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:
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local VampireFateCardInfo_fateCardPackageCtrl = class("VampireFateCardInfo_fateCardPackageCtrl", BaseCtrl)
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VampireFateCardInfo_fateCardPackageCtrl._mapNodeConfig = {
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TMPPackageName = {sComponentName = "TMP_Text"},
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imgPackageIcon = {sComponentName = "Image"},
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subIcon = {sComponentName = "Image"},
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btnFateCard = {}
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}
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VampireFateCardInfo_fateCardPackageCtrl._mapEventConfig = {}
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VampireFateCardInfo_fateCardPackageCtrl._mapRedDotConfig = {}
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function VampireFateCardInfo_fateCardPackageCtrl:Awake()
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self.mapFateCardCtrl = {}
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self.rtContent = self.gameObject:GetComponent("Transform")
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end
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function VampireFateCardInfo_fateCardPackageCtrl:FadeIn()
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end
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function VampireFateCardInfo_fateCardPackageCtrl:FadeOut()
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end
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function VampireFateCardInfo_fateCardPackageCtrl:OnEnable()
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self._mapNode.btnFateCard:SetActive(false)
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end
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function VampireFateCardInfo_fateCardPackageCtrl:Refresh(nBundleId, tbFateCard, tbExFateCard)
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local sort = function(a, b)
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return a.nId < b.nId
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end
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local sortEx = function(a, b)
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return a < b
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end
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table.sort(tbFateCard, sort)
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table.sort(tbExFateCard, sortEx)
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self.mapBundleCfgData = ConfigTable.GetData("StarTowerBookFateCardBundle", nBundleId)
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if self.mapBundleCfgData == nil then
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self.gameObject:SetActive(false)
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return
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end
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self:SetPngSprite(self._mapNode.imgPackageIcon, self.mapBundleCfgData.Icon .. AllEnum.FateCardBundleIcon.S)
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self:SetAtlasSprite(self._mapNode.subIcon, "05_language", self.mapBundleCfgData.Text)
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NovaAPI.SetImageNativeSize(self._mapNode.subIcon)
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NovaAPI.SetTMPText(self._mapNode.TMPPackageName, self.mapBundleCfgData.Name)
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local bFirst = true
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local ret, retId
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for _, nFateCardId in ipairs(tbExFateCard) do
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local itemObj = instantiate(self._mapNode.btnFateCard, self.rtContent)
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itemObj.gameObject:SetActive(true)
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local itemCtrl = self:BindCtrlByNode(itemObj, "Game.UI.VampireSurvivor.Depot.DepotFateCardItemCtrl")
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itemCtrl:InitFateCard(nFateCardId, 1, true)
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if bFirst then
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ret = itemCtrl
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bFirst = false
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retId = nFateCardId
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end
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self.mapFateCardCtrl[itemObj] = itemCtrl
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local btnSelect = itemObj:GetComponent("UIButton")
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btnSelect.onClick:RemoveAllListeners()
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local func_select = function()
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EventManager.Hit("VampireFardInfoSelectFateCard", nFateCardId, itemCtrl)
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end
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btnSelect.onClick:AddListener(func_select)
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end
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for _, mapInfo in ipairs(tbFateCard) do
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local itemObj = instantiate(self._mapNode.btnFateCard, self.rtContent)
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itemObj.gameObject:SetActive(true)
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local itemCtrl = self:BindCtrlByNode(itemObj, "Game.UI.VampireSurvivor.Depot.DepotFateCardItemCtrl")
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itemCtrl:InitFateCard(mapInfo.nId, 1, false)
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if bFirst then
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ret = itemCtrl
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bFirst = false
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retId = mapInfo.nId
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end
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self.mapFateCardCtrl[itemObj] = itemCtrl
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local btnSelect = itemObj:GetComponent("UIButton")
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btnSelect.onClick:RemoveAllListeners()
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local func_select = function()
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EventManager.Hit("VampireFardInfoSelectFateCard", mapInfo.nId, itemCtrl)
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end
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btnSelect.onClick:AddListener(func_select)
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end
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return ret, retId
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end
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function VampireFateCardInfo_fateCardPackageCtrl:OnDisable()
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for go, ctrl in ipairs(self.mapFateCardCtrl) do
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local btnSelect = go:GetComponent("UIButton")
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btnSelect.onClick:RemoveAllListeners()
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self:UnbindCtrlByNode(ctrl)
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destroy(go)
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end
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end
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function VampireFateCardInfo_fateCardPackageCtrl:OnDestroy()
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end
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function VampireFateCardInfo_fateCardPackageCtrl:OnRelease()
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end
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return VampireFateCardInfo_fateCardPackageCtrl
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@@ -0,0 +1,167 @@
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local VampireFateCardInfoCtrl = class("VampireFateCardInfoCtrl", BaseCtrl)
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VampireFateCardInfoCtrl._mapNodeConfig = {
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TMPFateCardTitleInfo = {
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sComponentName = "TMP_Text",
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sLanguageId = "Vampire_FateCardInfo_Title"
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},
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TMPAcqDesc = {sComponentName = "TMP_Text"},
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tcFateCard = {
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sCtrlName = "Game.UI.VampireSurvivor.FateCardItemCtrl"
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},
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TMPAcqTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "Vampire_FateCardAcqTitle"
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},
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grid = {
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sNodeName = "grid_",
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nCount = 5,
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sCtrlName = "Game.UI.VampireLevelSelect.VampireFateCardInfo.VampireFateCardInfo_fateCardPackageCtrl"
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},
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btnClose = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Close"
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},
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btnScreenClose = {
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sComponentName = "Button",
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callback = "OnBtnClick_Close"
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},
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rtWindow = {},
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ani = {sNodeName = "rtWindow", sComponentName = "Animator"},
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snapshot = {}
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}
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VampireFateCardInfoCtrl._mapEventConfig = {
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VampireFardInfoSelectFateCard = "OnEvent_SelectFateCard"
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}
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VampireFateCardInfoCtrl._mapRedDotConfig = {}
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function VampireFateCardInfoCtrl:Awake()
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self._canvas = self.gameObject:GetComponent("Canvas")
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self.curFateCardItem = nil
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end
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function VampireFateCardInfoCtrl:FadeIn()
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end
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function VampireFateCardInfoCtrl:FadeOut()
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end
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function VampireFateCardInfoCtrl:OnEnable()
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local tbParam = self:GetPanelParam()
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self.nLevelId = tbParam[1]
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local initFateCard = 0
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local mapVampireSurvivorCfgData = ConfigTable.GetData("VampireSurvivor", self.nLevelId)
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if mapVampireSurvivorCfgData == nil then
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return
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end
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self.tbBundle = {}
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if mapVampireSurvivorCfgData.Type == GameEnum.vampireSurvivorType.Turn then
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local nSeasonId = PlayerData.VampireSurvivor:GetCurSeason()
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local mapSeason = ConfigTable.GetData("VampireRankSeason", nSeasonId)
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if mapSeason ~= nil then
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self.tbExFateCard = decodeJson(mapSeason.SpeciaFateCard)
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self.tbBundle = mapSeason.FateCardBundle
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end
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else
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self.tbExFateCard = decodeJson(mapVampireSurvivorCfgData.SpeciaFateCard)
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self.tbBundle = mapVampireSurvivorCfgData.FateCardBundle
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end
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if self.tbExFateCard == nil then
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self.tbExFateCard = {}
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end
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local mapBundle = PlayerData.StarTowerBook:GetAllFateCardBundle()
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local mapFirstCtrl, nRetId
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for i = 1, 5 do
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if self.tbBundle[i] ~= nil then
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local nBundleId = self.tbBundle[i]
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local mapBundleInfo = mapBundle[nBundleId]
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local tbFateCard = {}
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if mapBundleInfo ~= nil then
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tbFateCard = mapBundleInfo.tbCardList
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end
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local ret, retId = self._mapNode.grid[i]:Refresh(nBundleId, tbFateCard, self.tbExFateCard[i])
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if i == 1 then
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mapFirstCtrl = ret
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nRetId = retId
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end
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else
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self._mapNode.grid[i].gameObject:SetActive(false)
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end
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end
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if mapFirstCtrl ~= nil then
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self:OnEvent_SelectFateCard(nRetId, mapFirstCtrl)
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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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NovaAPI.UIEffectSnapShotCapture(self._mapNode.snapshot)
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self._mapNode.rtWindow:SetActive(true)
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self._mapNode.ani:Play("t_window_04_t_in")
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end
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cs_coroutine.start(wait)
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end
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function VampireFateCardInfoCtrl:OnDisable()
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end
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function VampireFateCardInfoCtrl:OnDestroy()
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end
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function VampireFateCardInfoCtrl:OnRelease()
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end
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function VampireFateCardInfoCtrl:OnBtnClick_Close()
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self._mapNode.ani:Play("t_window_04_t_out")
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self:AddTimer(1, 0.17, function()
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EventManager.Hit(EventId.ClosePanel, PanelId.VampireSurvivorFateCardInfo)
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end, true, true, true)
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end
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function VampireFateCardInfoCtrl:OnEvent_SelectFateCard(nFateCardId, mapCtrl)
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self._mapNode.tcFateCard.gameObject:SetActive(true)
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self._mapNode.tcFateCard:SetFateCardItem(nFateCardId, false)
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if self.curFateCardItem ~= nil then
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self.curFateCardItem:SetChoose(false)
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end
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mapCtrl:SetChoose(true)
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self.curFateCardItem = mapCtrl
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self:SetAcq(nFateCardId)
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end
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function VampireFateCardInfoCtrl:isExFateCard(nFateCardId)
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for i, tbExFateCard in ipairs(self.tbExFateCard) do
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if table.indexof(tbExFateCard, nFateCardId) > 0 then
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return true, i
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end
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end
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return false, 0
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end
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function VampireFateCardInfoCtrl:SetAcq(nFateCardId)
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local bEx, nIdx = self:isExFateCard(nFateCardId)
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if not bEx then
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NovaAPI.SetTMPText(self._mapNode.TMPAcqDesc, ConfigTable.GetUIText("Vampire_FateCardAcqNormal"))
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else
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local nBundleId = self.tbBundle[nIdx]
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if nBundleId == nil then
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NovaAPI.SetTMPText(self._mapNode.TMPAcqDesc, ConfigTable.GetUIText("Vampire_FateCardAcqNormal"))
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end
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local mapBundle = ConfigTable.GetData("StarTowerBookFateCardBundle", nBundleId)
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if mapBundle == nil then
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NovaAPI.SetTMPText(self._mapNode.TMPAcqDesc, ConfigTable.GetUIText("Vampire_FateCardAcqNormal"))
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end
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local sName = mapBundle.Name
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local mapVampireSurvivorCfgData = ConfigTable.GetData("VampireSurvivor", self.nLevelId)
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if mapVampireSurvivorCfgData == nil then
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return
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end
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local tbParam = {}
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if mapVampireSurvivorCfgData.Type == GameEnum.vampireSurvivorType.Turn then
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local nSeasonId = PlayerData.VampireSurvivor:GetCurSeason()
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local mapSeason = ConfigTable.GetData("VampireRankSeason", nSeasonId)
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if mapSeason ~= nil then
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tbParam = decodeJson(mapSeason.SpeciaFateCardParam)
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end
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else
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tbParam = decodeJson(mapVampireSurvivorCfgData.SpeciaFateCardParam)
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end
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if tbParam == nil then
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NovaAPI.SetTMPText(self._mapNode.TMPAcqDesc, ConfigTable.GetUIText("Vampire_FateCardAcqNormal"))
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end
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local nParamIdx = table.indexof(self.tbExFateCard[nIdx], nFateCardId)
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local nCount = 0
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if tbParam[nIdx] ~= nil and tbParam[nIdx][nParamIdx] ~= nil then
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nCount = tbParam[nIdx][nParamIdx]
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end
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NovaAPI.SetTMPText(self._mapNode.TMPAcqDesc, orderedFormat(ConfigTable.GetUIText("Vampire_FateCardAcqEx"), nCount, sName))
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end
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end
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return VampireFateCardInfoCtrl
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@@ -0,0 +1,22 @@
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local VampireFateCardInfoPanel = class("VampireFateCardInfoPanel", BasePanel)
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VampireFateCardInfoPanel._bIsMainPanel = false
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VampireFateCardInfoPanel._bAddToBackHistory = false
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VampireFateCardInfoPanel._tbDefine = {
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{
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sPrefabPath = "VampireLevelSelect/VampireFateCardInfoPanel.prefab",
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sCtrlName = "Game.UI.VampireLevelSelect.VampireFateCardInfo.VampireFateCardInfoCtrl"
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}
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}
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function VampireFateCardInfoPanel:Awake()
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end
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function VampireFateCardInfoPanel:OnEnable()
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end
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function VampireFateCardInfoPanel:OnAfterEnter()
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end
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function VampireFateCardInfoPanel:OnDisable()
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end
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function VampireFateCardInfoPanel:OnDestroy()
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end
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function VampireFateCardInfoPanel:OnRelease()
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end
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return VampireFateCardInfoPanel
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