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 +1,330 @@
local DepotCharInfoCtrl = class("DepotCharInfoCtrl", BaseCtrl)
local AdventureModuleHelper = CS.AdventureModuleHelper
local CharacterAttrData = require("GameCore.Data.DataClass.CharacterAttrData")
DepotCharInfoCtrl._mapNodeConfig = {
goProperty = {
nCount = 5,
sCtrlName = "Game.UI.TemplateEx.TemplatePropertyCtrl"
},
txtTitleAttr = {
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Depot_Info_Property"
},
btnChar = {
nCount = 3,
sComponentName = "UIButton",
callback = "OnBtnClick_Char"
},
imgHead = {nCount = 3, sComponentName = "Image"},
goSelect = {nCount = 3},
txtLeaderCn = {
sComponentName = "TMP_Text",
sLanguageId = "Build_Leader"
},
txtSubCn = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Build_Sub"
},
btnPopSkill = {
sComponentName = "UIButton",
callback = "OnBtnClick_Skill"
},
btnAttrDetail = {
sComponentName = "UIButton",
callback = "OnBtnClick_Detail"
},
rtInfo = {
sCtrlName = "Game.UI.TemplateEx.TemplateCharInfoCtrl"
},
txtBtnSkill = {sComponentName = "TMP_Text", sLanguageId = "SkillCn"},
rtEquipment = {},
txtTitleEquipment = {
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Depot_Info_Equipment"
},
btnEquipment = {
nCount = 2,
sComponentName = "UIButton",
callback = "OnBtnClick_Equipment"
},
imgEquipment = {nCount = 3, sComponentName = "Image"},
goEquipment = {nCount = 3},
txtEquipmentLock = {nCount = 3, sComponentName = "TMP_Text"}
}
DepotCharInfoCtrl._mapEventConfig = {}
DepotCharInfoCtrl._mapRedDotConfig = {}
function DepotCharInfoCtrl:RefreshCharInfo(tbTeam, mapCharaData)
self.tbTeam = tbTeam
self.mapCharData = mapCharaData
if not (self.nCharId and self.nSelectIndex) or self.nCharId ~= self.tbTeam[self.nSelectIndex] then
self.nCharId = self.tbTeam[1]
self.nSelectIndex = 1
end
self:RefreshActorId()
self:SwitchChar()
self:RefreshChoose()
end
function DepotCharInfoCtrl:SwitchChar()
if not self.attrData then
self.attrData = CharacterAttrData.new(self.nCharId)
else
self.attrData:SetCharacter(self.nCharId)
end
self:RefreshActor2D()
self:RefreshAttribute()
self:RefreshInfo()
end
function DepotCharInfoCtrl:RefreshChoose()
for i = 1, 3 do
local nCharId = self.tbTeam[i]
local charData = self.mapCharData[nCharId]
if charData ~= nil then
local nCharSkinId = charData.nSkinId
local mapCharSkin = ConfigTable.GetData_CharacterSkin(nCharSkinId)
self:SetPngSprite(self._mapNode.imgHead[i], mapCharSkin.Icon .. AllEnum.CharHeadIconSurfix.L)
self._mapNode.goSelect[i]:SetActive(self.nSelectIndex == i)
end
end
end
function DepotCharInfoCtrl:RefreshActor2D()
EventManager.Hit("RefreshActor2D_Depot", self.nCharId)
end
function DepotCharInfoCtrl:RefreshAttribute()
local HealthInfo = self.tbActorHealthInfo[self.nCharId]
local Info = self.tbActorInfo[self.nCharId]
local tbAttr = {}
if self.nSelectIndex == 1 then
local hp = HealthInfo ~= nil and HealthInfo.hp:AsInt() or 0
local hpMax = HealthInfo ~= nil and HealthInfo.hpMax:AsInt() or 0
tbAttr = {totalValue = hp, baseValue = hp}
self._mapNode.goProperty[1]:SetCharProperty(AllEnum.CharAttr[1], tbAttr, true, hpMax)
self._mapNode.goProperty[1].gameObject:SetActive(true)
else
local hpMax = HealthInfo ~= nil and HealthInfo.hpMax:AsInt() or 0
tbAttr = {totalValue = hpMax, baseValue = hpMax}
self._mapNode.goProperty[1]:SetCharProperty(AllEnum.CharAttr[1], tbAttr, true)
self._mapNode.goProperty[1].gameObject:SetActive(true)
end
local atk = Info ~= nil and Info.atk:AsInt() or 0
tbAttr = {totalValue = atk, baseValue = atk}
self._mapNode.goProperty[2]:SetCharProperty(AllEnum.CharAttr[2], tbAttr, true)
local def = Info ~= nil and Info.def:AsInt() or 0
tbAttr = {totalValue = def, baseValue = def}
self._mapNode.goProperty[3]:SetCharProperty(AllEnum.CharAttr[3], tbAttr, true)
local critRate = Info ~= nil and Info.critRate:AsFloat() or 0
tbAttr = {
totalValue = critRate * 100,
baseValue = critRate * 100
}
self._mapNode.goProperty[4]:SetCharProperty(AllEnum.CharAttr[4], tbAttr, false)
local critPower = Info ~= nil and Info.critPower:AsFloat() or 0
tbAttr = {
totalValue = critPower * 100,
baseValue = critPower * 100
}
self._mapNode.goProperty[5]:SetCharProperty(AllEnum.CharAttr[5], tbAttr, false)
end
function DepotCharInfoCtrl:RefreshActorId()
local actorIdCSList = AdventureModuleHelper.GetCurrentGroupPlayers()
self.tbActorInfo, self.tbActorHealthInfo, self.tbElementInfo, self.tbSkillCd, self.tbEnergyEfficiency, self.tbEnergyConvRatio = {}, {}, {}, {}, {}, {}
for i = 0, actorIdCSList.Count - 1 do
local characterId = AdventureModuleHelper.GetCharacterId(actorIdCSList[i])
if characterId and 0 < characterId then
self.tbActorInfo[characterId] = AdventureModuleHelper.GetEntityInfo(actorIdCSList[i])
self.tbActorHealthInfo[characterId] = AdventureModuleHelper.GetEntityHealthInfo(actorIdCSList[i])
self.tbElementInfo[characterId] = AdventureModuleHelper.GetEntityElementInfo(actorIdCSList[i])
self.tbSkillCd[characterId] = AdventureModuleHelper.GetPlayerSkillCd(actorIdCSList[i])
self.tbEnergyEfficiency[characterId] = AdventureModuleHelper.GetPlayerAttributeValue(characterId, GameEnum.playerAttributeType.FRONT_ADD_ENERGY)
self.tbEnergyConvRatio[characterId] = AdventureModuleHelper.GetPlayerAttributeValue(characterId, GameEnum.playerAttributeType.ADD_ENERGY)
end
end
end
function DepotCharInfoCtrl:RefreshInfo()
local mapCfg = ConfigTable.GetData_Character(self.nCharId)
local mapChar = self.mapCharData[self.nCharId]
if mapChar ~= nil then
self._mapNode.rtInfo:Refresh(mapChar, mapCfg)
self:RefreshEquipment(mapChar)
end
end
function DepotCharInfoCtrl:RefreshEquipment()
local nSelect = PlayerData.Equipment:GetSelectPreset(self.nCharId)
local tbSlot = PlayerData.Equipment:GetSlotWithIndex(self.nCharId, nSelect)
for i, mapSlot in ipairs(tbSlot) do
local bEmpty = mapSlot.nGemIndex == 0
self._mapNode.imgEquipment[i].gameObject:SetActive(not bEmpty)
self._mapNode.goEquipment[i].gameObject:SetActive(bEmpty)
if bEmpty then
if not mapSlot.bUnlock then
NovaAPI.SetTMPText(self._mapNode.txtEquipmentLock[i], orderedFormat(ConfigTable.GetUIText("Equipment_SlotActiveLevel"), mapSlot.nLevel))
else
NovaAPI.SetTMPText(self._mapNode.txtEquipmentLock[i], ConfigTable.GetUIText("CharEquipment_UnEquip"))
end
else
local nGemId = PlayerData.Equipment:GetGemIdBySlot(self.nCharId, mapSlot.nSlotId)
local mapGemCfg = ConfigTable.GetData("CharGem", nGemId)
if mapGemCfg then
self:SetPngSprite(self._mapNode.imgEquipment[i], mapGemCfg.Icon)
end
end
end
end
function DepotCharInfoCtrl:Clear()
end
function DepotCharInfoCtrl:Awake()
self.nCharId = nil
self.nSelectIndex = nil
end
function DepotCharInfoCtrl:OnEnable()
end
function DepotCharInfoCtrl:OnDisable()
end
function DepotCharInfoCtrl:OnDestroy()
end
function DepotCharInfoCtrl:OnBtnClick_Char(btn, nIndex)
if nIndex == self.nSelectIndex then
return
end
self._mapNode.goSelect[self.nSelectIndex]:SetActive(false)
self._mapNode.goSelect[nIndex]:SetActive(true)
self.nCharId = self.tbTeam[nIndex]
self.nSelectIndex = nIndex
self:SwitchChar()
end
function DepotCharInfoCtrl:OnBtnClick_Skill(btn)
EventManager.Hit(EventId.OpenPanel, PanelId.PopupSkillPanel, self.tbTeam, false, {}, self.mapCharData)
end
function DepotCharInfoCtrl:OnBtnClick_Detail()
local HealthInfo = self.tbActorHealthInfo[self.nCharId]
local Info = self.tbActorInfo[self.nCharId]
local ElementInfo = self.tbElementInfo[self.nCharId]
local SkillCd = self.tbSkillCd[self.nCharId]
local EnergyEfficiency = self.tbEnergyEfficiency[self.nCharId]
local EnergyConvRatio = self.tbEnergyConvRatio[self.nCharId]
local attrList = self.attrData:GetAttrList()
for k, v in pairs(AllEnum.CharAttr) do
local total, base
if v.sKey == "Hp" then
total = HealthInfo ~= nil and HealthInfo.hpMax:AsInt() or 0
elseif v.sKey == "Atk" then
total = Info ~= nil and Info.atk:AsInt() or 0
elseif v.sKey == "Def" then
total = Info ~= nil and Info.def:AsInt() or 0
elseif v.sKey == "CritRate" then
total = Info ~= nil and Info.critRate:AsFloat() or 0
total = total * 100
elseif v.sKey == "CritPower" then
total = Info ~= nil and Info.critPower:AsFloat() or 0
total = total * 100
elseif v.sKey == "Suppress" then
total = Info ~= nil and Info.suppressRatio:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "UltraEnergy" then
total = SkillCd and SkillCd:GetTotalEnergy() or 0
base = total
elseif v.sKey == "EnergyEfficiency" then
total = EnergyEfficiency
total = total * 100
base = total
elseif v.sKey == "EnergyConvRatio" then
total = EnergyConvRatio
total = total * 100
base = total
elseif v.sKey == "DefPierce" then
total = Info ~= nil and Info.defPenetrate:AsInt() or 0
base = total
elseif v.sKey == "DefIgnore" then
total = Info ~= nil and Info.defIgnore:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "WEE" then
total = ElementInfo ~= nil and ElementInfo.WEE:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "WEP" then
total = ElementInfo ~= nil and ElementInfo.WEP:AsInt() or 0
base = total
elseif v.sKey == "WEI" then
total = ElementInfo ~= nil and ElementInfo.WEI:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "FEE" then
total = ElementInfo ~= nil and ElementInfo.FEE:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "FEP" then
total = ElementInfo ~= nil and ElementInfo.FEP:AsInt() or 0
base = total
elseif v.sKey == "FEI" then
total = ElementInfo ~= nil and ElementInfo.FEI:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "SEE" then
total = ElementInfo ~= nil and ElementInfo.SEE:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "SEP" then
total = ElementInfo ~= nil and ElementInfo.SEP:AsInt() or 0
base = total
elseif v.sKey == "SEI" then
total = ElementInfo ~= nil and ElementInfo.SEI:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "AEE" then
total = ElementInfo ~= nil and ElementInfo.AEE:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "AEP" then
total = ElementInfo ~= nil and ElementInfo.AEP:AsInt() or 0
base = total
elseif v.sKey == "AEI" then
total = ElementInfo ~= nil and ElementInfo.AEI:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "LEE" then
total = ElementInfo ~= nil and ElementInfo.LEE:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "LEP" then
total = ElementInfo ~= nil and ElementInfo.LEP:AsInt() or 0
base = total
elseif v.sKey == "LEI" then
total = ElementInfo ~= nil and ElementInfo.LEI:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "DEE" then
total = ElementInfo ~= nil and ElementInfo.DEE:AsFloat() or 0
total = total * 100
base = total
elseif v.sKey == "DEP" then
total = ElementInfo ~= nil and ElementInfo.DEP:AsInt() or 0
base = total
elseif v.sKey == "DEI" then
total = ElementInfo ~= nil and ElementInfo.DEI:AsFloat() or 0
total = total * 100
base = total
end
if total then
attrList[k].totalValue = total
end
if base then
attrList[k].baseValue = base
end
end
local mapCfg = ConfigTable.GetData_Character(self.nCharId)
if not mapCfg then
return
end
EventManager.Hit(EventId.OpenPanel, PanelId.CharAttrDetail, attrList, mapCfg.EET)
end
function DepotCharInfoCtrl:OnBtnClick_Equipment(btn)
local tbEquipment = PlayerData.Equipment:GetEquipedGem(self.nCharId)
if next(tbEquipment) == nil then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_CharEquipNone"))
else
EventManager.Hit(EventId.OpenPanel, PanelId.EquipmentAttrPreview, self.nCharId)
end
end
return DepotCharInfoCtrl
@@ -0,0 +1,299 @@
local DepotFateCardCtrl = class("DepotFateCardCtrl", BaseCtrl)
local LayoutRebuilder = CS.UnityEngine.UI.LayoutRebuilder
DepotFateCardCtrl._mapNodeConfig = {
rtItemListContent = {
sComponentName = "RectTransform"
},
goFateCardItem = {},
goDepotItem = {},
goItemList = {},
FateCardList = {
sNodeName = "FateCardList_",
nCount = 5
},
txtFateCard = {
sComponentName = "TMP_Text",
nCount = 5,
sNodeName = "txtFateCard_"
},
txtHas = {
sComponentName = "TMP_Text",
nCount = 5,
sNodeName = "txtHas_"
},
txtAll = {
sComponentName = "TMP_Text",
nCount = 5,
sNodeName = "txtAll_"
},
imgPackageIcon = {
sComponentName = "Image",
nCount = 5,
sNodeName = "imgPackageIcon_"
},
imgSubIcon = {
sComponentName = "Image",
nCount = 5,
sNodeName = "imgSubIcon_"
},
rtFateCard = {
sComponentName = "Transform",
nCount = 5,
sNodeName = "rtFateCard_"
},
ItemInfo = {
sNodeName = "---ItemInfo---"
},
goItemL = {
sCtrlName = "Game.UI.TemplateEx.TemplateItemCtrl"
},
txtItemName = {sComponentName = "TMP_Text"},
txtCountCn = {
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Depot_Info_QTY"
},
txtItemCount = {sComponentName = "TMP_Text"},
txtDescribeTitle1 = {
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Depot_Info_Desc"
},
txtItemDesc = {sComponentName = "TMP_Text"},
Content = {
sComponentName = "RectTransform"
},
FateCardInfo = {
sNodeName = "---FateCardInfo---"
},
goFateCardInfo = {
sCtrlName = "Game.UI.VampireSurvivor.Depot.DepotFateCardItemCtrl"
},
txtFateCardName = {sComponentName = "TMP_Text"},
imgEffect = {nCount = 3},
txtEffect1 = {
sComponentName = "TMP_Text",
sLanguageId = "VampireDepot_ReminTime"
},
txtEffect2 = {
sComponentName = "TMP_Text",
sLanguageId = "VampireDepot_ReminTime_None"
},
txtEffect3 = {
sComponentName = "TMP_Text",
sLanguageId = "StarTower_FateCard_Unable"
},
txtEffectCount = {sComponentName = "TMP_Text"},
txtDescribeTitle2 = {
sComponentName = "TMP_Text",
sLanguageId = "Depot_Describe"
},
txtFateCardDesc = {sComponentName = "TMP_Text"},
imgEmpty = {},
txt_EmptyTitle = {
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Item_List_Empty"
}
}
DepotFateCardCtrl._mapEventConfig = {}
DepotFateCardCtrl._mapRedDotConfig = {}
local item_type = {FateCard = 1, Item = 2}
function DepotFateCardCtrl:InitPackage(nLevelId)
self.nLevelId = nLevelId
local mapLevelData = ConfigTable.GetData("VampireSurvivor", nLevelId)
if mapLevelData == nil then
return
end
local tbBundle = mapLevelData.FateCardBundle
self.tbBundle = clone(tbBundle)
self.tbExFateCard = decodeJson(mapLevelData.SpeciaFateCard)
if self.tbExFateCard == nil then
self.tbExFateCard = {}
end
for i = 1, 5 do
if self.tbBundle[i] == nil then
self._mapNode.FateCardList[i].gameObject:SetActive(false)
else
local mapBundleCfgData = ConfigTable.GetData("StarTowerBookFateCardBundle", self.tbBundle[i])
self.tbFateCardCtrl[i] = {}
if mapBundleCfgData ~= nil then
NovaAPI.SetTMPText(self._mapNode.txtFateCard[i], mapBundleCfgData.Name)
self:SetPngSprite(self._mapNode.imgPackageIcon[i], mapBundleCfgData.Icon .. AllEnum.FateCardBundleIcon.S)
self:SetAtlasSprite(self._mapNode.imgSubIcon[i], "05_language", mapBundleCfgData.Text)
NovaAPI.SetImageNativeSize(self._mapNode.imgSubIcon[i])
end
end
end
end
function DepotFateCardCtrl:RefreshFateCard(mapFateCard)
self.mapFateCard = {}
for nId, v in pairs(mapFateCard) do
local mapBundleCfgData = ConfigTable.GetData("StarTowerBookFateCard", nId)
local nBundleIdx = 0
local bEx = false
if mapBundleCfgData ~= nil then
local nBundleId = mapBundleCfgData.BundleId
nBundleIdx = table.indexof(self.tbBundle, nBundleId)
end
if nBundleIdx < 1 then
bEx, nBundleIdx = self:isExFateCard(nId)
end
if 5 < nBundleIdx or nBundleIdx < 1 then
printError("无法获取Bundle索引")
nBundleIdx = 1
end
table.insert(self.mapFateCard, {
nTid = nId,
nCount = v,
bEx = bEx,
nBundleIdx = nBundleIdx
})
end
local tbCount = {
0,
0,
0,
0,
0
}
if #self.mapFateCard == 0 then
self._mapNode.ItemInfo.gameObject:SetActive(false)
self._mapNode.FateCardInfo.gameObject:SetActive(false)
self._mapNode.imgEmpty:SetActive(true)
self._mapNode.goItemList:SetActive(false)
return
end
self._mapNode.imgEmpty:SetActive(false)
self._mapNode.goItemList:SetActive(true)
table.sort(self.mapFateCard, function(a, b)
if a.nBundleIdx ~= b.nBundleIdx then
return a.nBundleIdx < b.nBundleIdx
end
if a.nCount * b.nCount == 0 and a.nCount + b.nCount ~= 0 then
return a.nCount ~= 0
end
if a.bEx ~= b.bEx then
return a.bEx
end
return a.nTid < b.nTid
end)
local nFirstId = 0
if #self.mapFateCard > 0 then
nFirstId = self.mapFateCard[1].nTid
end
for _, tbItemCtrl in ipairs(self.tbFateCardCtrl) do
for _, v in ipairs(tbItemCtrl) do
v.gameObject:SetActive(false)
end
end
for k, v in ipairs(self.mapFateCard) do
local itemObj
local nBundleIdx = v.nBundleIdx
local bEx = v.bEx
tbCount[nBundleIdx] = tbCount[nBundleIdx] + 1
if nil == self.tbFateCardCtrl[nBundleIdx] then
self.tbFateCardCtrl[nBundleIdx] = {}
end
local nIdx = tbCount[nBundleIdx]
if self.tbFateCardCtrl[nBundleIdx][nIdx] == nil then
itemObj = instantiate(self._mapNode.goFateCardItem, self._mapNode.rtFateCard[nBundleIdx])
itemObj.gameObject:SetActive(true)
local itemCtrl = self:BindCtrlByNode(itemObj, "Game.UI.VampireSurvivor.Depot.DepotFateCardItemCtrl")
itemCtrl:InitFateCard(v.nTid, v.nCount, bEx)
table.insert(self.tbFateCardCtrl[nBundleIdx], itemCtrl)
else
itemObj = self.tbFateCardCtrl[nBundleIdx][nIdx].gameObject
itemObj:SetActive(true)
self.tbFateCardCtrl[nBundleIdx][nIdx]:InitFateCard(v.nTid, v.nCount)
end
local btnSelect = itemObj.transform:Find("btnItem"):GetComponent("UIButton")
btnSelect.onClick:RemoveAllListeners()
local func_select = function()
self:SelectItem(item_type.FateCard, nBundleIdx, nIdx, k)
end
btnSelect.onClick:AddListener(func_select)
if nFirstId == v.nTid then
self:SelectItem(item_type.FateCard, nBundleIdx, nIdx, k)
end
end
for nIdx, tbItem in pairs(self.tbFateCardCtrl) do
self._mapNode.FateCardList[nIdx]:SetActive(0 < tbCount[nIdx])
NovaAPI.SetTMPText(self._mapNode.txtHas[nIdx], tbCount[nIdx])
end
end
function DepotFateCardCtrl:SelectItem(nType, nBundleIdx, nIndex, nIdx)
self._mapNode.ItemInfo.gameObject:SetActive(false)
self._mapNode.FateCardInfo.gameObject:SetActive(false)
if nil ~= self.nSelectIndex and self.nSelectType == item_type.FateCard then
self.tbFateCardCtrl[self.nSelectBundleIdx][self.nSelectIndex]:SetChoose(false)
end
self.nSelectType = nType
self.nSelectBundleIdx = nBundleIdx
self.nSelectIndex = nIndex
if self.nSelectType == item_type.FateCard then
self._mapNode.FateCardInfo.gameObject:SetActive(true)
self.tbFateCardCtrl[self.nSelectBundleIdx][self.nSelectIndex]:SetChoose(true)
self:SetFateCardInfo(nIdx)
end
end
function DepotFateCardCtrl:SetItemInfo()
local mapSelect = self.mapItem[self.nSelectIndex]
local mapCfg = ConfigTable.GetData_Item(mapSelect.nTid)
self._mapNode.goItemL:SetItem(mapSelect.nTid)
NovaAPI.SetTMPText(self._mapNode.txtItemCount, mapSelect.nCount)
if mapCfg ~= nil then
NovaAPI.SetTMPText(self._mapNode.txtItemName, mapCfg.Title)
NovaAPI.SetTMPText(self._mapNode.txtItemDesc, mapCfg.Desc)
end
end
function DepotFateCardCtrl:SetFateCardInfo(nIdx)
local mapSelect = self.mapFateCard[nIdx]
if nil ~= mapSelect then
local itemCfg = ConfigTable.GetData_Item(mapSelect.nTid)
local fateCardCfg = ConfigTable.GetData("FateCard", mapSelect.nTid)
if nil == fateCardCfg then
printError(string.format("获取FateCard表格配置失败!!!id = [%s]", mapSelect.nTid))
return
end
NovaAPI.SetTMPText(self._mapNode.txtFateCardName, fateCardCfg.Name)
local sDesc = UTILS.ParseParamDesc(fateCardCfg.Desc2, fateCardCfg)
NovaAPI.SetTMPText(self._mapNode.txtFateCardDesc, sDesc)
self._mapNode.goFateCardInfo:InitFateCard(mapSelect.nTid, mapSelect.nCount, false)
for _, v in ipairs(self._mapNode.imgEffect) do
v.gameObject:SetActive(false)
end
if mapSelect.nCount == 0 then
self._mapNode.imgEffect[3].gameObject:SetActive(true)
elseif mapSelect.nCount < 0 then
self._mapNode.imgEffect[2].gameObject:SetActive(true)
else
self._mapNode.imgEffect[1].gameObject:SetActive(true)
NovaAPI.SetTMPText(self._mapNode.txtEffectCount, orderedFormat(ConfigTable.GetUIText("VampireDepot_ReminTime_Sec"), mapSelect.nCount))
end
end
end
function DepotFateCardCtrl:Awake()
self.tbFateCardCtrl = {}
self.nSelectIndex = nil
self.nSelectType = 0
self._mapNode.goFateCardItem.gameObject:SetActive(false)
self._mapNode.goDepotItem.gameObject:SetActive(false)
end
function DepotFateCardCtrl:ClearFateCard()
for _, tbItemCtrl in ipairs(self.tbFateCardCtrl) do
for _, v in ipairs(tbItemCtrl) do
self:UnbindCtrlByNode(v)
end
end
self.tbFateCardCtrl = {}
end
function DepotFateCardCtrl:OnDestroy()
self:ClearFateCard()
end
function DepotFateCardCtrl:isExFateCard(nFateCardId)
for i, tbExFateCard in ipairs(self.tbExFateCard) do
if table.indexof(tbExFateCard, nFateCardId) > 0 then
return true, i
end
end
return false, 0
end
return DepotFateCardCtrl
@@ -0,0 +1,52 @@
local DepotFateCardItemCtrl = class("DepotFateCardItemCtrl", BaseCtrl)
DepotFateCardItemCtrl._mapNodeConfig = {
imgRare = {sComponentName = "Image"},
imgIcon = {sComponentName = "Image"},
txtCount = {sComponentName = "TMP_Text"},
imgChoose = {},
imgUnable = {},
txtUnable = {
sComponentName = "TMP_Text",
sLanguageId = "StarTower_FateCard_Unable"
},
ImgMark = {}
}
DepotFateCardItemCtrl._mapEventConfig = {}
DepotFateCardItemCtrl._mapRedDotConfig = {}
function DepotFateCardItemCtrl:InitFateCard(nId, nTime, bEx)
self.nId = nId
local itemCfg = ConfigTable.GetData_Item(nId)
if nil == itemCfg then
printError(string.format("获取Item表格配置失败!!!id = [%s]", nId))
return
end
local sFrame = AllEnum.FrameType_New.FateCardS .. AllEnum.FrameColor_New[itemCfg.Rarity]
self:SetAtlasSprite(self._mapNode.imgRare, "12_rare", sFrame)
self:SetPngSprite(self._mapNode.imgIcon, itemCfg.Icon2)
self._mapNode.imgUnable.gameObject:SetActive(nTime == 0)
self._mapNode.txtCount.gameObject:SetActive(false)
self._mapNode.imgChoose.gameObject:SetActive(false)
self._mapNode.ImgMark:SetActive(bEx)
end
function DepotFateCardItemCtrl:SetChoose(bChoose)
self._mapNode.imgChoose.gameObject:SetActive(bChoose)
end
function DepotFateCardItemCtrl:Awake()
end
function DepotFateCardItemCtrl:FadeIn()
end
function DepotFateCardItemCtrl:FadeOut()
end
function DepotFateCardItemCtrl:OnEnable()
end
function DepotFateCardItemCtrl:OnDisable()
end
function DepotFateCardItemCtrl:OnDestroy()
end
function DepotFateCardItemCtrl:OnRelease()
end
function DepotFateCardItemCtrl:OnBtnClick_AAA()
end
function DepotFateCardItemCtrl:OnEvent_AAA()
end
return DepotFateCardItemCtrl