Update - 1.12.0.120

EN: 1.12.0.120
CN: 1.12.0.120
JP: 1.12.0.124
KR: 1.12.0.124
This commit is contained in:
SL1900
2026-06-30 14:30:00 +09:00
parent 061d344bf2
commit 80af235e05
826 changed files with 625145 additions and 81163 deletions
@@ -0,0 +1,398 @@
local BaseCtrl = require("GameCore.UI.BaseCtrl")
local LocalData = require("GameCore.Data.LocalData")
local GunStormStoryCtrl = class("GunStormStoryCtrl", BaseCtrl)
local ActivityAvgData = PlayerData.ActivityAvg
GunStormStoryCtrl._mapNodeConfig = {
svStory = {
sComponentName = "LoopScrollView"
},
ctlAvgRoot = {
sNodeName = "goAvgInfoRoot",
sCtrlName = "Game.UI.ActivityTheme.ActivityAvgInfoExCtrl"
},
t_fullscreen_blur_black = {},
btnsnapshot = {
sNodeName = "snapshot",
sComponentName = "Button",
callback = "OnBtn_ClickCloseLevelInfoPanel"
},
TopBar = {
sNodeName = "TopBarPanel",
sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
},
goChapterComplete = {},
snapshot_complete = {
sComponentName = "UIButton",
callback = "OnBtn_ClickCloseCompete"
},
ctlgoEnemyInfo = {
sNodeName = "goEnemyInfo",
sCtrlName = "Game.UI.MainlineEx.MainlineMonsterInfoCtrl"
},
behindBG = {
sComponentName = "RectTransform"
},
Content = {
sComponentName = "RectTransform"
}
}
GunStormStoryCtrl._mapEventConfig = {
Story_Done = "OnEvent_Story_Done",
SelectMainlineBattle = "OnEvent_SelectMainlineBattle",
Story_RewardClosed = "OnEvent_Activity_Story_RewardClosed"
}
local UnlockConditionPriority = {
[1] = "MustStoryIds",
[2] = "OneofStoryIds",
[3] = "MustEvIds",
[4] = "OneofEvIds",
[5] = "WorldLevel",
[6] = "MustAchievementIds",
[7] = "MustActivityLevel"
}
local BRANCH_GRID_INDEX = 0
local BRANCH_COUNT = 0
function GunStormStoryCtrl:Awake()
local param = self:GetPanelParam()
if type(param) == "table" then
self.nActId = param[1]
end
self.storyNodePos = {0, -66.1}
self.tbGridTimer = {}
self.tbPlayedAnim = {}
self.nScrollTime = 0.5
self.bInit = false
end
function GunStormStoryCtrl:OnEnable()
self:RefreshPanel()
self:BindBehindBGScroll()
end
function GunStormStoryCtrl:FadeIn()
EventManager.Hit(EventId.SetTransition)
end
function GunStormStoryCtrl:OnDisable()
self:UnbindBehindBGScroll()
end
function GunStormStoryCtrl:BindBehindBGScroll()
local scrollRect = self._mapNode.svStory.gameObject:GetComponent("ScrollRect")
if scrollRect == nil then
return
end
self.scrollRectStory = scrollRect
if self.behindBGOriginPos == nil then
self.behindBGOriginPos = self._mapNode.behindBG.anchoredPosition
end
self.contentOriginX = nil
function self.onStoryScrollChanged(_value)
local content = scrollRect.content
if content == nil then
return
end
local contentPos = content.anchoredPosition
if self.contentOriginX == nil then
self.contentOriginX = contentPos.x
end
if contentPos.x > self.contentOriginX then
return
end
local origin = self.behindBGOriginPos
local deltaX = contentPos.x - self.contentOriginX
self._mapNode.behindBG.anchoredPosition = Vector2(origin.x + deltaX / 4, origin.y)
end
scrollRect.onValueChanged:AddListener(self.onStoryScrollChanged)
end
function GunStormStoryCtrl:UnbindBehindBGScroll()
if self.scrollRectStory ~= nil and self.onStoryScrollChanged ~= nil then
self.scrollRectStory.onValueChanged:RemoveListener(self.onStoryScrollChanged)
end
self.onStoryScrollChanged = nil
self.scrollRectStory = nil
end
function GunStormStoryCtrl:RefreshPanel()
self:RefreshStoryList()
end
function GunStormStoryCtrl:RefreshStoryList()
self.tbPlayedAnim = {}
self.tbAllStory, self.nChapterId = ActivityAvgData:GetStoryIdListByActivityId(self.nActId)
if self.tbAllStory == nil or #self.tbAllStory <= 0 then
return
end
local recentStoryId = ActivityAvgData:GetRecentStoryId(self.nChapterId)
local recentIndex = 1
for i = 1, #self.tbAllStory do
if self.tbAllStory[i] == recentStoryId then
recentIndex = i
break
end
end
local scrollIndex = recentIndex
if 0 < BRANCH_COUNT then
local branchEnd = BRANCH_GRID_INDEX + BRANCH_COUNT - 1
if recentIndex >= BRANCH_GRID_INDEX and recentIndex <= branchEnd then
scrollIndex = BRANCH_GRID_INDEX
elseif recentIndex > branchEnd then
scrollIndex = recentIndex - (BRANCH_COUNT - 1)
end
end
self.curIndex = recentIndex
self._mapNode.svStory:SetAnim(0.07)
local branchCount = 0 < BRANCH_COUNT and BRANCH_COUNT - 1 or 0
self._mapNode.svStory:Init(#self.tbAllStory - branchCount, self, self.OnRefreshGrid)
local time = self.bInit and 0 or self.nScrollTime
self:AddTimer(1, 0.1, function()
self._mapNode.svStory:SetScrollGridPos(scrollIndex, time, 0)
self.bInit = true
end, true, true, true)
end
function GunStormStoryCtrl:RefreshGridInfo(grid, gridIndex, bBranch, nBranchIndex)
local storyId = self.tbAllStory[gridIndex]
local avgcfg = ConfigTable.GetData("ActivityStory", storyId)
local goInstanceID = grid:GetInstanceID()
local btnGrid = grid.transform:Find("btnGrid"):GetComponent("UIButton")
local RootNode = grid.transform:Find("btnGrid/AnimRoot/RootNode")
local imgStory = bBranch and RootNode:Find("imgStory/imgBg2"):GetComponent("Image") or RootNode:Find("imgStory"):GetComponent("Image")
local goNotOpen = RootNode:Find("goNotOpen").gameObject
local txtLevel = grid.transform:Find("btnGridText/scale_on_click/imgNumDb/txtIndex"):GetComponent("TMP_Text")
local imgStoryTitleBg = RootNode:Find("imgStoryTitle")
local imgBattleTitleBg = RootNode:Find("imgBattleTitle")
local RedDot = RootNode:Find("RedDot").gameObject
local goLock = grid.transform:Find("btnGridText/scale_on_click/goLockState").gameObject
local goComplete = grid.transform:Find("btnGridText/scale_on_click/goComplete").gameObject
local goImgTime = grid.transform:Find("btnGridText/scale_on_click/imgTime")
local txtTime = goImgTime:Find("txtTime"):GetComponent("TMP_Text")
local txtTitle = bBranch and RootNode:Find("tmpGroupDone"):GetComponent("TMP_Text") or grid.transform:Find("btnGridText/scale_on_click/grpTitle/tmpGroupDone"):GetComponent("TMP_Text")
local txtComplete = goComplete.transform:Find("imgBg/txtComplete"):GetComponent("TMP_Text")
local btnGridText = grid.transform:Find("btnGridText")
local imgDb = btnGridText:Find("scale_on_click/grpTitle/imgDb")
NovaAPI.SetTMPText(txtComplete, ConfigTable.GetUIText("RoguelikeBuild_Manage_FilterPass"))
local isUnlock, tbResult = ActivityAvgData:IsUnlock(avgcfg.ConditionId)
local isReaded = ActivityAvgData:IsStoryReaded(storyId)
local bOpen, nOpenTime = ActivityAvgData:IsOpen(avgcfg.StoryId, self.nActId)
local nIndex = 0
if isUnlock then
nIndex = bBranch and BRANCH_GRID_INDEX or gridIndex
if nIndex > BRANCH_GRID_INDEX then
nIndex = nIndex - (BRANCH_COUNT - 1)
end
end
local branchSuffix = bBranch and string.char(string.byte("a") + nBranchIndex - 1) or ""
local bShowImgStory = not bBranch or not not isUnlock
imgStory.gameObject:SetActive(bShowImgStory)
if bShowImgStory then
if bOpen and isUnlock then
self:SetPngSprite(imgStory, avgcfg.Icon .. branchSuffix)
else
self:SetPngSprite(imgStory, string.format("Icon/ActivityStory/ep_event09_00"))
end
end
NovaAPI.SetTMPText(txtTitle, avgcfg.Title)
NovaAPI.SetTMPText(txtLevel, avgcfg.Index)
txtLevel.gameObject:SetActive(not bBranch or not not isUnlock)
txtTitle.gameObject:SetActive(isUnlock and bOpen)
goImgTime.gameObject:SetActive(not bOpen)
goComplete.gameObject:SetActive(isUnlock and isReaded and bOpen)
goLock.gameObject:SetActive(not isUnlock and bOpen)
goNotOpen.gameObject:SetActive(not bOpen or bBranch and not isUnlock)
imgBattleTitleBg.gameObject:SetActive(avgcfg.IsBattle and isUnlock and bOpen)
imgStoryTitleBg.gameObject:SetActive(not avgcfg.IsBattle and isUnlock and bOpen)
imgDb.gameObject:SetActive(bOpen)
if not bOpen then
local strTime = self:GetRemainTimeStr(nOpenTime, avgcfg.DayOpen)
if self.tbGridTimer[goInstanceID] ~= nil then
self.tbGridTimer[goInstanceID]:Cancel()
self.tbGridTimer[goInstanceID] = nil
end
self.tbGridTimer[goInstanceID] = self:AddTimer(0, 1, function()
local strTime, bLock = self:GetRemainTimeStr(nOpenTime, avgcfg.DayOpen)
if bLock then
NovaAPI.SetTMPText(txtTime, strTime)
else
self:RefreshStoryList()
end
end, true, true, true)
NovaAPI.SetTMPText(txtTime, strTime)
end
local _bInActGroup, nActGroupId = PlayerData.Activity:IsActivityInActivityGroup(self.nActId)
RedDotManager.RegisterNode(RedDotDefine.Activity_GroupNew_Avg_Group, {
nActGroupId,
self.nActId,
avgcfg.Id
}, RedDot, nil, nil, true)
local clickFuc = function()
if not bOpen or self.bCantClick then
return
end
if isUnlock then
local bNew = not isReaded
self.avgId = avgcfg.StoryId
self._mapNode.ctlAvgRoot.gameObject:SetActive(true)
self._mapNode.ctlAvgRoot:OpenLevelInfo(avgcfg.StoryId, self.nActId, bNew)
self.curIndex = gridIndex
LocalData.SetPlayerLocalData("Act_Story_New" .. self.nActId .. avgcfg.Id, true)
PlayerData.ActivityAvg:RefreshAvgRedDot()
elseif tbResult ~= nil then
local lockTxt = ""
for i = 1, #tbResult do
local value = tbResult[i]
if value[1] == false then
if UnlockConditionPriority[i] == "MustStoryIds" then
do
local tbStoryIds = value[2]
for k, v in pairs(tbStoryIds) do
if v == false then
local storyData = ConfigTable.GetData("ActivityStory", k)
lockTxt = orderedFormat(ConfigTable.GetUIText("Story_UnlockPreId") or "", storyData.Title)
break
end
end
end
break
end
if UnlockConditionPriority[i] == "OneofStoryIds" then
do
local tbStoryIds = value[2]
for k, v in pairs(tbStoryIds) do
if v == false then
local storyData = ConfigTable.GetData("ActivityStory", k)
if ActivityAvgData:IsUnlock(storyData.ConditionId) then
lockTxt = orderedFormat(ConfigTable.GetUIText("Story_UnlockPreId") or "", storyData.Title)
break
end
end
end
if lockTxt == "" then
for k, v in pairs(tbStoryIds) do
local storyData = ConfigTable.GetData("ActivityStory", k)
lockTxt = orderedFormat(ConfigTable.GetUIText("Story_UnlockPreId") or "", storyData.Title)
break
end
end
end
break
end
if UnlockConditionPriority[i] == "MustEvIds" then
lockTxt = ConfigTable.GetUIText("Story_UnlockClueCondition")
break
end
if UnlockConditionPriority[i] == "OneofEvIds" then
lockTxt = ConfigTable.GetUIText("Story_UnlockClueCondition")
break
end
if UnlockConditionPriority[i] == "WorldLevel" then
do
local level = value[2]
lockTxt = orderedFormat(ConfigTable.GetUIText("Story_UnlockWorldLv") or "", level)
end
break
end
if UnlockConditionPriority[i] == "MustAchievementIds" then
if self.bHasAchievementData == true then
local tbAchievementList = value[2]
for k, v in pairs(tbAchievementList) do
if v == false then
local achievementId = k
local achievement = ConfigTable.GetData("Achievement", achievementId)
lockTxt = orderedFormat(ConfigTable.GetUIText("Story_UnlockAchievement") or "", achievement.Title) .. "\n" .. "(" .. achievement.Desc .. ")"
break
end
end
end
break
end
if UnlockConditionPriority[i] == "MustActivityLevel" then
local levelId = value[2]
if 0 < levelId then
local levelData = ConfigTable.GetData("ActivityLevelsLevel", levelId)
if levelData then
lockTxt = orderedFormat(ConfigTable.GetUIText("ActivityStory_UnlockActivityLevel"), levelData.Name)
end
end
end
break
end
end
local msg = {
nType = AllEnum.MessageBox.Alert,
sContent = lockTxt
}
EventManager.Hit(EventId.OpenMessageBox, msg)
end
end
btnGrid.onClick:RemoveAllListeners()
btnGrid.onClick:AddListener(clickFuc)
end
function GunStormStoryCtrl:OnRefreshGrid(grid, index)
local gridIndex = index + 1
local normalRoot = grid.transform:Find("Normal")
local branchRoot = grid.transform:Find("Branch")
if 0 < BRANCH_GRID_INDEX and gridIndex == BRANCH_GRID_INDEX then
for i = 1, BRANCH_COUNT do
local branchGrid = branchRoot:Find("tog" .. i)
self:RefreshGridInfo(branchGrid.gameObject, gridIndex + i - 1, true, i)
end
normalRoot.gameObject:SetActive(false)
branchRoot.gameObject:SetActive(true)
else
if 0 < BRANCH_COUNT and gridIndex > BRANCH_GRID_INDEX then
gridIndex = gridIndex + (BRANCH_COUNT - 1)
end
self:RefreshGridInfo(normalRoot.gameObject, gridIndex, false)
normalRoot.gameObject:SetActive(true)
branchRoot.gameObject:SetActive(false)
end
end
function GunStormStoryCtrl:GetRemainTimeStr(nOpenTime, openDay)
local timeStr = ""
local curTime = CS.ClientManager.Instance.serverTimeStamp
local openTime = CS.ClientManager.Instance:GetNextRefreshTime(nOpenTime) - 86400
local nRemainTime = openTime + openDay * 86400 - curTime
local day = math.floor(nRemainTime / 86400)
local hour = math.floor(nRemainTime / 3600)
local min = math.floor((nRemainTime - hour * 3600) / 60)
local sec = nRemainTime - hour * 3600 - min * 60
if 0 < day then
timeStr = orderedFormat(ConfigTable.GetUIText("ActivityLevels_Lock_Day_Color_Common"), "c76153", day)
elseif 0 < hour then
timeStr = orderedFormat(ConfigTable.GetUIText("ActivityLevels_Lock_Hour_Color_Common"), "c76153", hour)
elseif 0 < min then
timeStr = orderedFormat(ConfigTable.GetUIText("ActivityLevels_Lock_Min_Color_Common"), "c76153", min)
elseif 0 < sec then
timeStr = orderedFormat(ConfigTable.GetUIText("ActivityLevels_Lock_Sec_Color_Common"), "c76153", sec)
end
return timeStr, 0 < nRemainTime
end
function GunStormStoryCtrl:OnBtn_ClickBack()
EventManager.Hit(EventId.ClosePanel, PanelId.GunStormStory_10109)
end
function GunStormStoryCtrl:OnBtn_ClickHome()
PanelManager.Home()
end
function GunStormStoryCtrl:OnBtn_ClickCloseLevelInfoPanel()
self._mapNode.t_fullscreen_blur_black:SetActive(false)
self._mapNode.ctlAvgRoot.gameObject:SetActive(false)
self._mapNode.goChapterComplete:SetActive(false)
end
function GunStormStoryCtrl:OnEvent_Story_Done(bHasReward)
self:RefreshPanel()
if bHasReward then
self.bCantClick = true
end
end
function GunStormStoryCtrl:OnEvent_SelectMainlineBattle(bConfirm)
local OpenPanel = function()
EventManager.Hit(EventId.OpenPanel, PanelId.RegionBossFormation, AllEnum.RegionBossFormationType.ActivityStory, 0, self.avgId, self.nActId)
end
if bConfirm then
EventManager.Hit(EventId.SetTransition, 2, OpenPanel)
end
end
function GunStormStoryCtrl:OnEvent_Activity_Story_RewardClosed()
self.bCantClick = false
if self.curIndex == #self.tbAllStory then
self._mapNode.goChapterComplete:SetActive(true)
end
end
function GunStormStoryCtrl:OnBtn_ClickCloseCompete()
self._mapNode.goChapterComplete:SetActive(false)
end
return GunStormStoryCtrl
@@ -0,0 +1,20 @@
local BasePanel = require("GameCore.UI.BasePanel")
local GunStormStoryPanel = class("GunStormStoryPanel", BasePanel)
GunStormStoryPanel._sUIResRootPath = "UI_Activity/"
GunStormStoryPanel._tbDefine = {
{
sPrefabPath = "10109/Story/GunStormStoryPanel.prefab",
sCtrlName = "Game.UI.ActivityTheme.10109.Story.GunStormStoryCtrl"
}
}
function GunStormStoryPanel:Awake()
end
function GunStormStoryPanel:OnEnable()
end
function GunStormStoryPanel:OnDisable()
end
function GunStormStoryPanel:OnDestroy()
end
function GunStormStoryPanel:OnRelease()
end
return GunStormStoryPanel