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
+91
View File
@@ -0,0 +1,91 @@
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