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
EventManager.Hit(EventId.BlockInput, false)
CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
self._mapNode.contentRoot.gameObject:SetActive(true)
end
cs_coroutine.start(wait)
end
function TutorialDiscSkillActiveCtrl:Awake()
self.nType = 0
self.bOpen = false
self.tbNoteSkillItemCtrl = {}
self.tbSkillItemCtrl = {}
self.canvas = self.gameObject:GetComponent("Canvas")
self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.btnBg.gameObject:SetActive(false)
self._mapNode.goSkillItem.gameObject:SetActive(false)
self.tbGamepadUINode = self:GetGamepadUINode()
self._mapNode.btnDepot.gameObject:SetActive(false)
end
function TutorialDiscSkillActiveCtrl:OnEnable()
self.nPanelStage = 0
end
function TutorialDiscSkillActiveCtrl:OnDisable()
for _, v in ipairs(self.tbNoteSkillItemCtrl) do
self:UnbindCtrlByNode(v)
end
self.tbNoteSkillItemCtrl = {}
for _, v in ipairs(self.tbSkillItemCtrl) do
self:UnbindCtrlByNode(v)
end
self.tbSkillItemCtrl = {}
end
function TutorialDiscSkillActiveCtrl:OnBtnClick_BtnBg()
if self.nPanelStage == panel_stage_note then
if self.tbParam.tbSkill ~= nil and next(self.tbParam.tbSkill) ~= nil then
self.nPanelStage = panel_stage_skill
self:RefreshDiscSkill(self.tbParam.tbSkill)
return
else
self.nPanelStage = 0
end
elseif self.nPanelStage == panel_stage_skill then
if 0 < #self.tbSkillActive then
self.nPanelStage = panel_stage_skill_upgrade
self:ShowDiscUpgradeCard()
return
else
self.nPanelStage = 0
end
elseif self.nPanelStage == panel_stage_skill_upgrade then
if #self.tbSkillActive == 0 then
self.nPanelStage = 0
else
self:ShowDiscUpgradeCard()
return
end
end
if self.nPanelStage == 0 then
self:HidePanel()
end
end
function TutorialDiscSkillActiveCtrl:OnBtnClick_Depot()
self.bDepotOpen = true
EventManager.Hit("StarTowerSetButtonEnable", false, false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.btnBg.gameObject:SetActive(false)
EventManager.Hit(EventId.StarTowerDepot, AllEnum.StarTowerDepotTog.DiscSkill)
end
function TutorialDiscSkillActiveCtrl:OnEvent_ShowDiscSkillActive(tbParam, tbNoteList, callback)
CS.AdventureModuleHelper.PauseLogic()
PanelManager.InputDisable()
self:InitNoteSkillList(tbNoteList)
self.tbParam = tbParam
self.tbNoteList = tbNoteList
self.tbSkillActive = tbParam.tbDiscSkillAct
self:ShowNoteList(tbParam, callback)
end
function TutorialDiscSkillActiveCtrl:OnEvent_StarTowerDiscTips(tbTips)
self._mapNode.Tips.gameObject:SetActive(true)
self._mapNode.Tips:StartShowTips(tbTips)
end
function TutorialDiscSkillActiveCtrl:OnEvent_OpenNoteDepot()
if self._mapNode.contentRoot.gameObject.activeSelf == false then
return
end
self.bDepotOpen = true
CS.GameCameraStackManager.Instance:OpenMainCamera()
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.btnBg.gameObject:SetActive(false)
end
function TutorialDiscSkillActiveCtrl:OnEvent_Reopen(sName)
if sName ~= "TutorialDiscSkillActiveCtrl" then
return
end
if self.bDepotOpen then
self.bDepotOpen = false
self:ReopenPanel()
end
end
return TutorialDiscSkillActiveCtrl
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local TutorialInfoCtrl = class("TutorialInfoCtrl", BaseCtrl)
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
TutorialInfoCtrl._mapNodeConfig = {
Challenge = {},
canvasGroup = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "CanvasGroup"
},
rtList = {sComponentName = "Transform"},
goQuest = {},
aniQuest = {sNodeName = "goQuest", sComponentName = "Animator"},
txt_tips = {sComponentName = "TMP_Text"},
img_tips = {
sComponentName = "RectTransform"
}
}
TutorialInfoCtrl._mapEventConfig = {
OpenTutorialInfo = "OnEvent_OpenUI",
TutorialLevelEnd = "OnEvent_CloseUI",
InputEnable = "OnEvent_InputEnable",
TutorialBattleEnd = "OnEvent_BattleEnd",
TaskLevel_InitTask = "RefreshQuest",
TaskLevel_UpdateTaskTargetProcess = "UpdateTarget",
TaskLevel_TaskFinish = "OnEvent_TaskFinish",
Tutorial_UpdateTips = "OnEvent_UpdateTip",
GamepadUIChange = "OnEvent_GamepadUIChange"
}
TutorialInfoCtrl._mapRedDotConfig = {}
function TutorialInfoCtrl:Awake()
self.nCurQuest = nil
self.nNextQuest = nil
self.tbTargetCount = {}
self.tbTargetProcess = {}
self.tipsKey = nil
end
function TutorialInfoCtrl:OnEnable()
self._mapNode.img_tips.gameObject:SetActive(false)
self.bBattleEnd = false
end
function TutorialInfoCtrl:OnDestroy()
end
function TutorialInfoCtrl:RefreshQuest(nQuestId)
local mapQuest = ConfigTable.GetData("LevelQuest", nQuestId)
if not mapQuest then
return
end
self.bIsLastTask = false
local tbTarget = mapQuest.LevelQuestTargetIds
if not self.tbTargetCount[nQuestId] then
self.tbTargetCount[nQuestId] = {
nCur = 0,
nMax = #tbTarget
}
end
if not self.tbTargetProcess[nQuestId] then
self.tbTargetProcess[nQuestId] = {}
for _, v in ipairs(tbTarget) do
self.tbTargetProcess[nQuestId][v] = {nCur = 0, nMax = 0}
end
end
if self.nCurQuest then
if self.nCurQuest ~= nQuestId then
self.nNextQuest = nQuestId
end
return
else
self.nCurQuest = nQuestId
end
self.tbTagetNode = {}
delChildren(self._mapNode.rtList)
for _, v in ipairs(tbTarget) do
local mapTarget = ConfigTable.GetData("LevelQuestTarget", v)
if mapTarget then
local goItemObj = instantiate(self._mapNode.goQuest, self._mapNode.rtList)
goItemObj:SetActive(true)
self.tbTagetNode[v] = {}
self.tbTagetNode[v].imgOff = goItemObj.transform:Find("goReach/imgOff").gameObject
self.tbTagetNode[v].imgOn = goItemObj.transform:Find("goReach/imgOn").gameObject
self.tbTagetNode[v].txtDesc = goItemObj.transform:Find("txtDesc"):GetComponent("TMP_Text")
self.tbTagetNode[v].ani = goItemObj.transform:GetComponent("Animator")
self.tbTagetNode[v].sPrefix = UTILS.ParseLevelQuestTargetDesc(mapTarget.QuestDes, mapTarget)
local sSuffix = ""
if 0 < self.tbTargetProcess[nQuestId][v].nCur then
sSuffix = "<color=#2be1f1>(" .. self.tbTargetProcess[nQuestId][v].nCur .. "/" .. self.tbTargetProcess[nQuestId][v].nMax .. ")</color>"
else
sSuffix = UTILS.GetLevelQuestTargetProcess(mapTarget)
end
self.tbTagetNode[v].imgOff:SetActive(true)
self.tbTagetNode[v].imgOn:SetActive(false)
NovaAPI.SetTMPText(self.tbTagetNode[v].txtDesc, self.tbTagetNode[v].sPrefix .. sSuffix)
end
end
end
function TutorialInfoCtrl:UpdateTarget(nQuestId, nTargetId, nCur, nMax)
nCur = nCur:AsInt()
nMax = nMax:AsInt()
local bComplete = nCur >= nMax
self.tbTargetProcess[nQuestId][nTargetId].nCur = nCur
self.tbTargetProcess[nQuestId][nTargetId].nMax = nMax
if bComplete then
self.tbTargetCount[nQuestId].nCur = self.tbTargetCount[nQuestId].nCur + 1
end
if nQuestId ~= self.nCurQuest then
return
end
if self.tbTargetCount[nQuestId].nCur == self.tbTargetCount[nQuestId].nMax then
self:SetTimer()
end
if not self.tbTagetNode[nTargetId] then
return
end
self.tbTagetNode[nTargetId].imgOff:SetActive(not bComplete)
self.tbTagetNode[nTargetId].imgOn:SetActive(bComplete)
local sSuffix = "<color=#2be1f1>(" .. nCur .. "/" .. nMax .. ")</color>"
NovaAPI.SetTMPText(self.tbTagetNode[nTargetId].txtDesc, self.tbTagetNode[nTargetId].sPrefix .. sSuffix)
if bComplete then
self.tbTagetNode[nTargetId].ani:Play("TrialInfo_Quest_on")
WwiseAudioMgr:PostEvent("ui_tip_complete")
end
end
function TutorialInfoCtrl:SetTimer()
if self.timer ~= nil then
self.timer:Cancel()
end
local nAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.aniQuest, {
"TrialInfo_Quest_on"
})
local countdown = function()
self.nCurQuest = nil
if not self.bIsLastTask and self.nNextQuest then
self:RefreshQuest(self.nNextQuest)
self.nNextQuest = nil
end
end
self.timer = self:AddTimer(1, nAnimTime + 0.5, countdown, true, true, false)
end
function TutorialInfoCtrl:ClearTimer()
if self.timer ~= nil then
self.timer:Cancel()
end
self.timer = nil
end
function TutorialInfoCtrl:OnEvent_OpenUI(nQuestId)
self._mapNode.Challenge.gameObject:SetActive(true)
if nQuestId then
self:RefreshQuest(nQuestId)
end
end
function TutorialInfoCtrl:OnEvent_CloseUI()
end
function TutorialInfoCtrl:OnEvent_InputEnable(bEnable)
if self.bBattleEnd == true then
return
end
NovaAPI.SetCanvasGroupAlpha(self._mapNode.canvasGroup, bEnable == true and 1 or 0)
NovaAPI.SetCanvasGroupInteractable(self._mapNode.canvasGroup, bEnable == true)
NovaAPI.SetCanvasGroupBlocksRaycasts(self._mapNode.canvasGroup, bEnable == true)
end
function TutorialInfoCtrl:OnEvent_BattleEnd()
self.bBattleEnd = true
end
function TutorialInfoCtrl:OnEvent_UpdateTip(tipsKey)
self.tipsKey = tipsKey
local tmpDest = ""
local nUIType = GamepadUIManager.GetCurUIType()
if nUIType == AllEnum.GamepadUIType.Other or nUIType == AllEnum.GamepadUIType.Keyboard or nUIType == AllEnum.GamepadUIType.Mouse then
if NovaAPI.IsMobilePlatform() then
tmpDest = tmpDest .. "_Mobile"
else
tmpDest = tmpDest .. "_PC"
end
elseif nUIType == AllEnum.GamepadUIType.PS then
tmpDest = tmpDest .. "_PS"
elseif nUIType == AllEnum.GamepadUIType.Xbox then
tmpDest = tmpDest .. "_Xbox"
end
local sTips = ConfigTable.GetUIText(self.tipsKey .. tmpDest)
NovaAPI.SetTMPText(self._mapNode.txt_tips, sTips)
self._mapNode.img_tips.gameObject:SetActive(true)
CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.img_tips)
end
function TutorialInfoCtrl:OnEvent_TaskFinish(isLastTask)
self.bIsLastTask = isLastTask
end
function TutorialInfoCtrl:OnEvent_GamepadUIChange()
if self.tipsKey == nil then
return
end
local tmpDest = ""
local nUIType = GamepadUIManager.GetCurUIType()
if nUIType == AllEnum.GamepadUIType.Other or nUIType == AllEnum.GamepadUIType.Keyboard or nUIType == AllEnum.GamepadUIType.Mouse then
if NovaAPI.IsMobilePlatform() then
tmpDest = tmpDest .. "_Mobile"
else
tmpDest = tmpDest .. "_PC"
end
elseif nUIType == AllEnum.GamepadUIType.PS then
tmpDest = tmpDest .. "_PS"
elseif nUIType == AllEnum.GamepadUIType.Xbox then
tmpDest = tmpDest .. "_Xbox"
end
local sTips = ConfigTable.GetUIText(self.tipsKey .. tmpDest)
NovaAPI.SetTMPText(self._mapNode.txt_tips, sTips)
self._mapNode.img_tips.gameObject:SetActive(true)
CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.img_tips)
end
return TutorialInfoCtrl
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local TutorialMenuCtrl = class("TutorialMenuCtrl", BaseCtrl)
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
TutorialMenuCtrl._mapNodeConfig = {
btnPause = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Pause"
},
btn_card = {
sComponentName = "NaviButton",
callback = "OnBtnClick_OpenCard",
sAction = "Depot"
},
txt_dic = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Tutorial_DicTitle"
},
canvasGroup = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "CanvasGroup"
}
}
TutorialMenuCtrl._mapEventConfig = {
[EventId.ClosePanel] = "OnEvent_CloseDic",
Tutorial_OpenCard = "OnEvent_OpenDic",
TutorialLevel_Success = "OnEvent_Success",
InputEnable = "OnEvent_InputEnable"
}
TutorialMenuCtrl._mapRedDotConfig = {}
function TutorialMenuCtrl:Awake()
self._mapNode.btn_card.gameObject:SetActive(false)
end
function TutorialMenuCtrl:OnEnable()
GamepadUIManager.AddGamepadUINode("BattleMenu", self:GetGamepadUINode())
end
function TutorialMenuCtrl:OnDisable()
end
function TutorialMenuCtrl:OnDestroy()
end
function TutorialMenuCtrl:PauseLogic()
EventManager.Hit("BattlePause")
PanelManager.InputDisable()
end
function TutorialMenuCtrl:ResumeLogic()
PanelManager.InputEnable()
end
function TutorialMenuCtrl:OpenDic()
self:PauseLogic()
local dicId = PlayerData.TutorialData:GetCurDicId()
if dicId ~= 0 then
EventManager.Hit(EventId.OpenPanel, PanelId.DictionaryEntry, dicId, true)
end
end
function TutorialMenuCtrl:OnBtnClick_Pause()
EventManager.Hit("TutorialPause")
end
function TutorialMenuCtrl:OnBtnClick_OpenCard()
self:OpenDic()
end
function TutorialMenuCtrl:OnEvent_OpenDic(cardId, bIsLevelStart)
if bIsLevelStart then
PanelManager.InputDisable()
self:AddTimer(1, 0.8, function()
PanelManager.InputEnable()
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self:OpenDic()
self._mapNode.btn_card.gameObject:SetActive(true)
end
cs_coroutine.start(wait)
end, true, true, true)
else
self:OpenDic()
self._mapNode.btn_card.gameObject:SetActive(true)
end
end
function TutorialMenuCtrl:OnEvent_CloseDic(panelId)
if panelId == PanelId.DictionaryEntry then
NovaAPI.DispatchEventWithData("Tutorial_CloseCard", nil, {})
self:ResumeLogic()
end
end
function TutorialMenuCtrl:OnEvent_Success()
PlayerData.TutorialData:FinishLevel(true)
end
function TutorialMenuCtrl:OnEvent_InputEnable(bEnable)
NovaAPI.SetCanvasGroupAlpha(self._mapNode.canvasGroup, bEnable == true and 1 or 0)
NovaAPI.SetCanvasGroupInteractable(self._mapNode.canvasGroup, bEnable == true)
NovaAPI.SetCanvasGroupBlocksRaycasts(self._mapNode.canvasGroup, bEnable == true)
end
return TutorialMenuCtrl
+172
View File
@@ -0,0 +1,172 @@
local TutorialNoteCtrl = class("TutorialNoteCtrl", BaseCtrl)
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
TutorialNoteCtrl._mapNodeConfig = {
contentRoot = {
sNodeName = "----SafeAreaRoot----"
},
canvasGroup = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "CanvasGroup"
}
}
TutorialNoteCtrl._mapEventConfig = {
RefreshNoteCount = "OnEvent_RefreshNoteCount"
}
TutorialNoteCtrl._mapRedDotConfig = {}
function TutorialNoteCtrl:InitPanel()
self.tbDiscSubSkill = {}
if nil == self._panel.tbDisc then
return
end
for k, nId in ipairs(self._panel.tbDisc) do
if k <= 3 then
local discData = self._panel.mapDiscData[nId]
if 0 ~= nId and discData ~= nil then
self.tbDiscSubSkill[nId] = {}
local tbSubSkillId = discData:GetAllSubSkill(self.mapNoteCount)
for _, nSubSkillId in ipairs(tbSubSkillId) do
self.tbDiscSubSkill[nId][nSubSkillId] = {}
local mapCfg = ConfigTable.GetData("SecondarySkill", nSubSkillId)
if mapCfg ~= nil then
local tbActiveNote = decodeJson(mapCfg.NeedSubNoteSkills)
for k, v in pairs(tbActiveNote) do
local nNoteId = tonumber(k)
local nNoteCount = tonumber(v)
self.tbDiscSubSkill[nId][nSubSkillId][nNoteId] = {nNeed = nNoteCount, nCur = 0}
end
end
end
end
end
end
end
function TutorialNoteCtrl:GetChangeDiscSkillList(mapNoteChange)
local tbChangeDiscSkill = {}
for nDiscId, discData in pairs(self.tbDiscSubSkill) do
for nSkillId, v in pairs(discData) do
local bChange = false
local changeNoteList = {}
for nNoteId, data in pairs(v) do
if mapNoteChange[nNoteId] ~= nil then
local nCount = mapNoteChange[nNoteId].nCount
local bLucky = mapNoteChange[nNoteId].bLucky
if data.nCur < data.nNeed then
changeNoteList[nNoteId] = {
nChangeCount = nCount,
nNeed = data.nNeed,
bLucky = bLucky
}
bChange = true
end
data.nCur = data.nCur + nCount
end
end
if bChange then
table.insert(tbChangeDiscSkill, {
nDiscId = nDiscId,
nSkillId = nSkillId,
tbChangeNote = changeNoteList
})
end
end
end
return tbChangeDiscSkill
end
function TutorialNoteCtrl:Awake()
self.canvas = self.gameObject:GetComponent("Canvas")
self.mapNoteCount = {}
end
function TutorialNoteCtrl:OnEnable()
self:InitPanel()
end
function TutorialNoteCtrl:OnEvent_RefreshNoteCount(mapNote, mapChange, mapChangeSecondarySkill, bManual)
local tbChange = {}
local tbLose = {}
local bChange = false
if next(self.mapNoteCount) == nil then
for k, v in pairs(mapNote) do
if 0 < v then
bChange = true
tbChange[k] = {nCount = v, bLucky = false}
end
end
else
for k, v in pairs(mapNote) do
local nLastCount = self.mapNoteCount[k] or 0
if v > nLastCount then
local bLucky = false
if mapChange ~= nil and 0 < mapChange[k].LuckyLevel then
bLucky = true
end
bChange = true
tbChange[k] = {
nCount = v - nLastCount,
bLucky = bLucky
}
elseif v < nLastCount then
tbLose[k] = {
nCount = v - nLastCount
}
end
end
end
local tbTips = {}
if mapChangeSecondarySkill ~= nil then
for _, v in ipairs(mapChangeSecondarySkill) do
if v.Active == false then
table.insert(tbTips, {
nSkillId = v.SecondaryId,
nTipType = AllEnum.StarTowerTipsType.DiscTip
})
end
end
end
if 0 < #tbTips then
EventManager.Hit("StarTowerDiscTips", tbTips)
end
local tbNoteReduceTips = {}
for nNoteId, data in pairs(tbLose) do
local nCount = math.abs(data.nCount)
table.insert(tbNoteReduceTips, {
nNoteId = nNoteId,
nCount = nCount,
nTipType = AllEnum.StarTowerTipsType.NoteTip
})
end
if 0 < #tbNoteReduceTips then
EventManager.Hit("StarTowerDiscTips", tbNoteReduceTips)
end
local tbDiscSkillChange = self:GetChangeDiscSkillList(tbChange)
local tbDiscSkillAct = {}
for i = 1, 3 do
local nDiscId = self._panel.tbDisc[i]
local discData = self._panel.mapDiscData[nDiscId]
if discData ~= nil and mapChangeSecondarySkill ~= nil then
local tbSecondarySkills = discData:GetAllSubSkill(self.mapNoteCount)
for _, v in ipairs(tbSecondarySkills) do
for _, data in ipairs(mapChangeSecondarySkill) do
if data.Active == true and data.SecondaryId == v then
table.insert(tbDiscSkillAct, {
nDiscId = nDiscId,
nSkillId = data.SecondaryId
})
break
end
end
end
end
end
if bChange and not bManual then
table.sort(tbDiscSkillChange, function(a, b)
return a.nSkillId < b.nSkillId
end)
local tbParam = {
tbSkill = tbDiscSkillChange,
tbNoteChange = tbChange,
tbDiscSkillAct = tbDiscSkillAct
}
EventManager.Hit("StarTowerShowDiscSkill", tbParam, clone(mapNote))
end
self.mapNoteCount = clone(mapNote)
end
return TutorialNoteCtrl
+107
View File
@@ -0,0 +1,107 @@
local TutorialPanel = class("TutorialPanel", BasePanel)
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
TutorialPanel._bAddToBackHistory = false
TutorialPanel.OpenMinMap = false
TutorialPanel._tbDefine = {
{
sPrefabPath = "Battle/BattleDashboard.prefab",
sCtrlName = "Game.UI.Battle.BattleDashboardCtrl"
},
{
sPrefabPath = "Tutorial/TutorialMenu.prefab",
sCtrlName = "Game.UI.Tutorial.TutorialMenuCtrl"
},
{
sPrefabPath = "Battle/AdventureMainUI/AdventureMainUI.prefab",
sCtrlName = "Game.UI.Battle.MainBattleCtrl"
},
{
sPrefabPath = "Battle/SkillHintIndicators.prefab",
sCtrlName = "Game.UI.Battle.SkillHintIndicator.HintIndicators"
},
{
sPrefabPath = "FixedRoguelikeEx/FRIndicators.prefab",
sCtrlName = "Game.UI.FixedRoguelikeEx.FRIndicators"
},
{
sPrefabPath = "StarTower/PotentialSelectPanel.prefab",
sCtrlName = "Game.UI.Tutorial.TutorialPotentialSelectCtrl"
},
{
sPrefabPath = "StarTower/DiscSkillActivePanel.prefab",
sCtrlName = "Game.UI.Tutorial.TutorialDiscSkillActiveCtrl"
},
{
sPrefabPath = "StarTower/StarTowerNotePanel.prefab",
sCtrlName = "Game.UI.Tutorial.TutorialNoteCtrl"
},
{
sPrefabPath = "Tutorial/TutorialInfo.prefab",
sCtrlName = "Game.UI.Tutorial.TutorialInfoCtrl"
},
{
sPrefabPath = "Tutorial/TutorialPause.prefab",
sCtrlName = "Game.UI.Tutorial.TutorialPauseCtrl"
},
{
sPrefabPath = "GuideProloguel/GuideProloguelPanel.prefab",
sCtrlName = "Game.UI.GuideProloguel.GuideProloguelCtrl"
},
{
sPrefabPath = "Battle/SubSkillDisplay.prefab",
sCtrlName = "Game.UI.Battle.SubSkillDisplay.SubSkillDisplayCtrl"
}
}
function TutorialPanel:Awake()
self.trUIRoot = GameObject.Find("---- UI ----").transform
self.tbTeam = self._tbParam[1]
self.tbDisc = self._tbParam[2]
self.mapCharData = self._tbParam[3]
self.mapDiscData = self._tbParam[4]
self.BattleType = GameEnum.worldLevelType.Dynamic
self.DynamicType = GameEnum.dynamicLevelType.Tutorial
GamepadUIManager.EnterAdventure()
GamepadUIManager.EnableGamepadUI("BattleMenu", {})
end
function TutorialPanel:OnEnable()
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
EventManager.Hit(EventId.OpenPanel, PanelId.Hud, false, true)
end
cs_coroutine.start(wait)
end
function TutorialPanel:OnAfterEnter()
EventManager.Hit(EventId.SubSkillDisplayInit, self._tbParam[1])
end
function TutorialPanel:OnDisable()
GamepadUIManager.DisableGamepadUI("BattleMenu")
GamepadUIManager.QuitAdventure()
end
function TutorialPanel:OnDestroy()
end
function TutorialPanel:OnRelease()
end
function TutorialPanel:SetTop(goCanvas)
local nTopLayer = 0
if nil ~= self.trUIRoot then
local nChildCount = self.trUIRoot.childCount
local trChild
for i = 1, nChildCount do
trChild = self.trUIRoot:GetChild(i - 1)
nTopLayer = math.max(nTopLayer, NovaAPI.GetCanvasSortingOrder(trChild:GetComponent("Canvas")))
end
end
if 0 < nTopLayer then
NovaAPI.SetCanvasSortingOrder(goCanvas, nTopLayer + 1)
end
end
function TutorialPanel:GetSkillLevel(nCharId)
local mapChar = self.mapCharData[nCharId]
local tbList = {}
tbList[GameEnum.skillSlotType.NORMAL] = mapChar and mapChar.tbSkillLvs[1] or 1
tbList[GameEnum.skillSlotType.B] = mapChar and mapChar.tbSkillLvs[2] or 1
tbList[GameEnum.skillSlotType.C] = mapChar and mapChar.tbSkillLvs[3] or 1
tbList[GameEnum.skillSlotType.D] = mapChar and mapChar.tbSkillLvs[4] or 1
return tbList
end
return TutorialPanel
@@ -0,0 +1,90 @@
local TutorialPauseCtrl = class("TutorialPauseCtrl", BaseCtrl)
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
TutorialPauseCtrl._mapNodeConfig = {
Blur = {
sNodeName = "t_fullscreen_blur_black"
},
aniBlur = {
sNodeName = "t_fullscreen_blur_black",
sComponentName = "Animator"
},
PausePanel = {},
Pause_animator = {sNodeName = "PausePanel", sComponentName = "Animator"},
txtWindowTitle = {
sComponentName = "TMP_Text",
sLanguageId = "MessageBox_Title"
},
txtContent = {
sComponentName = "TMP_Text",
sLanguageId = "Tutorial_ExitTips"
},
btnContinue = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Continue",
sAction = "Back"
},
txtContinue = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Tutorial_Continue"
},
btnExit = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Exit",
sAction = "Giveup"
},
txtExit = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Tutorial_Exit"
},
btnClose = {
sComponentName = "UIButton",
callback = "OnBtnClick_Continue"
}
}
TutorialPauseCtrl._mapEventConfig = {TutorialPause = "Pause"}
TutorialPauseCtrl._mapRedDotConfig = {}
function TutorialPauseCtrl:Awake()
self._mapNode.Blur:SetActive(false)
self._mapNode.PausePanel:SetActive(false)
self.tbGamepadUINode = self:GetGamepadUINode()
end
function TutorialPauseCtrl:PauseLogic()
EventManager.Hit("BattlePause")
PanelManager.InputDisable()
end
function TutorialPauseCtrl:ResumeLogic()
PanelManager.InputEnable()
end
function TutorialPauseCtrl:Pause()
self:PauseLogic()
self._mapNode.Blur:SetActive(true)
self._mapNode.PausePanel:SetActive(true)
self._mapNode.Pause_animator:Play("t_window_04_t_in")
self._mapNode.aniBlur:Play("t_in")
GamepadUIManager.EnableGamepadUI("TutorialPauseCtrl", self.tbGamepadUINode)
end
function TutorialPauseCtrl:OnBtnClick_Continue()
self._mapNode.Pause_animator:Play("t_window_04_t_out")
self._mapNode.aniBlur:Play("t_out")
self:AddTimer(1, 0.16, function()
self:ResumeLogic()
self._mapNode.Blur:SetActive(false)
self._mapNode.PausePanel:SetActive(false)
self.bIsPause = false
GamepadUIManager.DisableGamepadUI("TutorialPauseCtrl")
end, true, true, true)
end
function TutorialPauseCtrl:OnBtnClick_Exit()
self._mapNode.Pause_animator:Play("t_window_04_t_out")
self._mapNode.aniBlur:Play("t_out")
self:AddTimer(1, 0.16, function()
self:ResumeLogic()
PlayerData.TutorialData:FinishLevel(false)
self._mapNode.Blur:SetActive(false)
self._mapNode.PausePanel:SetActive(false)
GamepadUIManager.DisableGamepadUI("TutorialPauseCtrl")
end, true, true, true)
end
return TutorialPauseCtrl
@@ -0,0 +1,205 @@
local TutorialPotentialCardItemCtrl = class("TutorialPotentialCardItemCtrl", BaseCtrl)
TutorialPotentialCardItemCtrl._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 = {}
}
TutorialPotentialCardItemCtrl._mapEventConfig = {}
TutorialPotentialCardItemCtrl._mapRedDotConfig = {}
local level_txt_color = {
[1] = "#44587f",
[2] = "#4e76d4"
}
function TutorialPotentialCardItemCtrl:SetPotentialItem(nTid, bSimpleDesc, bShowChar, nShowType, nLevel, nNextLevel, nPotentialAddLevel)
self.nTid = nTid
self.nLevel = nLevel
self.nNextLevel = nNextLevel
self.nPotentialAddLevel = nPotentialAddLevel or 0
self.nShowType = nShowType or AllEnum.PotentialCardType.CharInfo
self._mapNode.imgNew.gameObject:SetActive(false)
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 TutorialPotentialCardItemCtrl: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)
NovaAPI.SetTMPText(self._mapNode.txtLevelValue, self.nLevel + self.nPotentialAddLevel)
local sColor = self.nPotentialAddLevel == 0 and level_txt_color[1] or level_txt_color[2]
local _, color = ColorUtility.TryParseHtmlString(sColor)
NovaAPI.SetTMPColor(self._mapNode.txtLevelValue, color)
if bUpgrade then
NovaAPI.SetTMPText(self._mapNode.txtUpLevelValue, self.nNextLevel + self.nPotentialAddLevel)
end
end
function TutorialPotentialCardItemCtrl: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 TutorialPotentialCardItemCtrl: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
NovaAPI.SetTMPText(self._mapNode.txtDesc, UTILS.ParseDesc(potentialCfg, GameEnum.levelTypeData.Exclusive, nil, bSimpleDesc, nil))
NovaAPI.SetTMPText(self._mapNode.txtSpDesc, UTILS.ParseDesc(potentialCfg, GameEnum.levelTypeData.Exclusive, nil, bSimpleDesc, nil))
self._mapNode.Content.anchoredPosition = Vector2(0, 0)
self._mapNode.SpContent.anchoredPosition = Vector2(0, 0)
end
function TutorialPotentialCardItemCtrl: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 TutorialPotentialCardItemCtrl:CloseBgEffect()
self._mapNode.BgEffect:SetActive(false)
end
function TutorialPotentialCardItemCtrl:PlayAnim(sAnimName)
self._mapNode.animCtrl:Play(sAnimName)
self._mapNode.BgEffect:SetActive(self.bLucky and sAnimName == "tc_newperk_card_in")
end
function TutorialPotentialCardItemCtrl:OnEnable()
end
function TutorialPotentialCardItemCtrl:OnDisable()
end
function TutorialPotentialCardItemCtrl:OnDestroy()
end
function TutorialPotentialCardItemCtrl: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 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 TutorialPotentialCardItemCtrl:ChangeWordRaycast(bEnable)
NovaAPI.SetTMPRaycastTarget(self._mapNode.txtDesc, bEnable)
NovaAPI.SetTMPRaycastTarget(self._mapNode.txtSpDesc, bEnable)
end
function TutorialPotentialCardItemCtrl:SetRecommend(bEnable)
self._mapNode.imgReommend:SetActive(bEnable)
end
return TutorialPotentialCardItemCtrl
@@ -0,0 +1,468 @@
local TutorialPotentialSelectCtrl = class("TutorialPotentialSelectCtrl", BaseCtrl)
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
TutorialPotentialSelectCtrl._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.Tutorial.TutorialPotentialCardItemCtrl"
},
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"
}
}
TutorialPotentialSelectCtrl._mapEventConfig = {
Tutorial_PotentialSelect = "OnEvent_TutorialPotentialSelect",
GamepadUIChange = "OnEvent_GamepadUIChange",
GamepadUIReopen = "OnEvent_Reopen"
}
TutorialPotentialSelectCtrl._mapRedDotConfig = {}
function TutorialPotentialSelectCtrl:Refresh(tbPotential)
if tbPotential == nil or #tbPotential == 0 then
traceback("潜能卡选择列表为空!!!")
return
end
self.nSelectIdx = 0
self._mapNode.imgUpgradeTitle.gameObject:SetActive(false)
self._mapNode.imgSelectTitle.gameObject:SetActive(false)
NovaAPI.SetTMPText(self._mapNode.txtTitle, ConfigTable.GetUIText("StarTower_Potential_Select_Title_1"))
self._mapNode.RollButton:SetActive(false)
self._mapNode.btnConfirm.gameObject:SetActive(false)
self:RefreshPotentialList(tbPotential)
self:SetSimpleState()
self:PlayCharVoice(tbPotential)
local tbConfig = {}
tbConfig = {
{
sAction = "Confirm",
sLang = "ActionBar_Confirm"
},
{
sAction = "Scroll",
sLang = "ActionBar_Scroll"
},
{
sAction = "Switch",
sLang = "ActionBar_ChangeDesc"
}
}
self._mapNode.ActionBar:InitActionBar(tbConfig)
end
function TutorialPotentialSelectCtrl:RefreshPotentialList(tbPotential)
self.bSpecialPotential = false
self.tbPotential = tbPotential
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]
local potentialCfg = ConfigTable.GetData("Potential", nTid)
if nil ~= potentialCfg then
local bSpecial = v:SetPotentialItem(nTid, self.bSimple, true, AllEnum.PotentialCardType.StarTower, 1, 1, 0)
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 animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
"PotentialSelectPanel_in"
})
EventManager.Hit(EventId.TemporaryBlockInput, animTime)
WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_select")
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)
cardObj:PlayAnim("tc_newperk_card_in")
end
frameCount = 0
else
frameCount = frameCount + 1
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
end
end
end
cs_coroutine.start(wait)
end
end
function TutorialPotentialSelectCtrl:SetSimpleState()
self._mapNode.goOff.gameObject:SetActive(not self.bSimple)
self._mapNode.goOpen.gameObject:SetActive(self.bSimple)
end
function TutorialPotentialSelectCtrl:PlayCharVoice(tbPotential)
local nCharId = 0
for k, v in ipairs(tbPotential) do
local potentialCfg = ConfigTable.GetData("Potential", v)
if nil == potentialCfg then
printError(string.format("获取潜能表配置失败!!!id = [%s])", v))
return
end
nCharId = potentialCfg.CharId
break
end
local sVoiceKey = "perk"
PlayerData.Voice:PlayCharVoice(sVoiceKey, nCharId)
end
function TutorialPotentialSelectCtrl:SelectComplete()
if self.bSkip then
self:HidePanel()
if nil ~= self.callback then
self.callback(self.nSelectIdx)
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(self.nSelectIdx)
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")
end
function TutorialPotentialSelectCtrl: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 TutorialPotentialSelectCtrl: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("TutorialPotentialSelectCtrl")
end
function TutorialPotentialSelectCtrl:Awake()
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(false)
self._mapNode.imgCoinBg.gameObject:SetActive(false)
self._mapNode.txtCloseTips.gameObject:SetActive(false)
self._mapNode.btnMask.gameObject:SetActive(false)
self.tbGamepadUINode = self:GetGamepadUINode()
end
function TutorialPotentialSelectCtrl: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
self._mapNode.btnDepot.gameObject:SetActive(false)
end
function TutorialPotentialSelectCtrl:OnDisable()
for k, v in ipairs(self._mapNode.btnPotential) do
v.onSelect:RemoveListener(self.handler[k])
end
end
function TutorialPotentialSelectCtrl:OnBtnClick_Depot()
end
function TutorialPotentialSelectCtrl: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 TutorialPotentialSelectCtrl:OnBtnClick_Confirm()
self:SelectComplete()
end
function TutorialPotentialSelectCtrl:OnBtnClick_Roll()
end
function TutorialPotentialSelectCtrl:OnBtnSelect_PotentialItem(btn, nIndex)
local nUIType = GamepadUIManager.GetCurUIType()
if nUIType ~= AllEnum.GamepadUIType.Other and nUIType ~= AllEnum.GamepadUIType.Mouse then
self:OnBtnClick_PotentialItem(btn, nIndex)
end
end
function TutorialPotentialSelectCtrl: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 TutorialPotentialSelectCtrl:OnEvent_TutorialPotentialSelect(tbPotential, callback)
self.callback = callback
if tbPotential == nil or #tbPotential == 0 then
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("TutorialPotentialSelectCtrl", 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(tbPotential)
end
cs_coroutine.start(wait)
self._mapNode.btnConfirm.gameObject:SetActive(false)
self.nSelectIdx = 0
self.bSimple = PlayerData.StarTower:GetPotentialDescSimple()
end
function TutorialPotentialSelectCtrl: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 TutorialPotentialSelectCtrl:OnEvent_GamepadUIChange(sName, nBeforeType, nAfterType)
if sName ~= "TutorialPotentialSelectCtrl" then
return
end
if nBeforeType == AllEnum.GamepadUIType.Other or nBeforeType == AllEnum.GamepadUIType.Mouse then
GamepadUIManager.ClearSelectedUI()
GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[self.nSelectIdx].gameObject)
end
end
function TutorialPotentialSelectCtrl:OnEvent_Reopen(sName)
if sName ~= "TutorialPotentialSelectCtrl" 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 TutorialPotentialSelectCtrl:ResetSelect(tbUI)
self.nSelectIdx = 0
GamepadUIManager.SetNavigation(tbUI)
local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
"PotentialSelectPanel_in"
}) + 0.1
self:AddTimer(1, animTime, function()
if self.nSelectIdx == 0 then
local nSelect = 1
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.bSpecialPotential then
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PotentialSelectSpecial_Tutorial")
else
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PotentialSelect_Tutorial")
end
end, true, true, true)
end
function TutorialPotentialSelectCtrl: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 TutorialPotentialSelectCtrl
+226
View File
@@ -0,0 +1,226 @@
local TutorialResultCtrl = class("TutorialResultCtrl", BaseCtrl)
local WwiseManger = CS.WwiseAudioManager.Instance
TutorialResultCtrl._mapNodeConfig = {
imgBlurredBg = {},
goComplete = {sComponentName = "GameObject"},
goFailed = {sComponentName = "GameObject"},
Mask = {
sComponentName = "CanvasGroup"
},
txtName = {nCount = 2, sComponentName = "TMP_Text"},
ButtonClose = {
sComponentName = "UIButton",
callback = "OnBtnClick_Close"
},
goRoot = {
sNodeName = "----SafeAreaRoot----"
},
txtQuestTitle1 = {
sComponentName = "TMP_Text",
sLanguageId = "Tutorial_Result_QuestTitle"
},
txtQuestValue1 = {sComponentName = "TMP_Text"},
txtTip = {
sComponentName = "TMP_Text",
sLanguageId = "Tutorial_Result_FailTips"
},
txtTipShadow = {
sComponentName = "TMP_Text",
sLanguageId = "Tutorial_Result_FailTips"
},
NextLevelName = {},
txtNextName = {sComponentName = "TMP_Text"},
btn_goNext = {
sComponentName = "UIButton",
callback = "OnBtnClick_GoNext"
},
txt_goNext = {
sComponentName = "TMP_Text",
sLanguageId = "Tutorial_NextLevel"
},
btn_retry = {
sComponentName = "UIButton",
callback = "OnBtnClick_Retry"
},
txt_retry = {
sComponentName = "TMP_Text",
sLanguageId = "Tutorial_Restart"
},
btn_complete = {
sComponentName = "UIButton",
callback = "OnBtnClick_Close"
},
txt_complete = {
sComponentName = "TMP_Text",
sLanguageId = "Tutorial_Complete"
},
animComplete = {sNodeName = "goComplete", sComponentName = "Animator"},
animFailed = {sNodeName = "goFailed", sComponentName = "Animator"}
}
TutorialResultCtrl._mapEventConfig = {}
TutorialResultCtrl._mapRedDotConfig = {}
function TutorialResultCtrl:Awake()
EventManager.Hit(EventId.AvgBubbleShutDown)
NovaAPI.SetComponentEnableByName(self.gameObject, "Canvas", false)
end
function TutorialResultCtrl:OnEnable()
local tbParam = self:GetPanelParam()
local nResultState = tbParam[1]
self.nLevelId = tbParam[2]
local GenerRewardItems = tbParam[3] or {}
local nCurQuest = tbParam[4] or 0
local nMaxQuest = tbParam[5] or 0
local tbChar = tbParam[6] or {}
self.mapChangeInfo = tbParam[7] or {}
local bPureAvg = tbParam[8] or false
self.bSuccess = nResultState == 1
local levelConfig = ConfigTable.GetData("TutorialLevel", self.nLevelId)
local sLevelName = ""
if levelConfig ~= nil then
sLevelName = levelConfig.Title
end
for _, v in ipairs(self._mapNode.txtName) do
NovaAPI.SetTMPText(v, sLevelName)
end
self.nextLevelId = PlayerData.TutorialData:GetNextLevelId(self.nLevelId)
if self.nextLevelId == 0 then
self._mapNode.NextLevelName:SetActive(false)
self._mapNode.btn_goNext.gameObject:SetActive(false)
else
local nextLevelConfig = ConfigTable.GetData("TutorialLevel", self.nextLevelId)
if nextLevelConfig ~= nil then
NovaAPI.SetTMPText(self._mapNode.txtNextName, nextLevelConfig.Title)
end
end
self.mapReward = {}
for _, v in pairs(GenerRewardItems) do
table.insert(self.mapReward, v)
end
NovaAPI.SetTMPText(self._mapNode.txtQuestValue1, nCurQuest .. "/" .. nMaxQuest)
local nCurTeam = 5
if PlayerData.nCurGameType == AllEnum.WorldMapNodeType.Mainline then
nCurTeam = PlayerData.Mainline.nCurTeamIndex
end
local tbTeamMemberId, nCaptain
if tbChar == nil then
nCaptain, tbTeamMemberId = PlayerData.Team:GetTeamData(nCurTeam)
else
tbTeamMemberId = tbChar
end
local tbRoleId = {}
for i = 1, #tbTeamMemberId do
if tbTeamMemberId[i] ~= nil and 0 < tbTeamMemberId[i] then
table.insert(tbRoleId, tbTeamMemberId[i])
end
end
if #tbRoleId == 0 then
table.insert(tbRoleId, 112)
end
WwiseManger:PostEvent("ui_loading_combatSFX_mute", nil, false)
WwiseManger:PostEvent("char_common_all_pause")
WwiseManger:PostEvent("mon_common_all_pause")
WwiseManger:SetState("level", "None")
WwiseManger:SetState("combat", "None")
local nAnimTime
if nResultState == 1 then
WwiseManger:PlaySound("ui_roguelike_victory")
WwiseManger:SetState("system", "victory")
self._mapNode.goRoot.gameObject:SetActive(true)
self._mapNode.goFailed:SetActive(false)
self._mapNode.goComplete:SetActive(true)
nAnimTime = 4
else
WwiseManger:SetState("system", "defeat")
CS.AdventureModuleHelper.PauseLogic()
self._mapNode.goRoot.gameObject:SetActive(false)
self._mapNode.imgBlurredBg.gameObject:SetActive(true)
self._mapNode.goFailed:SetActive(true)
self._mapNode.goComplete:SetActive(false)
nAnimTime = 3
end
self._mapNode.Mask.gameObject:SetActive(false)
self._mapNode.ButtonClose.gameObject:SetActive(false)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.goRoot.gameObject:SetActive(true)
self._mapNode.ButtonClose.gameObject:SetActive(true)
NovaAPI.SetComponentEnableByName(self.gameObject, "Canvas", true)
if bPureAvg then
self:OpenReward()
end
end
cs_coroutine.start(wait)
self:AddTimer(1, nAnimTime, "PlayAnim", true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, nAnimTime)
PlayerData.Voice:PlayBattleResultVoice(tbRoleId, nResultState == 1)
self.bProcessingClose = false
end
function TutorialResultCtrl:OnDisable()
PlayerData.Voice:StopCharVoice()
end
function TutorialResultCtrl:OnDestroy()
end
function TutorialResultCtrl:PlayAnim()
PlayerData.SideBanner:TryOpenSideBanner()
local callback = function()
self:OpenReward()
end
self.bOpenUpgrade = PlayerData.Base:TryOpenWorldClassUpgrade(callback)
end
function TutorialResultCtrl:ClosePanel()
if self.bProcessingClose then
return
end
self.bProcessingClose = true
CS.AdventureModuleHelper.ResumeLogic()
if NovaAPI.GetCurrentModuleName() == "MainMenuModuleScene" then
EventManager.Hit(EventId.CloesCurPanel)
PlayerData.Base:OnBackToMainMenuModule()
else
NovaAPI.SetCanvasGroupAlpha(self._mapNode.Mask, 0)
self._mapNode.Mask.gameObject:SetActive(true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.5)
local sequence = DOTween.Sequence()
sequence:Append(self._mapNode.Mask:DOFade(1, 0.5):SetUpdate(true))
sequence:AppendCallback(function()
if self.bSuccess then
NovaAPI.EnterModule("MainMenuModuleScene", true, 17)
self._mapNode.imgBlurredBg:SetActive(false)
else
local function levelEndCallback()
EventManager.Remove("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelEndCallback)
NovaAPI.EnterModule("MainMenuModuleScene", true, 17)
self._mapNode.imgBlurredBg:SetActive(false)
end
EventManager.Add("ADVENTURE_LEVEL_UNLOAD_COMPLETE", self, levelEndCallback)
CS.AdventureModuleHelper.LevelStateChanged(true, 0, true)
end
end)
sequence:SetUpdate(true)
end
end
function TutorialResultCtrl:Close()
if self.bOpenUpgrade then
self:ClosePanel()
else
self:OpenReward()
end
end
function TutorialResultCtrl:OpenReward(callback)
if self.mapChangeInfo and next(self.mapChangeInfo) ~= nil then
local callback = function()
self:ClosePanel()
end
UTILS.OpenReceiveByChangeInfo(self.mapChangeInfo, callback)
else
self:ClosePanel()
end
end
function TutorialResultCtrl:OnBtnClick_Close()
self:Close()
end
function TutorialResultCtrl:OnBtnClick_GoNext()
end
function TutorialResultCtrl:OnBtnClick_Retry()
end
return TutorialResultCtrl
@@ -0,0 +1,21 @@
local TutorialResultPanel = class("TutorialResultPanel", BasePanel)
TutorialResultPanel._bAddToBackHistory = false
TutorialResultPanel._tbDefine = {
{
sPrefabPath = "Tutorial/TutorialResultPanel.prefab",
sCtrlName = "Game.UI.Tutorial.TutorialResultCtrl"
}
}
function TutorialResultPanel:Awake()
end
function TutorialResultPanel:OnEnable()
end
function TutorialResultPanel:OnAfterEnter()
end
function TutorialResultPanel:OnDisable()
end
function TutorialResultPanel:OnDestroy()
end
function TutorialResultPanel:OnRelease()
end
return TutorialResultPanel