Update - 1.7.0.88

EN: 1.7.0.88
CN: 1.7.0.90
JP: 1.7.0.91
KR: 1.7.0.94
This commit is contained in:
SL1900
2026-02-24 22:00:00 +09:00
parent d0c0a3870c
commit 86d82306fe
666 changed files with 920582 additions and 7496 deletions
@@ -18,27 +18,40 @@ function PenguinBaseCardCtrl:RefreshIcon(bOpen)
self._mapNode.imgBg:SetActive(not bOpen)
self._mapNode.imgIcon.gameObject:SetActive(bOpen)
end
function PenguinBaseCardCtrl:PlayInAni()
self.animator:Play("PengUinCard_Base")
end
function PenguinBaseCardCtrl:PlayFlipAni()
if self._mapNode.imgBg.activeSelf == false then
return
end
self._mapNode.imgIcon.gameObject:SetActive(true)
self.animator:Play("PengUinCard_Base_Turn", 0, 0)
WwiseManger:PostEvent("Mode_Card_trunover")
self.animator.speed = self._panel.mapLevel.nSpeed
local nAnimTime = NovaAPI.GetAnimClipLength(self.animator, {
"PengUinCard_Base_Turn"
})
nAnimTime = nAnimTime / self._panel.mapLevel.nSpeed
self:AddTimer(1, nAnimTime, function()
self._mapNode.imgBg:SetActive(false)
end, true, true, true)
end
function PenguinBaseCardCtrl:PlayReplaceAni()
self.animator:Play("PengUinCard_Base_Double", 0, 0)
self.animator.speed = self._panel.mapLevel.nSpeed
end
function PenguinBaseCardCtrl:PlayTriggerAni(pos)
if table.indexof(self._panel.mapLevel.tbHandRank, self.nSuit) == 0 then
return
end
self.animator:Play("PengUinCard_Base_Open", 0, 0)
WwiseManger:PostEvent("Mode_Card_cast")
self.animator.speed = self._panel.mapLevel.nSpeed
end
function PenguinBaseCardCtrl:PlayHideAni()
self.animator:Play("PengUinCard_Base_Out", 0, 0)
self.animator.speed = self._panel.mapLevel.nSpeed
end
function PenguinBaseCardCtrl:Awake()
self.animator = self.gameObject:GetComponent("Animator")
+3 -1
View File
@@ -174,7 +174,9 @@ function PenguinCard:Trigger(nTriggerPhase, mapTriggerSource, callback)
self.nTriggerCount = self.nTriggerCount + 1
end
if callback then
printLog("企鹅牌触发:" .. " " .. self.sName .. " " .. self.sDesc)
if NovaAPI.IsEditorPlatform() then
printLog("企鹅牌触发:" .. " " .. self.sName .. " " .. self.sDesc)
end
callback(self.nEffectType, self.tbEffectParam)
end
EventManager.Hit("PenguinCardTriggered", self.nSlotIndex)
@@ -0,0 +1,111 @@
local PenguinCardConfirmCtrl = class("PenguinCardConfirmCtrl", BaseCtrl)
PenguinCardConfirmCtrl._mapNodeConfig = {
blur = {
sNodeName = "t_fullscreen_blur_blue"
},
aniBlur = {
sNodeName = "t_fullscreen_blur_blue",
sComponentName = "Animator"
},
btnCloseBg = {
sNodeName = "snapshot",
sComponentName = "UIButton",
callback = "OnBtnClick_Close"
},
txtWindowTitle = {
sComponentName = "TMP_Text",
sLanguageId = "MessageBox_Title"
},
window = {},
aniWindow = {sNodeName = "window", sComponentName = "Animator"},
btnClose = {
sComponentName = "UIButton",
callback = "OnBtnClick_Close"
},
txtContentMain = {sComponentName = "TMP_Text"},
btnCancel = {
sComponentName = "UIButton",
callback = "OnBtnClick_Close"
},
btnConfirm = {
sComponentName = "UIButton",
callback = "OnBtnClick_Confirm"
},
txtBtnCancel = {
sComponentName = "TMP_Text",
sLanguageId = "MessageBox_Cancel"
},
txtBtnConfirm = {
sComponentName = "TMP_Text",
sLanguageId = "MessageBox_Confirm"
},
btnAgain = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Again"
},
againSelect = {},
texAgainTip = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_SkipTips"
},
goAgain = {}
}
PenguinCardConfirmCtrl._mapEventConfig = {PenguinCard_OpenConfirm = "Open"}
function PenguinCardConfirmCtrl:Open(mapMsg)
self._panel.mapLevel:Pause()
self:PlayInAni()
self:Refresh(mapMsg)
end
function PenguinCardConfirmCtrl:Refresh(mapMsg)
local sContent = mapMsg.sContent
self.callbackConfirm = mapMsg.callbackConfirm
self.callbackAgain = mapMsg.callbackAgain
self._mapNode.btnAgain.gameObject:SetActive(self.callbackAgain ~= nil)
self._mapNode.againSelect:SetActive(false)
self._mapNode.goAgain.gameObject:SetActive(self.callbackAgain ~= nil)
NovaAPI.SetTMPText(self._mapNode.txtContentMain, sContent)
end
function PenguinCardConfirmCtrl:PlayInAni()
self.gameObject:SetActive(true)
self._mapNode.blur:SetActive(true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.window:SetActive(true)
self._mapNode.aniWindow:Play("t_window_04_t_in")
end
cs_coroutine.start(wait)
EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
end
function PenguinCardConfirmCtrl:Close(callback)
self._mapNode.aniWindow:Play("t_window_04_t_out")
self._mapNode.aniBlur:SetTrigger("tOut")
self:AddTimer(1, 0.2, function()
self._mapNode.window:SetActive(false)
self.gameObject:SetActive(false)
self._panel.mapLevel:Resume()
if callback then
callback()
end
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
end
function PenguinCardConfirmCtrl:Awake()
self._mapNode.window:SetActive(false)
end
function PenguinCardConfirmCtrl:OnEnable()
end
function PenguinCardConfirmCtrl:OnDisable()
end
function PenguinCardConfirmCtrl:OnBtnClick_Close()
self:Close()
end
function PenguinCardConfirmCtrl:OnBtnClick_Confirm()
self:Close(self.callbackConfirm)
end
function PenguinCardConfirmCtrl:OnBtnClick_Again()
self._mapNode.againSelect:SetActive(not self._mapNode.againSelect.activeSelf)
if self.callbackAgain then
self.callbackAgain(self._mapNode.againSelect.activeSelf)
end
end
return PenguinCardConfirmCtrl
@@ -37,16 +37,32 @@ PenguinCardCtrl._mapNodeConfig = {
Log = {
sNodeName = "---Log---",
sCtrlName = "Game.UI.Play_PenguinCard.PenguinCardLogCtrl"
},
Confirm = {
sNodeName = "---Confirm---",
sCtrlName = "Game.UI.Play_PenguinCard.PenguinCardConfirmCtrl"
}
}
PenguinCardCtrl._mapEventConfig = {
PenguinCard_RunState_Start = "RunState_Start",
PenguinCard_RunState_Prepare = "RunState_Prepare",
PenguinCard_RunState_Dealing = "RunState_Dealing",
PenguinCard_RunState_Flip = "RunState_Flip",
PenguinCard_RunState_Settlement = "RunState_Settlement",
PenguinCard_RunState_Complete = "RunState_Complete",
PenguinCard_QuitState_Start = "QuitState_Start",
PenguinCard_QuitState_Prepare = "QuitState_Prepare",
PenguinCard_QuitState_Dealing = "QuitState_Dealing",
PenguinCard_QuitState_Flip = "QuitState_Flip",
PenguinCard_QuitState_Settlement = "QuitState_Settlement",
PenguinCard_QuitState_Complete = "QuitState_Complete",
PenguinCard_Change = "OnEvent_Change"
}
function PenguinCardCtrl:RunState_Start()
self:CloseAll()
end
function PenguinCardCtrl:QuitState_Start()
end
function PenguinCardCtrl:RunState_Prepare()
self._mapNode.Prepare.gameObject:SetActive(true)
self._mapNode.Slot.gameObject:SetActive(true)
@@ -54,6 +70,11 @@ function PenguinCardCtrl:RunState_Prepare()
self._mapNode.Flip.gameObject:SetActive(false)
self._mapNode.Prepare:Refresh()
self._mapNode.Slot:Refresh()
if self.bIn then
self.bIn = false
else
WwiseManger:PostEvent("Mode_Card_nextround")
end
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PenguinCard_301")
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
@@ -61,27 +82,95 @@ function PenguinCardCtrl:RunState_Prepare()
end
cs_coroutine.start(wait)
end
function PenguinCardCtrl:QuitState_Prepare(nNextState)
if nNextState == 0 then
self._mapNode.Slot:PlayOutAni()
self._mapNode.Prepare:PlayOutAni()
WwiseManger:PostEvent("Mode_Card_dissolve")
elseif nNextState == 2 then
self._mapNode.Prepare:PlayOutAni()
WwiseManger:PostEvent("Mode_Card_dissolve")
elseif nNextState == 5 then
self._mapNode.Slot:PlayOutAni()
self._mapNode.Prepare:PlayOutAni()
self.animator:Play("PengUinCard_Bg_Result")
WwiseManger:PostEvent("Mode_Card_dissolve")
end
end
function PenguinCardCtrl:RunState_Dealing()
self._mapNode.Prepare.gameObject:SetActive(false)
self._mapNode.Flip.gameObject:SetActive(true)
self._mapNode.Flip:Refresh_Dealing()
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PenguinCard_302")
end
function PenguinCardCtrl:QuitState_Dealing(nNextState)
if nNextState == 0 then
self._mapNode.Slot:PlayOutAni()
self._mapNode.Flip:PlayOutAni()
WwiseManger:PostEvent("Mode_Card_dissolve")
elseif nNextState == 5 then
self._mapNode.Slot:PlayOutAni()
self._mapNode.Flip:PlayOutAni()
self.animator:Play("PengUinCard_Bg_Result")
WwiseManger:PostEvent("Mode_Card_dissolve")
end
end
function PenguinCardCtrl:RunState_Flip()
self._mapNode.Flip:Refresh_Flip()
end
function PenguinCardCtrl:QuitState_Flip(nNextState)
self._mapNode.Flip:StopShowAllOn()
if nNextState == 0 then
self._mapNode.Slot:PlayOutAni()
self._mapNode.Flip:PlayOutAni()
WwiseManger:PostEvent("Mode_Card_dissolve")
elseif nNextState == 5 then
self._mapNode.Slot:PlayOutAni()
self._mapNode.Flip:PlayOutAni()
self.animator:Play("PengUinCard_Bg_Result")
WwiseManger:PostEvent("Mode_Card_dissolve")
end
end
function PenguinCardCtrl:RunState_Settlement()
self._mapNode.Flip:Refresh_Settlement()
end
function PenguinCardCtrl:QuitState_Settlement(nNextState)
if nNextState == 0 then
self._mapNode.Slot:PlayOutAni()
self._mapNode.Flip:PlayOutAni()
WwiseManger:PostEvent("Mode_Card_dissolve")
elseif nNextState == 1 then
self._mapNode.Flip:PlayOutAni()
WwiseManger:PostEvent("Mode_Card_dissolve")
elseif nNextState == 2 then
self._mapNode.Flip:PlayRoundAni()
elseif nNextState == 5 then
self._mapNode.Slot:PlayOutAni()
self._mapNode.Flip:PlayOutAni()
self.animator:Play("PengUinCard_Bg_Result")
WwiseManger:PostEvent("Mode_Card_dissolve")
end
end
function PenguinCardCtrl:RunState_Complete()
self._mapNode.Result:Open()
end
function PenguinCardCtrl:Awake()
function PenguinCardCtrl:QuitState_Complete()
end
function PenguinCardCtrl:CloseAll()
self._mapNode.Prepare.gameObject:SetActive(false)
self._mapNode.Slot.gameObject:SetActive(false)
self._mapNode.Flip.gameObject:SetActive(false)
self._mapNode.CardInfo.gameObject:SetActive(false)
self._mapNode.Pause.gameObject:SetActive(false)
self._mapNode.HandRank.gameObject:SetActive(false)
self._mapNode.Result.gameObject:SetActive(false)
self._mapNode.Log.gameObject:SetActive(false)
self._mapNode.Confirm.gameObject:SetActive(false)
end
function PenguinCardCtrl:Awake()
self.bIn = true
self.animator = self.gameObject:GetComponent("Animator")
self:CloseAll()
end
function PenguinCardCtrl:OnEnable()
self._panel.mapLevel:StartGame()
@@ -1,21 +1,27 @@
local PenguinCardFlipCtrl = class("PenguinCardFlipCtrl", BaseCtrl)
local WwiseManger = CS.WwiseAudioManager.Instance
local LoopType = CS.DG.Tweening.LoopType
local _, BtnOn = ColorUtility.TryParseHtmlString("#CC8E2B")
local _, BtnOff = ColorUtility.TryParseHtmlString("#796443")
local ScaleUpTime = 0.3
local ScaleDownTime = 0.12
local _, BtnOn = ColorUtility.TryParseHtmlString("#b48339")
local _, BtnOff = ColorUtility.TryParseHtmlString("#3E3C5B")
PenguinCardFlipCtrl._mapNodeConfig = {
goHandRankOff = {},
aniHandRankBg = {
sNodeName = "imgHandRankBg",
sComponentName = "Animator"
},
txtFlipTip = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_FlipAllCardTip"
},
goHandRankOn = {},
txtHandRank = {sComponentName = "TMP_Text"},
imgSuitCount = {nCount = 6, sComponentName = "Image"},
btnHandRank = {
sComponentName = "UIButton",
callback = "OnBtnClick_HandRank"
},
imgRoundTitleBg = {},
txtRoundTip = {sComponentName = "TMP_Text"},
btnShow = {
nCount = 5,
sComponentName = "UIButton",
@@ -32,6 +38,7 @@ PenguinCardFlipCtrl._mapNodeConfig = {
callback = "OnBtnClick_NextRound"
},
txtBtnNextRound = {sComponentName = "TMP_Text"},
goNextRoundOn = {},
btnShowAll = {
sComponentName = "UIButton",
callback = "OnBtnClick_ShowAll"
@@ -40,6 +47,7 @@ PenguinCardFlipCtrl._mapNodeConfig = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Btn_FlipAll"
},
goShowAllOn = {},
btnAuto = {
sComponentName = "UIButton",
callback = "OnBtnClick_Auto"
@@ -82,49 +90,91 @@ PenguinCardFlipCtrl._mapNodeConfig = {
trRoundScoreRatio = {
sNodeName = "txtRoundScoreRatio",
sComponentName = "Transform"
},
aniRoundScoreBaseBg = {
sNodeName = "imgRoundScoreBaseBg",
sComponentName = "Animator"
},
aniRoundScoreRatioBg = {
sNodeName = "imgRoundScoreRatioBg",
sComponentName = "Animator"
}
}
PenguinCardFlipCtrl._mapEventConfig = {
PenguinCard_ChangeRoundScore = "OnEvent_ChangeRoundScore",
PenguinCard_ReplaceBaseCard = "OnEvent_ReplaceBaseCard",
PenguinCard_ShowBaseCard = "OnEvent_ShowBaseCard"
PenguinCard_ShowBaseCard = "OnEvent_ShowBaseCard",
PenguinCard_Pause = "OnEvent_Pause",
PenguinCard_Resume = "OnEvent_Resume",
PenguinCard_QuitScoreAni = "QuitScoreAni"
}
function PenguinCardFlipCtrl:Refresh_Dealing()
self._mapNode.imgNextRound:SetActive(false)
self._mapNode.btnNextRound.gameObject:SetActive(false)
self._mapNode.btnShowAll.gameObject:SetActive(false)
self._mapNode.imgRoundTitleBg:SetActive(false)
self._mapNode.goNextRoundOn:SetActive(false)
self._mapNode.btnShowAll.gameObject:SetActive(true)
self._mapNode.btnShowAll.interactable = false
self._mapNode.goShowAllOn:SetActive(false)
self:RefreshRoundScore()
self._mapNode.goHandRankOff:SetActive(true)
self._mapNode.goHandRankOn:SetActive(false)
self._mapNode.aniRoundScoreBaseBg.gameObject:SetActive(false)
self._mapNode.aniRoundScoreBaseBg.gameObject:SetActive(true)
self._mapNode.aniRoundScoreRatioBg.gameObject:SetActive(false)
self._mapNode.aniRoundScoreRatioBg.gameObject:SetActive(true)
self._mapNode.aniHandRankBg:Play("PengUinCard_HandRank_Off", 1, 0)
for i = 1, 5 do
self._mapNode.btnShow[i].interactable = true
self._mapNode.PenguinBaseCard[i]:Refresh(self._panel.mapLevel.tbBaseCardId[i])
self._mapNode.PenguinBaseCard[i]:PlayInAni()
end
if self._panel.mapLevel.nCurRound == 1 then
self.animator:Play("PengUinCard_Flip_in", 0, 0)
local nAnimTime = NovaAPI.GetAnimClipLength(self.animator, {
"PengUinCard_Flip_in"
})
EventManager.Hit(EventId.TemporaryBlockInput, nAnimTime)
else
self.animator:Play("PengUinCard_Flip_Card_in", 0, 0)
local nAnimTime = NovaAPI.GetAnimClipLength(self.animator, {
"PengUinCard_Flip_Card_in"
})
EventManager.Hit(EventId.TemporaryBlockInput, nAnimTime)
end
WwiseManger:PostEvent("Mode_Card_nextround")
end
function PenguinCardFlipCtrl:Refresh_Flip()
self._mapNode.btnShowAll.gameObject:SetActive(true)
self._mapNode.btnShowAll.interactable = true
self:StartShowAllOn()
self.mapHandRankScore = {}
end
function PenguinCardFlipCtrl:Refresh_Settlement()
if self._panel.mapLevel.nRoundLimit > self._panel.mapLevel.nCurRound then
self._mapNode.imgNextRound:SetActive(true)
end
self._mapNode.btnNextRound.gameObject:SetActive(true)
self._mapNode.btnNextRound.interactable = false
self:AddTimer(1, 2 / self._panel.mapLevel.nSpeed, function()
self._mapNode.btnNextRound.interactable = true
end, true, true, true)
self._mapNode.btnShowAll.gameObject:SetActive(false)
self._mapNode.goShowAllOn:SetActive(false)
self:RefreshRoundCount()
self._mapNode.goHandRankOff:SetActive(false)
self._mapNode.goHandRankOn:SetActive(true)
self._mapNode.aniHandRankBg:Play("PengUinCard_HandRank_On", 0, 0)
self:RefreshHandRank()
for i = 1, 5 do
self._mapNode.PenguinBaseCard[i]:PlayTriggerAni()
self._mapNode.btnShow[i].interactable = false
end
self:PlayScoreAni()
end
function PenguinCardFlipCtrl:RefreshRoundCount()
NovaAPI.SetTMPText(self._mapNode.txtRound, orderedFormat(ConfigTable.GetUIText("PenguinCard_LeftRound"), self._panel.mapLevel.nRoundLimit - self._panel.mapLevel.nCurRound))
if self._panel.mapLevel.nRoundLimit == self._panel.mapLevel.nCurRound then
NovaAPI.SetTMPText(self._mapNode.txtBtnNextRound, ConfigTable.GetUIText("PenguinCard_Btn_EndTurn"))
NovaAPI.SetTMPText(self._mapNode.txtRoundTip, ConfigTable.GetUIText("PenguinCard_EndTurnTip"))
else
NovaAPI.SetTMPText(self._mapNode.txtBtnNextRound, ConfigTable.GetUIText("PenguinCard_Btn_NextRound"))
NovaAPI.SetTMPText(self._mapNode.txtRoundTip, ConfigTable.GetUIText("PenguinCard_NextRoundTip"))
end
end
function PenguinCardFlipCtrl:RefreshHandRank()
@@ -144,7 +194,8 @@ end
function PenguinCardFlipCtrl:RefreshRoundScore()
NovaAPI.SetTMPText(self._mapNode.txtRoundScore, self:ThousandsNumber(clearFloat(self._panel.mapLevel.nRoundScore)))
NovaAPI.SetTMPText(self._mapNode.txtRoundScoreBase, self:ThousandsNumber(clearFloat(self._panel.mapLevel.nRoundValue)))
NovaAPI.SetTMPText(self._mapNode.txtRoundScoreRatio, string.format("%.1f", self._panel.mapLevel.nRoundRatio * self._panel.mapLevel.nRoundMultiRatio))
local nRatio = self._panel.mapLevel.nRoundMultiRatio > 0 and self._panel.mapLevel.nRoundRatio * self._panel.mapLevel.nRoundMultiRatio or self._panel.mapLevel.nRoundRatio
NovaAPI.SetTMPText(self._mapNode.txtRoundScoreRatio, string.format("%.1f", nRatio))
end
function PenguinCardFlipCtrl:RefreshButton()
self:RefreshAuto()
@@ -170,18 +221,185 @@ function PenguinCardFlipCtrl:RefreshSpeed()
NovaAPI.SetTMPColor(self._mapNode.txtBtnSpeed, bFast and BtnOn or BtnOff)
NovaAPI.SetTMPText(self._mapNode.txtBtnSpeed, "<size=32>×</size>" .. self._panel.mapLevel.nSpeed)
end
function PenguinCardFlipCtrl:NextRound()
function PenguinCardFlipCtrl:StartShowAllOn()
self:StopShowAllOn()
if self._mapNode.goShowAllOn.activeSelf == true then
return
end
self.timerNextRoundOn = self:AddTimer(1, 3, function()
self._mapNode.goShowAllOn:SetActive(true)
end, true, true, true)
end
function PenguinCardFlipCtrl:StopShowAllOn()
if self.timerNextRoundOn then
self.timerNextRoundOn:Cancel()
self.timerNextRoundOn = nil
end
end
function PenguinCardFlipCtrl:PlayRoundAni()
for i = 1, 5 do
self._mapNode.PenguinBaseCard[i]:PlayHideAni()
end
self:AddTimer(1, 0.567, function()
self._panel.mapLevel:SwitchGameState()
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.567)
self.animator:Play("PengUinCard_Flip_Card_out", 0, 0)
self._mapNode.aniHandRankBg:Play("PengUinCard_HandRank_Off", 0, 0)
self:QuitScoreAni()
end
function PenguinCardFlipCtrl:NextTurn()
function PenguinCardFlipCtrl:QuitScoreAni()
if self.sequence then
self.sequence:Kill()
self.sequence = nil
WwiseManger:PostEvent("Mode_Card_stop")
if not self.bEndScore and self._panel.mapLevel.nRoundMultiRatio and self._panel.mapLevel.nRoundRatio and self._panel.mapLevel.nRoundValue and self._panel.mapLevel.nRoundScore then
NovaAPI.SetTMPText(self._mapNode.txtRoundScoreBase, self:ThousandsNumber(math.floor(self._panel.mapLevel.nRoundValue)))
local nRatio = self._panel.mapLevel.nRoundMultiRatio > 0 and self._panel.mapLevel.nRoundRatio * self._panel.mapLevel.nRoundMultiRatio or self._panel.mapLevel.nRoundRatio
NovaAPI.SetTMPText(self._mapNode.txtRoundScoreRatio, string.format("%.1f", nRatio))
NovaAPI.SetTMPText(self._mapNode.txtRoundScore, self:ThousandsNumber(math.floor(self._panel.mapLevel.nRoundScore)))
end
end
if self.timerNextRoundOn then
self.timerNextRoundOn:Cancel()
self.timerNextRoundOn = nil
end
end
function PenguinCardFlipCtrl:PlayScoreAni()
self:QuitScoreAni()
local bFire = self._panel.mapLevel.nRoundValue >= self.nFireScore
local nTextTime = bFire and 0.6 / self._panel.mapLevel.nSpeed or 0.4 / self._panel.mapLevel.nSpeed
self.bEndScore = false
self.sequence = DOTween.Sequence()
if self.mapHandRankScore and self.mapHandRankScore.nBeforeValue ~= self.mapHandRankScore.nAfterValue then
local tw1 = DOTween.To(function()
return self.mapHandRankScore.nBeforeValue
end, function(v)
NovaAPI.SetTMPText(self._mapNode.txtRoundScoreBase, self:ThousandsNumber(math.floor(v)))
end, self.mapHandRankScore.nAfterValue, nTextTime)
local tw2 = self._mapNode.trRoundScoreBase:DOScale(1.2, ScaleUpTime / self._panel.mapLevel.nSpeed):SetEase(Ease.OutQuart)
local tw3 = self._mapNode.trRoundScoreBase:DOScale(1, ScaleDownTime / self._panel.mapLevel.nSpeed):SetEase(Ease.InQuad)
if bFire then
self.sequence:AppendCallback(function()
self:PlayFireAni()
end)
end
self.sequence:AppendCallback(function()
WwiseManger:PostEvent("Mode_Card_integral")
end)
self.sequence:Append(tw2)
self.sequence:Join(tw1)
self.sequence:AppendInterval(ScaleUpTime / self._panel.mapLevel.nSpeed)
self.sequence:Append(tw3)
end
if self.mapHandRankScore and self.mapHandRankScore.nBeforeRatio ~= self.mapHandRankScore.nAfterRatio then
local tw1 = DOTween.To(function()
return self.mapHandRankScore.nBeforeRatio
end, function(v)
NovaAPI.SetTMPText(self._mapNode.txtRoundScoreRatio, string.format("%.1f", v))
end, self.mapHandRankScore.nAfterRatio, nTextTime)
local tw2 = self._mapNode.trRoundScoreRatio:DOScale(1.2, ScaleUpTime / self._panel.mapLevel.nSpeed):SetEase(Ease.OutQuart)
local tw3 = self._mapNode.trRoundScoreRatio:DOScale(1, ScaleDownTime / self._panel.mapLevel.nSpeed):SetEase(Ease.InQuad)
if bFire then
self.sequence:AppendCallback(function()
self:PlayFireAni()
end)
end
self.sequence:AppendCallback(function()
WwiseManger:PostEvent("Mode_Card_integral")
end)
self.sequence:Append(tw2)
self.sequence:Join(tw1)
self.sequence:AppendInterval(ScaleUpTime / self._panel.mapLevel.nSpeed)
self.sequence:Append(tw3)
end
self.sequence:AppendCallback(function()
EventManager.Hit("PenguinCardWaitPlay")
end)
if self.mapHandRankScore and self.mapHandRankScore.nAfterValue ~= self._panel.mapLevel.nRoundValue then
local tw1 = DOTween.To(function()
return self.mapHandRankScore.nAfterValue
end, function(v)
NovaAPI.SetTMPText(self._mapNode.txtRoundScoreBase, self:ThousandsNumber(math.floor(v)))
end, self._panel.mapLevel.nRoundValue, nTextTime)
local tw2 = self._mapNode.trRoundScoreBase:DOScale(1.2, ScaleUpTime / self._panel.mapLevel.nSpeed):SetEase(Ease.OutQuart)
local tw3 = self._mapNode.trRoundScoreBase:DOScale(1, ScaleDownTime / self._panel.mapLevel.nSpeed):SetEase(Ease.InQuad)
if bFire then
self.sequence:AppendCallback(function()
self:PlayFireAni()
end)
end
self.sequence:AppendCallback(function()
WwiseManger:PostEvent("Mode_Card_integral")
end)
self.sequence:Append(tw2)
self.sequence:Join(tw1)
self.sequence:AppendInterval(ScaleUpTime / self._panel.mapLevel.nSpeed)
self.sequence:Append(tw3)
end
local nRatio = self._panel.mapLevel.nRoundMultiRatio > 0 and self._panel.mapLevel.nRoundRatio * self._panel.mapLevel.nRoundMultiRatio or self._panel.mapLevel.nRoundRatio
if self.mapHandRankScore and self.mapHandRankScore.nAfterRatio ~= nRatio then
local tw1 = DOTween.To(function()
return self.mapHandRankScore.nAfterRatio
end, function(v)
NovaAPI.SetTMPText(self._mapNode.txtRoundScoreRatio, string.format("%.1f", v))
end, nRatio, nTextTime)
local tw2 = self._mapNode.trRoundScoreRatio:DOScale(1.2, ScaleUpTime / self._panel.mapLevel.nSpeed):SetEase(Ease.OutQuart)
local tw3 = self._mapNode.trRoundScoreRatio:DOScale(1, ScaleDownTime / self._panel.mapLevel.nSpeed):SetEase(Ease.InQuad)
if bFire then
self.sequence:AppendCallback(function()
self:PlayFireAni()
end)
end
self.sequence:AppendCallback(function()
WwiseManger:PostEvent("Mode_Card_integral")
end)
self.sequence:Append(tw2)
self.sequence:Join(tw1)
self.sequence:AppendInterval(ScaleUpTime / self._panel.mapLevel.nSpeed)
self.sequence:Append(tw3)
end
local callback = dotween_callback_handler(self, function()
WwiseManger:PostEvent("Mode_Card_coin_stop")
end)
local tw1 = DOTween.To(function()
return 0
end, function(v)
NovaAPI.SetTMPText(self._mapNode.txtRoundScore, self:ThousandsNumber(math.floor(v)))
end, self._panel.mapLevel.nRoundScore, nTextTime):OnComplete(callback)
local tw2 = self._mapNode.trRoundScore:DOScale(1.1, ScaleUpTime / self._panel.mapLevel.nSpeed):SetEase(Ease.OutQuart)
local tw3 = self._mapNode.trRoundScore:DOScale(1, ScaleDownTime / self._panel.mapLevel.nSpeed):SetEase(Ease.InQuad)
self.sequence:AppendCallback(function()
WwiseManger:PostEvent("Mode_Card_coin")
end)
self.sequence:Append(tw2)
self.sequence:Join(tw1)
self.sequence:AppendInterval(ScaleUpTime / self._panel.mapLevel.nSpeed)
self.sequence:Append(tw3)
self.sequence:AppendCallback(function()
self._mapNode.imgRoundTitleBg:SetActive(true)
end)
self.sequence:SetUpdate(true)
local reset = dotween_callback_handler(self, function()
self.bEndScore = true
self.timerNextRoundOn = self:AddTimer(1, 3, function()
self._mapNode.goNextRoundOn:SetActive(true)
end, true, true, true)
end)
self.sequence:OnComplete(reset)
end
function PenguinCardFlipCtrl:PlayOutAni()
for i = 1, 5 do
self._mapNode.PenguinBaseCard[i]:PlayHideAni()
end
self.animator:Play("PengUinCard_Flip_out", 0, 0)
self:QuitScoreAni()
end
function PenguinCardFlipCtrl:PlayFireAni()
self._mapNode.aniRoundScoreBaseBg:Play("PengUinCard_Flip_Score_Hot_01")
self._mapNode.aniRoundScoreBaseBg.speed = self._panel.mapLevel.nSpeed
self._mapNode.aniRoundScoreRatioBg:Play("PengUinCard_Flip_Score_Hot_02")
self._mapNode.aniRoundScoreRatioBg.speed = self._panel.mapLevel.nSpeed
end
function PenguinCardFlipCtrl:Awake()
self.animator = self.gameObject:GetComponent("Animator")
self.nFireScore = ConfigTable.GetConfigNumber("PenguinCardFeverScore")
end
function PenguinCardFlipCtrl:OnEnable()
end
@@ -197,13 +415,15 @@ function PenguinCardFlipCtrl:OnBtnClick_ShowAll(btn)
self._panel.mapLevel:ShowBaseCard()
end
function PenguinCardFlipCtrl:OnBtnClick_NextRound(btn)
self._panel.mapLevel:StopAuto()
self:QuitScoreAni()
if self._panel.mapLevel.nRoundLimit == self._panel.mapLevel.nCurRound and self._panel.mapLevel.nCurTurn < self._panel.mapLevel.nMaxTurn then
local callback = function()
self._panel.mapLevel:SwitchGameState()
end
EventManager.Hit("PenguinCard_OpenLog", self._panel.mapLevel.nCurTurn, false, callback)
else
self:NextRound()
self._panel.mapLevel:SwitchGameState()
end
end
function PenguinCardFlipCtrl:OnBtnClick_Auto(btn)
@@ -221,42 +441,52 @@ function PenguinCardFlipCtrl:OnBtnClick_Speed(btn)
self._panel.mapLevel:SetAutoSpeed(nSpeed)
self:RefreshSpeed()
end
function PenguinCardFlipCtrl:OnEvent_ChangeRoundScore(nBeforeValue, nBeforeRatio, nBeforeScore)
function PenguinCardFlipCtrl:OnEvent_ChangeRoundScore(nBeforeValue, nBeforeRatio, nBeforeScore, bFromHandRank)
if bFromHandRank then
self.mapHandRankScore = {
nBeforeValue = nBeforeValue,
nAfterValue = self._panel.mapLevel.nRoundValue,
nBeforeRatio = nBeforeRatio,
nAfterRatio = self._panel.mapLevel.nRoundMultiRatio > 0 and self._panel.mapLevel.nRoundRatio * self._panel.mapLevel.nRoundMultiRatio or self._panel.mapLevel.nRoundRatio
}
return
end
if self._panel.mapLevel.nGameState == 4 then
return
end
local bFire = self._panel.mapLevel.nRoundValue >= self.nFireScore
if bFire then
self:PlayFireAni()
end
local nTextTime = bFire and 0.6 / self._panel.mapLevel.nSpeed or 0.4 / self._panel.mapLevel.nSpeed
if nBeforeValue ~= self._panel.mapLevel.nRoundValue then
WwiseManger:PostEvent("Mode_Card_integral")
DOTween.To(function()
return nBeforeValue
end, function(v)
NovaAPI.SetTMPText(self._mapNode.txtRoundScoreBase, self:ThousandsNumber(math.floor(v)))
end, self._panel.mapLevel.nRoundValue, 1)
end, self._panel.mapLevel.nRoundValue, nTextTime)
local callback = dotween_callback_handler(self, function()
self._mapNode.trRoundScoreBase:DOScale(1, 0.1)
self._mapNode.trRoundScoreBase:DOScale(1, ScaleDownTime / self._panel.mapLevel.nSpeed):SetEase(Ease.InQuad):SetUpdate(true)
end)
self._mapNode.trRoundScoreBase:DOScale(2, 0.2):SetUpdate(true):OnComplete(callback)
self._mapNode.trRoundScoreBase:DOScale(1.2, ScaleUpTime / self._panel.mapLevel.nSpeed):SetEase(Ease.OutQuart):SetUpdate(true):OnComplete(callback)
end
if nBeforeRatio ~= self._panel.mapLevel.nRoundRatio * self._panel.mapLevel.nRoundMultiRatio then
local nRatio = 0 < self._panel.mapLevel.nRoundMultiRatio and self._panel.mapLevel.nRoundRatio * self._panel.mapLevel.nRoundMultiRatio or self._panel.mapLevel.nRoundRatio
if nBeforeRatio ~= nRatio then
WwiseManger:PostEvent("Mode_Card_integral")
DOTween.To(function()
return nBeforeRatio
end, function(v)
NovaAPI.SetTMPText(self._mapNode.txtRoundScoreRatio, string.format("%.1f", v))
end, self._panel.mapLevel.nRoundRatio * self._panel.mapLevel.nRoundMultiRatio, 1)
end, nRatio, nTextTime)
local callback = dotween_callback_handler(self, function()
self._mapNode.trRoundScoreRatio:DOScale(1, 0.1)
self._mapNode.trRoundScoreRatio:DOScale(1, ScaleDownTime / self._panel.mapLevel.nSpeed):SetEase(Ease.InQuad):SetUpdate(true)
end)
self._mapNode.trRoundScoreRatio:DOScale(2, 0.2):SetUpdate(true):OnComplete(callback)
end
if nBeforeScore ~= self._panel.mapLevel.nRoundScore then
DOTween.To(function()
return nBeforeScore
end, function(v)
NovaAPI.SetTMPText(self._mapNode.txtRoundScore, self:ThousandsNumber(math.floor(v)))
end, self._panel.mapLevel.nRoundScore, 1)
local callback = dotween_callback_handler(self, function()
self._mapNode.trRoundScore:DOScale(1, 0.1)
end)
self._mapNode.trRoundScore:DOScale(2, 0.2):SetUpdate(true):OnComplete(callback)
self._mapNode.trRoundScoreRatio:DOScale(1.2, ScaleUpTime / self._panel.mapLevel.nSpeed):SetEase(Ease.OutQuart):SetUpdate(true):OnComplete(callback)
end
end
function PenguinCardFlipCtrl:OnEvent_ShowBaseCard(nIndex)
self:StartShowAllOn()
if nIndex == nil then
for i = 1, 5 do
self._mapNode.PenguinBaseCard[i]:PlayFlipAni()
@@ -272,4 +502,15 @@ function PenguinCardFlipCtrl:OnEvent_ReplaceBaseCard(nIndex)
self._mapNode.PenguinBaseCard[nIndex]:PlayReplaceAni()
self._mapNode.btnShow[nIndex].interactable = false
end
function PenguinCardFlipCtrl:OnEvent_Pause()
if self.sequence then
self.sequence:Pause()
WwiseManger:PostEvent("Mode_Card_stop")
end
end
function PenguinCardFlipCtrl:OnEvent_Resume()
if self.sequence then
self.sequence:Play()
end
end
return PenguinCardFlipCtrl
@@ -1,4 +1,5 @@
local PenguinCardHandRankCtrl = class("PenguinCardHandRankCtrl", BaseCtrl)
local ConfigData = require("GameCore.Data.ConfigData")
PenguinCardHandRankCtrl._mapNodeConfig = {
blur = {
sNodeName = "t_fullscreen_blur_blue"
@@ -65,7 +66,7 @@ function PenguinCardHandRankCtrl:OnGridRefresh(goGrid, gridIndex)
NovaAPI.SetTMPText(txtName, mapCfg.Title)
NovaAPI.SetTMPText(txtDesc, mapCfg.Desc)
NovaAPI.SetTMPText(txtScoreBase, self:ThousandsNumber(mapCfg.Value))
NovaAPI.SetTMPText(txtScoreRatio, string.format("%.1f", mapCfg.Ratio + 1))
NovaAPI.SetTMPText(txtScoreRatio, string.format("%.1f", mapCfg.Ratio * ConfigData.IntFloatPrecision + 1))
end
end
function PenguinCardHandRankCtrl:PlayInAni()
@@ -1,5 +1,6 @@
local PenguinCardInfoCtrl = class("PenguinCardInfoCtrl", BaseCtrl)
local WwiseManger = CS.WwiseAudioManager.Instance
local _, NotMaxLevel = ColorUtility.TryParseHtmlString("#FFF7EA")
local _, MaxLevel = ColorUtility.TryParseHtmlString("#ffe075")
PenguinCardInfoCtrl._mapNodeConfig = {
blur = {
sNodeName = "t_fullscreen_blur_blue"
@@ -14,6 +15,7 @@ PenguinCardInfoCtrl._mapNodeConfig = {
txtName = {sComponentName = "TMP_Text"},
imgUp = {},
txtDesc = {sComponentName = "TMP_Text"},
aniInfo = {sNodeName = "goInfo", sComponentName = "Animator"},
btnRight = {
sComponentName = "UIButton",
callback = "OnBtnClick_Right"
@@ -42,7 +44,7 @@ PenguinCardInfoCtrl._mapNodeConfig = {
}
PenguinCardInfoCtrl._mapEventConfig = {
PenguinCard_OpenInfo = "Open",
PenguinCard_SelectPenguinCard = "Close",
PenguinCard_SelectPenguinCard = "OnEvent_Select",
PenguinCard_SalePenguinCard = "Close"
}
function PenguinCardInfoCtrl:Open(mapCard, nSelectIndex)
@@ -86,6 +88,7 @@ function PenguinCardInfoCtrl:Refresh()
local nAfter = mapUpgradeCard.nLevel + mapSelectCard.nLevel
nAfter = nAfter > mapUpgradeCard.nMaxLevel and mapUpgradeCard.nMaxLevel or nAfter
NovaAPI.SetTMPText(self._mapNode.txtLevel, orderedFormat(ConfigTable.GetUIText("PenguinCard_CardLevel"), nAfter))
NovaAPI.SetTMPColor(self._mapNode.txtLevel, nAfter == mapUpgradeCard.nMaxLevel and MaxLevel or NotMaxLevel)
local nId = mapUpgradeCard:GetIdByLevel(mapUpgradeCard.nGroupId, nAfter)
local mapCfg = ConfigTable.GetData("PenguinCard", nId)
if mapCfg then
@@ -96,11 +99,13 @@ function PenguinCardInfoCtrl:Refresh()
else
self._mapNode.imgUp:SetActive(false)
NovaAPI.SetTMPText(self._mapNode.txtLevel, orderedFormat(ConfigTable.GetUIText("PenguinCard_CardLevel"), self.mapCard.nLevel))
NovaAPI.SetTMPColor(self._mapNode.txtLevel, self.mapCard.nLevel == self.mapCard.nMaxLevel and MaxLevel or NotMaxLevel)
NovaAPI.SetTMPText(self._mapNode.txtDesc, self.mapCard.sDesc)
NovaAPI.SetTMPText(self._mapNode.txtBtnSelect, ConfigTable.GetUIText("PenguinCard_Btn_Select"))
end
else
NovaAPI.SetTMPText(self._mapNode.txtLevel, orderedFormat(ConfigTable.GetUIText("PenguinCard_CardLevel"), self.mapCard.nLevel))
NovaAPI.SetTMPColor(self._mapNode.txtLevel, self.mapCard.nLevel == self.mapCard.nMaxLevel and MaxLevel or NotMaxLevel)
NovaAPI.SetTMPText(self._mapNode.txtDesc, self.mapCard.sDesc)
end
end
@@ -114,64 +119,103 @@ function PenguinCardInfoCtrl:PlayInAni()
cs_coroutine.start(wait)
EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
end
function PenguinCardInfoCtrl:Close()
function PenguinCardInfoCtrl:Close(bBuy)
self.animator:Play("PengUinCard_CardInfo_out")
if bBuy == true then
self._mapNode.aniInfo:Play("PengUinCard_CardInfo_Card_Give", 0, 0)
else
self._mapNode.aniInfo:Play("PengUinCard_CardInfo_Card_out", 0, 0)
end
self._mapNode.aniBlur:SetTrigger("tOut")
self:AddTimer(1, 0.2, function()
self:AddTimer(1, 0.4, function()
self._mapNode.goInfo:SetActive(false)
self.gameObject:SetActive(false)
self._panel.mapLevel:Resume()
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
EventManager.Hit(EventId.TemporaryBlockInput, 0.4)
end
function PenguinCardInfoCtrl:Awake()
self._mapNode.goInfo:SetActive(false)
self.animator = self.gameObject:GetComponent("Animator")
end
function PenguinCardInfoCtrl:OnEnable()
end
function PenguinCardInfoCtrl:OnDisable()
end
function PenguinCardInfoCtrl:OnBtnClick_Right()
local switch = function(callback)
self._mapNode.aniInfo:Play("PengUinCard_CardInfo_Card_out_l", 0, 0)
local nAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.aniInfo, {
"PengUinCard_CardInfo_Card_out_l"
})
self:AddTimer(1, nAnimTime, function()
callback()
self._mapNode.aniInfo:Play("PengUinCard_CardInfo_Card_in_r", 0, 0)
end, true, true, true)
end
if self.bSelect then
local nMax = #self._panel.mapLevel.tbSelectablePenguinCard
if nMax > self.nSelectIndex then
self.nSelectIndex = self.nSelectIndex + 1
else
self.nSelectIndex = 1
local callback = function()
local nMax = #self._panel.mapLevel.tbSelectablePenguinCard
if nMax > self.nSelectIndex then
self.nSelectIndex = self.nSelectIndex + 1
else
self.nSelectIndex = 1
end
self.mapCard = self._panel.mapLevel.tbSelectablePenguinCard[self.nSelectIndex]
self:Refresh()
end
self.mapCard = self._panel.mapLevel.tbSelectablePenguinCard[self.nSelectIndex]
self:Refresh()
switch(callback)
else
local nMax = #self.tbHasIndex
local nIndex = table.indexof(self.tbHasIndex, self.mapCard.nSlotIndex)
if nMax > nIndex then
nIndex = nIndex + 1
else
nIndex = 1
local callback = function()
local nMax = #self.tbHasIndex
local nIndex = table.indexof(self.tbHasIndex, self.mapCard.nSlotIndex)
if nMax > nIndex then
nIndex = nIndex + 1
else
nIndex = 1
end
self.mapCard = self._panel.mapLevel.tbPenguinCard[self.tbHasIndex[nIndex]]
self:Refresh()
end
self.mapCard = self._panel.mapLevel.tbPenguinCard[self.tbHasIndex[nIndex]]
self:Refresh()
switch(callback)
end
end
function PenguinCardInfoCtrl:OnBtnClick_Left()
local switch = function(callback)
self._mapNode.aniInfo:Play("PengUinCard_CardInfo_Card_out_r", 0, 0)
local nAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.aniInfo, {
"PengUinCard_CardInfo_Card_out_r"
})
self:AddTimer(1, nAnimTime, function()
callback()
self._mapNode.aniInfo:Play("PengUinCard_CardInfo_Card_in_l", 0, 0)
end, true, true, true)
end
if self.bSelect then
local nMax = #self._panel.mapLevel.tbSelectablePenguinCard
if self.nSelectIndex > 1 then
self.nSelectIndex = self.nSelectIndex - 1
else
self.nSelectIndex = nMax
local callback = function()
local nMax = #self._panel.mapLevel.tbSelectablePenguinCard
if self.nSelectIndex > 1 then
self.nSelectIndex = self.nSelectIndex - 1
else
self.nSelectIndex = nMax
end
self.mapCard = self._panel.mapLevel.tbSelectablePenguinCard[self.nSelectIndex]
self:Refresh()
end
self.mapCard = self._panel.mapLevel.tbSelectablePenguinCard[self.nSelectIndex]
self:Refresh()
switch(callback)
else
local nMax = #self.tbHasIndex
local nIndex = table.indexof(self.tbHasIndex, self.mapCard.nSlotIndex)
if 1 < nIndex then
nIndex = nIndex - 1
else
nIndex = nMax
local callback = function()
local nMax = #self.tbHasIndex
local nIndex = table.indexof(self.tbHasIndex, self.mapCard.nSlotIndex)
if 1 < nIndex then
nIndex = nIndex - 1
else
nIndex = nMax
end
self.mapCard = self._panel.mapLevel.tbPenguinCard[self.tbHasIndex[nIndex]]
self:Refresh()
end
self.mapCard = self._panel.mapLevel.tbPenguinCard[self.tbHasIndex[nIndex]]
self:Refresh()
switch(callback)
end
end
function PenguinCardInfoCtrl:OnBtnClick_Sale()
@@ -190,4 +234,10 @@ function PenguinCardInfoCtrl:OnBtnClick_Select()
end
self._panel.mapLevel:SelectPenguinCard(self.nSelectIndex)
end
function PenguinCardInfoCtrl:OnEvent_Select()
self:Close(true)
end
function PenguinCardInfoCtrl:OnEvent_Sale()
self:Close(false)
end
return PenguinCardInfoCtrl
@@ -1,39 +1,69 @@
local PenguinCardItemCtrl = class("PenguinCardItemCtrl", BaseCtrl)
local WwiseManger = CS.WwiseAudioManager.Instance
local _, NotMaxLevel = ColorUtility.TryParseHtmlString("#FFF7EA")
local _, MaxLevel = ColorUtility.TryParseHtmlString("#ffe075")
PenguinCardItemCtrl._mapNodeConfig = {
AnimRoot = {sComponentName = "Animator"},
imgBg = {},
imgIcon = {sComponentName = "Image"},
txtLevel = {sComponentName = "TMP_Text"},
txtName = {sComponentName = "TMP_Text"},
imgUp = {},
txtTrigger = {nCount = 2, sComponentName = "TMP_Text"},
aniTrigger = {
sNodeName = "txtTrigger",
nCount = 2,
sComponentName = "Animator"
},
goTrigger = {},
btnOpenInfo = {
sComponentName = "UIButton",
callback = "OnBtnClick_OpenInfo"
}
}
PenguinCardItemCtrl._mapEventConfig = {
PenguinCardTriggered = "OnEvent_Triggered"
PenguinCardTriggered = "OnEvent_Triggered",
PenguinCardWaitPlay = "OnEvent_WaitPlay"
}
function PenguinCardItemCtrl:Refresh_Select(mapCard, nSelectIndex)
function PenguinCardItemCtrl:Refresh_Select(mapCard, nSelectIndex, bRoll)
self.mapCard = mapCard
self.nSelectIndex = nSelectIndex
self._mapNode.txtLevel.gameObject:SetActive(false)
self._mapNode.txtName.gameObject:SetActive(true)
self._mapNode.imgBg:SetActive(true)
self._mapNode.imgBg:SetActive(bRoll)
self._mapNode.imgIcon.gameObject:SetActive(true)
self._mapNode.goTrigger:SetActive(false)
self:SetSprite(self._mapNode.imgIcon, "UI/Play_PenguinCard/SpriteAtlas/Sprite/" .. mapCard.sIcon)
NovaAPI.SetTMPText(self._mapNode.txtName, mapCard.sName)
local bUpgrade = self._panel.mapLevel:CheckUpgradePenguinCard(mapCard)
self._mapNode.imgUp:SetActive(bUpgrade)
self._mapNode.AnimRoot:Play("PengUinCard_Bd_Shopin", 0, 0)
end
function PenguinCardItemCtrl:Refresh_Slot(mapCard)
self.mapCard = mapCard
self.nEffectCount = 0
self.bWaitPlay = false
self._mapNode.txtLevel.gameObject:SetActive(true)
self._mapNode.txtName.gameObject:SetActive(false)
self._mapNode.imgBg:SetActive(false)
self._mapNode.imgUp:SetActive(false)
self._mapNode.goTrigger:SetActive(false)
self:SetSprite(self._mapNode.imgIcon, "UI/Play_PenguinCard/SpriteAtlas/Sprite/" .. mapCard.sIcon)
NovaAPI.SetTMPText(self._mapNode.txtLevel, orderedFormat(ConfigTable.GetUIText("PenguinCard_CardLevel"), mapCard.nLevel))
if mapCard.nLevel == mapCard.nMaxLevel then
NovaAPI.SetTMPColor(self._mapNode.txtLevel, MaxLevel)
else
NovaAPI.SetTMPColor(self._mapNode.txtLevel, NotMaxLevel)
end
end
function PenguinCardItemCtrl:RefreshUpgrade(nGroupId)
if self.mapCard.nGroupId == nGroupId then
self._mapNode.imgUp:SetActive(false)
end
end
function PenguinCardItemCtrl:PlayFlipAni()
self._mapNode.imgBg:SetActive(true)
self._mapNode.txtName.gameObject:SetActive(false)
self._mapNode.AnimRoot:Play("PengUinCard_Bd_Shopturn", 0, 0)
local nAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.AnimRoot, {
"PengUinCard_Bd_Shopturn"
@@ -47,6 +77,7 @@ function PenguinCardItemCtrl:PlayHideAni()
end
function PenguinCardItemCtrl:PlaySelectAni(callback)
self._mapNode.AnimRoot:Play("PengUinCard_Bd_Bdin", 0, 0)
WwiseManger:PostEvent("Mode_Card_appear")
local nAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.AnimRoot, {
"PengUinCard_Bd_Bdin"
})
@@ -58,6 +89,7 @@ function PenguinCardItemCtrl:PlaySelectAni(callback)
end
function PenguinCardItemCtrl:PlayUpgradeAni(callback)
self._mapNode.AnimRoot:Play("PengUinCard_Bd_Up", 0, 0)
WwiseManger:PostEvent("Mode_Card_levelup")
self:AddTimer(1, 0.2, function()
if callback then
callback()
@@ -65,7 +97,9 @@ function PenguinCardItemCtrl:PlayUpgradeAni(callback)
end, true, true, true)
end
function PenguinCardItemCtrl:PlaySaleAni(callback)
self._mapNode.goTrigger:SetActive(false)
self._mapNode.AnimRoot:Play("PengUinCard_Bd_Bdout", 0, 0)
WwiseManger:PostEvent("Mode_Card_giveup")
local nAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.AnimRoot, {
"PengUinCard_Bd_Bdout"
})
@@ -75,6 +109,53 @@ function PenguinCardItemCtrl:PlaySaleAni(callback)
end
end, true, true, true)
end
function PenguinCardItemCtrl:PlayTriggerAni()
if self.bTriggerCd then
self:PlayEffectAni()
return
end
if not self.bTriggerCd then
self.bTriggerCd = true
self:AddTimer(1, 1.433, function()
self.bTriggerCd = false
end, true, true, true)
end
self._mapNode.AnimRoot:Play("PengUinCard_Bd_Open", 0, 0)
self._mapNode.AnimRoot.speed = self._panel.mapLevel.nSpeed
WwiseManger:PostEvent("Mode_Card_cast")
self.nEffectCount = 0
self:PlayEffectAni()
end
function PenguinCardItemCtrl:PlayEffectAni()
if self.nEffectCount == nil then
self.nEffectCount = 0
end
local sDesc = ""
if self.mapCard.nEffectType == GameEnum.PenguinCardEffectType.IncreaseBasicChips then
self.nEffectCount = self.nEffectCount + self.mapCard.tbEffectParam[1]
sDesc = orderedFormat(ConfigTable.GetUIText("PenguinCard_Trigger_AddScore"), self.nEffectCount)
elseif self.mapCard.nEffectType == GameEnum.PenguinCardEffectType.IncreaseMultiplier then
self.nEffectCount = self.nEffectCount + self.mapCard.tbEffectParam[1]
sDesc = orderedFormat(ConfigTable.GetUIText("PenguinCard_Trigger_AddRatio"), self.nEffectCount)
elseif self.mapCard.nEffectType == GameEnum.PenguinCardEffectType.MultiMultiplier then
self.nEffectCount = self.nEffectCount + self.mapCard.tbEffectParam[1]
sDesc = orderedFormat(ConfigTable.GetUIText("PenguinCard_Trigger_MultiRatio"), self.nEffectCount)
end
self._mapNode.goTrigger:SetActive(sDesc ~= "")
if self.mapCard.nEffectType == GameEnum.PenguinCardEffectType.IncreaseBasicChips then
self._mapNode.txtTrigger[1].gameObject:SetActive(false)
self._mapNode.txtTrigger[2].gameObject:SetActive(true)
NovaAPI.SetTMPText(self._mapNode.txtTrigger[2], sDesc)
self._mapNode.aniTrigger[2]:Play("PengUinCard_Bd_Trigger_in", 0, 0)
self._mapNode.aniTrigger[2].speed = self._panel.mapLevel.nSpeed
elseif self.mapCard.nEffectType == GameEnum.PenguinCardEffectType.IncreaseMultiplier or self.mapCard.nEffectType == GameEnum.PenguinCardEffectType.MultiMultiplier then
self._mapNode.txtTrigger[1].gameObject:SetActive(true)
self._mapNode.txtTrigger[2].gameObject:SetActive(false)
NovaAPI.SetTMPText(self._mapNode.txtTrigger[1], sDesc)
self._mapNode.aniTrigger[1]:Play("PengUinCard_Bd_Trigger_in", 0, 0)
self._mapNode.aniTrigger[1].speed = self._panel.mapLevel.nSpeed
end
end
function PenguinCardItemCtrl:Awake()
end
function PenguinCardItemCtrl:OnEnable()
@@ -91,7 +172,16 @@ function PenguinCardItemCtrl:OnEvent_Triggered(nSlotIndex)
if not (self.mapCard and self.mapCard ~= 0 and self.mapCard.nSlotIndex) or nSlotIndex ~= self.mapCard.nSlotIndex then
return
end
self._mapNode.AnimRoot:Play("PengUinCard_Bd_Open", 0, 0)
self._mapNode.AnimRoot.speed = self._panel.mapLevel.nSpeed
if self.mapCard.nTriggerPhase == GameEnum.PenguinCardTriggerPhase.Settlement then
self.bWaitPlay = true
return
end
self:PlayTriggerAni()
end
function PenguinCardItemCtrl:OnEvent_WaitPlay()
if self.bWaitPlay == true then
self.bWaitPlay = false
self:PlayTriggerAni()
end
end
return PenguinCardItemCtrl
@@ -77,7 +77,7 @@ function PenguinCardLevelGridCtrl:RefreshLock(nLevelId)
local sTip = ConfigTable.GetUIText("PenguinCard_Level_LockLevel")
NovaAPI.SetTMPText(self._mapNode.txtLock, sTip)
self.bLock = true
self.sLockTip = sTip
self.sLockTip = ConfigTable.GetUIText("PenguinCard_Level_LockLevelTips")
return
end
self._mapNode.goMask:SetActive(false)
@@ -122,14 +122,24 @@ function PenguinCardLevelGridCtrl:EnterLevel()
if not bOpen then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Alert,
sContent = ConfigTable.GetUIText("Activity_Invalid_Tip_3")
sContent = ConfigTable.GetUIText("Activity_Invalid_Tip_3"),
callbackConfirm = function()
PanelManager.Home()
end,
callbackCancel = function()
PanelManager.Home()
end
})
return
end
if self.bLock then
EventManager.Hit(EventId.OpenMessageBox, self.sLockTip)
return
end
self.actData:EnterLevel(self.nLevelId)
local callback = function()
self.actData:EnterLevel(self.nLevelId)
end
EventManager.Hit("PenguinCard_EnterLevel", callback)
end
function PenguinCardLevelGridCtrl:Awake()
end
@@ -138,9 +148,7 @@ end
function PenguinCardLevelGridCtrl:OnDisable()
end
function PenguinCardLevelGridCtrl:OnBtnClick_Level()
local callback = function()
self:EnterLevel()
end
EventManager.Hit("PenguinCard_ClickLevel", self.gameObject, callback)
self:EnterLevel()
EventManager.Hit("PenguinCard_ClickLevel", self.gameObject)
end
return PenguinCardLevelGridCtrl
@@ -41,8 +41,14 @@ function PenguinCardLogCtrl:Open(nTurn, bAll, callback)
self.nMax = self._panel.mapLevel.nCurTurn
self.nTurn = nTurn
self.callback = callback
self._mapNode.btnRight.gameObject:SetActive(bAll)
self._mapNode.btnLeft.gameObject:SetActive(bAll)
if self._panel.mapLevel.mapLog[self.nMax] == nil then
self.nMax = self.nMax - 1
if self.nTurn > self.nMax then
self.nTurn = self.nMax
end
end
self._mapNode.btnRight.gameObject:SetActive(bAll and self.nMax > 1)
self._mapNode.btnLeft.gameObject:SetActive(bAll and self.nMax > 1)
self:PlayInAni()
self:Refresh()
end
@@ -54,6 +60,7 @@ function PenguinCardLogCtrl:Refresh()
local nCount = #self.tbRound
self._mapNode.sv.gameObject:SetActive(0 < nCount)
if 0 < nCount then
self._mapNode.sv:SetAnim(0.08)
self._mapNode.sv:Init(nCount, self, self.OnGridRefresh)
end
end
@@ -81,26 +88,25 @@ end
function PenguinCardLogCtrl:PlayInAni()
self.gameObject:SetActive(true)
self._mapNode.blur:SetActive(true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.window:SetActive(true)
end
cs_coroutine.start(wait)
self._mapNode.window:SetActive(true)
WwiseManger:PostEvent("Mode_Card_sum")
EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
end
function PenguinCardLogCtrl:Close()
self.animator:Play("PengUinCard_Log_out")
self._mapNode.aniBlur:SetTrigger("tOut")
self:AddTimer(1, 0.2, function()
self:AddTimer(1, 0.333, function()
self._mapNode.window:SetActive(false)
self.gameObject:SetActive(false)
if self.callback then
self.callback()
end
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
EventManager.Hit(EventId.TemporaryBlockInput, 0.333)
end
function PenguinCardLogCtrl:Awake()
self._mapNode.window:SetActive(false)
self.animator = self.gameObject:GetComponent("Animator")
end
function PenguinCardLogCtrl:OnEnable()
end
@@ -72,7 +72,7 @@ function PenguinCardPauseCtrl:Refresh()
for i, v in ipairs(self._panel.mapLevel.tbStarScore) do
self._mapNode.imgStarOff[i]:SetActive(v > self._panel.mapLevel.nScore)
self._mapNode.imgStarOn[i]:SetActive(v <= self._panel.mapLevel.nScore)
NovaAPI.SetTMPText(self._mapNode.txtTarget[i], orderedFormat(ConfigTable.GetUIText("PenguinCard_Pause_StarDesc"), v))
NovaAPI.SetTMPText(self._mapNode.txtTarget[i], orderedFormat(ConfigTable.GetUIText("PenguinCard_Pause_StarDesc"), self:ThousandsNumber(v)))
end
end
function PenguinCardPauseCtrl:PlayInAni()
@@ -109,13 +109,13 @@ end
function PenguinCardPauseCtrl:OnBtnClick_Giveup()
self:Close()
self:AddTimer(1, 0.2, function()
self._panel.mapLevel:GiveupGame()
self._panel.mapLevel:CompleteGame()
end, true, true, true)
end
function PenguinCardPauseCtrl:OnBtnClick_Restart()
self:Close()
self:AddTimer(1, 0.2, function()
self._panel.mapLevel:StartGame()
self._panel.mapLevel:RestartGame()
end, true, true, true)
end
return PenguinCardPauseCtrl
@@ -4,6 +4,9 @@ local _, Black = ColorUtility.TryParseHtmlString("#3E3C5B")
local _, Red = ColorUtility.TryParseHtmlString("#ef3d5c")
local _, LineOff = ColorUtility.TryParseHtmlString("#8C8296")
local _, LineOn = ColorUtility.TryParseHtmlString("#756980")
local StarPos1 = 144
local StarPos2 = 218
local StarPos3 = 277
PenguinCardPrepareCtrl._mapNodeConfig = {
txtAddMax = {
nCount = 3,
@@ -51,6 +54,8 @@ PenguinCardPrepareCtrl._mapNodeConfig = {
sComponentName = "RectTransform"
},
txtLeftTurn = {sComponentName = "TMP_Text"},
imgDescBg = {},
txtLevelDesc = {sComponentName = "TMP_Text"},
txtSelectTip = {sComponentName = "TMP_Text"},
PenguinCardItem = {
nCount = 3,
@@ -62,6 +67,7 @@ PenguinCardPrepareCtrl._mapNodeConfig = {
},
txtBtnRoll = {sComponentName = "TMP_Text"},
txtRollCost = {sComponentName = "TMP_Text"},
trBtnRoll = {sNodeName = "btnRoll", sComponentName = "Transform"},
btnStartTurn = {
sComponentName = "UIButton",
callback = "OnBtnClick_StartTurn"
@@ -69,7 +75,20 @@ PenguinCardPrepareCtrl._mapNodeConfig = {
txtBtnStartTurn = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Btn_NextTurn"
}
},
btnWin = {
sComponentName = "UIButton",
callback = "OnBtnClick_Win"
},
txtBtnWin = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Btn_Win"
},
txtWinTip = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_WinTip"
},
aniWin = {sNodeName = "--Info--", sComponentName = "Animator"}
}
PenguinCardPrepareCtrl._mapEventConfig = {
PenguinCard_AddRound = "OnEvent_AddRound",
@@ -77,7 +96,8 @@ PenguinCardPrepareCtrl._mapEventConfig = {
PenguinCard_AddRoll = "OnEvent_AddRoll",
PenguinCard_ChangeScore = "OnEvent_ChangeScore",
PenguinCard_RollPenguinCard = "OnEvent_RollPenguinCard",
PenguinCard_SelectPenguinCard = "OnEvent_SelectPenguinCard"
PenguinCard_SelectPenguinCard = "OnEvent_SelectPenguinCard",
PenguinCard_SalePenguinCard = "OnEvent_SalePenguinCard"
}
function PenguinCardPrepareCtrl:Refresh()
self:RefreshAddRound()
@@ -86,6 +106,7 @@ function PenguinCardPrepareCtrl:Refresh()
self:RefreshScore()
self:RefreshLeftTurn()
self:RefreshRoll()
self:RefreshWin()
end
function PenguinCardPrepareCtrl:RefreshAddRound()
local bMax = self._panel.mapLevel.nRoundLimit >= self._panel.mapLevel.nMaxRound
@@ -137,15 +158,11 @@ function PenguinCardPrepareCtrl:RefreshAddRollCost()
end
function PenguinCardPrepareCtrl:RefreshScore()
NovaAPI.SetTMPText(self._mapNode.txtScore, self:ThousandsNumber(clearFloat(self._panel.mapLevel.nScore)))
local nMax = self._panel.mapLevel.tbStarScore[3]
if nMax == 0 then
nMax = self._panel.mapLevel.nScore
if self._panel.mapLevel.tbStarScore[3] > 0 then
local nStar = self._panel.mapLevel:GetStar()
local nPos = self:GetStarPos(nStar, self._panel.mapLevel.nScore)
self._mapNode.imgStarProgress.sizeDelta = Vector2(nPos, 24)
end
local nP = self._panel.mapLevel.nScore / nMax
if 1 < nP then
nP = 1
end
self._mapNode.imgStarProgress.sizeDelta = Vector2(nP * 276.94, 24)
for i, v in ipairs(self._panel.mapLevel.tbStarScore) do
self._mapNode.imgStarOff[i]:SetActive(v > self._panel.mapLevel.nScore)
self._mapNode.imgStarOn[i]:SetActive(v <= self._panel.mapLevel.nScore)
@@ -153,22 +170,59 @@ function PenguinCardPrepareCtrl:RefreshScore()
NovaAPI.SetImageColor(self._mapNode.imgLine[i], v > self._panel.mapLevel.nScore and LineOff or LineOn)
end
end
self._mapNode.imgDescBg.gameObject:SetActive(self._panel.mapLevel.sLevelDesc ~= "")
NovaAPI.SetTMPText(self._mapNode.txtLevelDesc, self._panel.mapLevel.sLevelDesc)
end
function PenguinCardPrepareCtrl:GetStarPos(nStar, nScore)
nStar = nStar + 1
if nStar < 1 then
nStar = 1
end
if 3 < nStar then
nStar = 3
end
local nMax = self._panel.mapLevel.tbStarScore[nStar]
if nStar == 1 then
local nP = nScore / nMax
if 1 < nP then
nP = 1
end
return nP * StarPos1
elseif nStar == 2 then
local nStarScore1 = self._panel.mapLevel.tbStarScore[1]
local nIntervalScore = nMax - nStarScore1
local nIntervalPos = StarPos2 - StarPos1
local nP = (nScore - nStarScore1) / nIntervalScore
if 1 < nP then
nP = 1
end
return nP * nIntervalPos + StarPos1
elseif nStar == 3 then
local nStarScore2 = self._panel.mapLevel.tbStarScore[2]
local nIntervalScore = nMax - nStarScore2
local nIntervalPos = StarPos3 - StarPos2
local nP = (nScore - nStarScore2) / nIntervalScore
if 1 < nP then
nP = 1
end
return nP * nIntervalPos + StarPos2
end
end
function PenguinCardPrepareCtrl:RefreshLeftTurn()
local nLeft = self._panel.mapLevel.nMaxTurn - self._panel.mapLevel.nCurTurn + 1
NovaAPI.SetTMPText(self._mapNode.txtLeftTurn, orderedFormat(ConfigTable.GetUIText("PenguinCard_LeftTurn"), nLeft))
end
function PenguinCardPrepareCtrl:RefreshRoll()
self:RefreshRollCard()
function PenguinCardPrepareCtrl:RefreshRoll(bRoll)
self:RefreshRollCard(bRoll)
self:RefreshRollDesc()
self:RefreshRollCost()
end
function PenguinCardPrepareCtrl:RefreshRollCard()
function PenguinCardPrepareCtrl:RefreshRollCard(bRoll)
local nMax = #self._panel.mapLevel.tbSelectablePenguinCard
for i = 1, 3 do
self._mapNode.PenguinCardItem[i].gameObject:SetActive(i <= nMax)
if i <= nMax then
self._mapNode.PenguinCardItem[i]:Refresh_Select(self._panel.mapLevel.tbSelectablePenguinCard[i], i)
self._mapNode.PenguinCardItem[i]:Refresh_Select(self._panel.mapLevel.tbSelectablePenguinCard[i], i, bRoll)
end
end
end
@@ -202,17 +256,40 @@ function PenguinCardPrepareCtrl:RefreshRollCost()
NovaAPI.SetTMPText(self._mapNode.txtRollCost, self:ThousandsNumber(nCost))
NovaAPI.SetTMPColor(self._mapNode.txtRollCost, nCost > self._panel.mapLevel.nScore and Red or White_Normal)
end
function PenguinCardPrepareCtrl:StartTurn()
local nMax = #self._panel.mapLevel.tbSelectablePenguinCard
for i = 1, nMax do
self._mapNode.PenguinCardItem[i]:PlayHideAni()
function PenguinCardPrepareCtrl:RefreshWin()
local nStar = self._panel.mapLevel:GetStar()
if self._panel.mapLevel.bPreTurnWin then
self._mapNode.imgStarOff[3]:SetActive(true)
self._mapNode.imgStarOn[3]:SetActive(false)
self._mapNode.btnWin.gameObject:SetActive(false)
self._mapNode.txtWinTip.gameObject:SetActive(false)
self:AddTimer(1, 0.7, function()
self._mapNode.btnWin.gameObject:SetActive(true)
self._mapNode.txtWinTip.gameObject:SetActive(true)
self._mapNode.btnWin.interactable = true
self._mapNode.imgStarOff[3]:SetActive(false)
self._mapNode.imgStarOn[3]:SetActive(true)
self._mapNode.aniWin:Play("PengUinCard_Prepare_Info_Win")
WwiseManger:PostEvent("Mode_Card_level_win")
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.7)
else
self._mapNode.btnWin.gameObject:SetActive(nStar == 3)
self._mapNode.txtWinTip.gameObject:SetActive(nStar == 3)
self._mapNode.btnWin.interactable = nStar == 3
end
NovaAPI.SetTMPText(self._mapNode.txtBtnStartTurn, nStar == 3 and ConfigTable.GetUIText("PenguinCard_Btn_ContinueTurn") or ConfigTable.GetUIText("PenguinCard_Btn_NextTurn"))
end
function PenguinCardPrepareCtrl:PlayOutAni()
self.animator:Play("PengUinCard_Prepare_out", 0, 0)
for i = 1, 3 do
if self._mapNode.PenguinCardItem[i].gameObject.activeSelf == true then
self._mapNode.PenguinCardItem[i]:PlayHideAni()
end
end
self:AddTimer(1, 0.5, function()
self._panel.mapLevel:SwitchGameState()
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.5)
end
function PenguinCardPrepareCtrl:Awake()
self.animator = self.gameObject:GetComponent("Animator")
end
function PenguinCardPrepareCtrl:OnEnable()
end
@@ -230,24 +307,36 @@ end
function PenguinCardPrepareCtrl:OnBtnClick_Roll(btn)
self._panel.mapLevel:RollPenguinCard()
end
function PenguinCardPrepareCtrl:OnBtnClick_Win(btn)
self._panel.mapLevel:CompleteGame()
end
function PenguinCardPrepareCtrl:OnBtnClick_StartTurn(btn)
if not self._panel.mapLevel.bSelectedPenguinCard then
local bWarn = self._panel.mapLevel.bWarning
if not self._panel.mapLevel.bSelectedPenguinCard and bWarn then
local isSelectAgain = false
local confirmCallback = function()
self._panel.mapLevel:SetWarning(not isSelectAgain)
self._panel.mapLevel:SwitchGameState()
end
local againCallback = function(isSelect)
isSelectAgain = isSelect
end
local msg = {
nType = AllEnum.MessageBox.Confirm,
sContent = ConfigTable.GetUIText("PenguinCard_Tip_NotSelectedPenguinCard"),
callbackConfirm = function()
self:StartTurn()
end
callbackConfirm = confirmCallback,
callbackAgain = againCallback
}
EventManager.Hit(EventId.OpenMessageBox, msg)
EventManager.Hit("PenguinCard_OpenConfirm", msg)
else
self:StartTurn()
self._panel.mapLevel:SwitchGameState()
end
end
function PenguinCardPrepareCtrl:OnEvent_AddRoll()
self:RefreshAddRoll()
self:RefreshRollDesc()
self:RefreshRollCost()
local ani = self._mapNode.trBtnRoll:Find("AnimRoot"):GetComponent("Animator")
ani:Play("PengUinCard_Prepare_Roll_Add", 0, 0)
end
function PenguinCardPrepareCtrl:OnEvent_AddSlot()
self:RefreshAddSlot()
@@ -255,24 +344,27 @@ end
function PenguinCardPrepareCtrl:OnEvent_AddRound()
self:RefreshAddRound()
end
function PenguinCardPrepareCtrl:OnEvent_ChangeScore(nBefore)
function PenguinCardPrepareCtrl:OnEvent_ChangeScore(nBefore, nBeforeStar, nStar)
self:RefreshAddRoundCost()
self:RefreshAddSlotCost()
self:RefreshAddRollCost()
if nBefore < self._panel.mapLevel.nScore and self._panel.mapLevel.nGameState == 1 then
WwiseManger:PostEvent("Mode_Card_coin")
end
local callback = dotween_callback_handler(self, function()
if nBefore < self._panel.mapLevel.nScore and self._panel.mapLevel.nGameState == 1 then
WwiseManger:PostEvent("Mode_Card_coin_stop")
end
end)
DOTween.To(function()
return nBefore
end, function(v)
NovaAPI.SetTMPText(self._mapNode.txtScore, self:ThousandsNumber(math.floor(v)))
end, self._panel.mapLevel.nScore, 1)
local nMax = self._panel.mapLevel.tbStarScore[3]
if nMax == 0 then
nMax = self._panel.mapLevel.nScore
end, self._panel.mapLevel.nScore, 0.5):OnComplete(callback)
if self._panel.mapLevel.tbStarScore[3] > 0 then
local nPos = self:GetStarPos(nStar, self._panel.mapLevel.nScore)
self._mapNode.imgStarProgress:DOSizeDelta(Vector2(nPos, 24), 0.5):SetEase(Ease.OutQuad)
end
local nP = self._panel.mapLevel.nScore / nMax
if 1 < nP then
nP = 1
end
self._mapNode.imgStarProgress:DOSizeDelta(Vector2(nP * 276.94, 24), 0.5)
for i, v in ipairs(self._panel.mapLevel.tbStarScore) do
self._mapNode.imgStarOff[i]:SetActive(v > self._panel.mapLevel.nScore)
self._mapNode.imgStarOn[i]:SetActive(v <= self._panel.mapLevel.nScore)
@@ -280,10 +372,31 @@ function PenguinCardPrepareCtrl:OnEvent_ChangeScore(nBefore)
NovaAPI.SetImageColor(self._mapNode.imgLine[i], v > self._panel.mapLevel.nScore and LineOff or LineOn)
end
end
if self._panel.mapLevel.nGameState == 1 then
if nBeforeStar == 3 and nStar < 3 then
self._mapNode.btnWin.interactable = false
self._mapNode.aniWin:Play("PengUinCard_Prepare_Info_Nowin")
WwiseManger:PostEvent("Mode_Card_level_wingo")
self:AddTimer(1, 0.5, function()
self._mapNode.btnWin.gameObject:SetActive(false)
self._mapNode.txtWinTip.gameObject:SetActive(false)
end, true, true, true)
elseif nBeforeStar < 3 and nStar == 3 then
self._mapNode.btnWin.gameObject:SetActive(true)
self._mapNode.txtWinTip.gameObject:SetActive(true)
self._mapNode.btnWin.interactable = false
self._mapNode.aniWin:Play("PengUinCard_Prepare_Info_Win")
WwiseManger:PostEvent("Mode_Card_level_win")
self:AddTimer(1, 1, function()
self._mapNode.btnWin.interactable = true
end, true, true, true)
end
end
end
function PenguinCardPrepareCtrl:OnEvent_RollPenguinCard()
self:RefreshRoll()
self:RefreshRoll(true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.5)
WwiseManger:PostEvent("Mode_Card_refresh")
end
function PenguinCardPrepareCtrl:OnEvent_SelectPenguinCard()
local nMax = #self._panel.mapLevel.tbSelectablePenguinCard
@@ -292,4 +405,11 @@ function PenguinCardPrepareCtrl:OnEvent_SelectPenguinCard()
end
self:RefreshRollDesc()
end
function PenguinCardPrepareCtrl:OnEvent_SalePenguinCard(_, nGroupId)
for i = 1, 3 do
if self._mapNode.PenguinCardItem[i].gameObject.activeSelf == true then
self._mapNode.PenguinCardItem[i]:RefreshUpgrade(nGroupId)
end
end
end
return PenguinCardPrepareCtrl
@@ -176,30 +176,49 @@ function PenguinCardResultCtrl:PlayInAni()
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.goResult:SetActive(true)
if self.bWin then
self.animator:Play("PengUinCard_Result_Win_in")
WwiseManger:PostEvent("Mode_Card_victory")
else
self.animator:Play("PengUinCard_Result_Finish_in")
WwiseManger:PostEvent("Mode_Card_compelete")
end
end
cs_coroutine.start(wait)
EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
end
function PenguinCardResultCtrl:Close()
if self.bWin then
self.animator:Play("PengUinCard_Result_Win_out")
else
self.animator:Play("PengUinCard_Result_Finish_out")
end
self._mapNode.aniBlur:SetTrigger("tOut")
self:AddTimer(1, 0.2, function()
self:AddTimer(1, 0.333, function()
self._mapNode.goResult:SetActive(false)
self.gameObject:SetActive(false)
local callback = function(bClose)
WwiseManger:PostEvent("Mode_Card_stop")
if bClose then
PanelManager.Home()
else
EventManager.Hit(EventId.ClosePanel, PanelId.PenguinCard)
end
end
self._panel.mapLevel:QuitGame(callback)
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
EventManager.Hit(EventId.TemporaryBlockInput, 0.333)
end
function PenguinCardResultCtrl:Awake()
self._mapNode.goResult:SetActive(false)
self.animator = self.gameObject:GetComponent("Animator")
end
function PenguinCardResultCtrl:OnEnable()
end
function PenguinCardResultCtrl:OnDisable()
end
function PenguinCardResultCtrl:OnBtnClick_Close()
local callback = function()
EventManager.Hit(EventId.ClosePanel, PanelId.PenguinCard)
end
self._panel.mapLevel:QuitGame(callback)
self:Close()
end
function PenguinCardResultCtrl:OnBtnClick_Log()
EventManager.Hit("PenguinCard_OpenLog", self._panel.mapLevel.nCurTurn, true)
@@ -1,4 +1,5 @@
local PenguinCardSelectCtrl = class("PenguinCardSelectCtrl", BaseCtrl)
local WwiseManger = CS.WwiseAudioManager.Instance
PenguinCardSelectCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
@@ -23,7 +24,8 @@ PenguinCardSelectCtrl._mapNodeConfig = {
goNormalLevel = {}
}
PenguinCardSelectCtrl._mapEventConfig = {
PenguinCard_ClickLevel = "OnEvent_Click"
PenguinCard_ClickLevel = "OnEvent_Click",
PenguinCard_EnterLevel = "OnEvent_Enter"
}
PenguinCardSelectCtrl._mapRedDotConfig = {
[RedDotDefine.Activity_PenguinCard_AllQuest] = {
@@ -44,18 +46,18 @@ function PenguinCardSelectCtrl:Refresh()
end
end
end
if self._panel.nPos then
NovaAPI.SetHorizontalNormalizedPosition(self._mapNode.sv, self._panel.nPos)
elseif self.goFirstLock then
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
if self._panel.nPos then
NovaAPI.SetHorizontalNormalizedPosition(self._mapNode.sv, self._panel.nPos)
elseif self.goFirstLock ~= nil then
self._mapNode.sc:ScrollToClick(self.goFirstLock, 0.01)
self.goFirstLock = nil
else
NovaAPI.SetHorizontalNormalizedPosition(self._mapNode.sv, 1)
end
cs_coroutine.start(wait)
else
NovaAPI.SetHorizontalNormalizedPosition(self._mapNode.sv, 1)
end
cs_coroutine.start(wait)
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PenguinCard_304")
end
function PenguinCardSelectCtrl:RefreshHard(nIndex, nLevelId)
@@ -105,9 +107,14 @@ end
function PenguinCardSelectCtrl:OnBtnClick_Quest()
EventManager.Hit(EventId.OpenPanel, PanelId.PenguinCardQuest, self.nActId)
end
function PenguinCardSelectCtrl:OnEvent_Click(go, callback)
self:AddTimer(1, 0.1, callback, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.1)
function PenguinCardSelectCtrl:OnEvent_Click(go)
self._mapNode.sc:ScrollToClick(go)
end
function PenguinCardSelectCtrl:OnEvent_Enter(callback)
local ani = self.gameObject:GetComponent("Animator")
ani:Play("PenguinCardSelect_out")
WwiseManger:PostEvent("Mode_Card_level")
self:AddTimer(1, 0.5, callback, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.5)
end
return PenguinCardSelectCtrl
@@ -5,8 +5,12 @@ PenguinCardSlotCtrl._mapNodeConfig = {
nCount = 6,
sCtrlName = "Game.UI.Play_PenguinCard.PenguinCardItemCtrl"
},
goEmptySlot = {nCount = 6},
imgSlotLock = {nCount = 6}
goEmptySlot = {nCount = 6, sComponentName = "Transform"},
aniSlot = {
nCount = 6,
sNodeName = "goEmptySlot",
sComponentName = "Animator"
}
}
PenguinCardSlotCtrl._mapEventConfig = {
PenguinCard_AddSlot = "OnEvent_AddSlot",
@@ -21,13 +25,24 @@ end
function PenguinCardSlotCtrl:RefreshSlot(nIndex)
local mapCard = self._panel.mapLevel.tbPenguinCard[nIndex]
self._mapNode.PenguinCardItem[nIndex].gameObject:SetActive(mapCard ~= 0)
self._mapNode.goEmptySlot[nIndex]:SetActive(mapCard == 0)
self._mapNode.goEmptySlot[nIndex].gameObject:SetActive(mapCard == 0)
if mapCard == 0 then
self._mapNode.imgSlotLock[nIndex]:SetActive(nIndex > self._panel.mapLevel.nSlotCount)
local imgSlotLock = self._mapNode.goEmptySlot[nIndex]:Find("imgSlotLock").gameObject
imgSlotLock:SetActive(nIndex > self._panel.mapLevel.nSlotCount)
else
self._mapNode.PenguinCardItem[nIndex]:Refresh_Slot(mapCard)
end
end
function PenguinCardSlotCtrl:PlayOutAni()
for i = 1, 6 do
local mapCard = self._panel.mapLevel.tbPenguinCard[i]
if mapCard == 0 then
self._mapNode.aniSlot[i]:Play("PengUinCard_Slot_Unlock_out")
else
self._mapNode.PenguinCardItem[i]:PlaySaleAni()
end
end
end
function PenguinCardSlotCtrl:Awake()
end
function PenguinCardSlotCtrl:OnEnable()
@@ -35,7 +50,16 @@ end
function PenguinCardSlotCtrl:OnDisable()
end
function PenguinCardSlotCtrl:OnEvent_AddSlot()
self:RefreshSlot(self._panel.mapLevel.nSlotCount)
local nIndex = self._panel.mapLevel.nSlotCount
self._mapNode.aniSlot[nIndex]:Play("PengUinCard_Slot_Unlock_in")
WwiseManger:PostEvent("Mode_Card_unlock")
local nAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.aniSlot[nIndex], {
"PengUinCard_Slot_Unlock_in"
})
self:AddTimer(1, nAnimTime, function()
local imgSlotLock = self._mapNode.goEmptySlot[nIndex]:Find("imgSlotLock").gameObject
imgSlotLock:SetActive(false)
end, true, true, true)
end
function PenguinCardSlotCtrl:OnEvent_SelectPenguinCard(nSlot, bUpgrade)
self._mapNode.PenguinCardItem[nSlot].gameObject:SetActive(true)
@@ -47,13 +71,13 @@ function PenguinCardSlotCtrl:OnEvent_SelectPenguinCard(nSlot, bUpgrade)
else
self._mapNode.PenguinCardItem[nSlot]:Refresh_Slot(self._panel.mapLevel.tbPenguinCard[nSlot])
local callback = function()
self._mapNode.goEmptySlot[nSlot]:SetActive(false)
self._mapNode.goEmptySlot[nSlot].gameObject:SetActive(false)
end
self._mapNode.PenguinCardItem[nSlot]:PlaySelectAni(callback)
end
end
function PenguinCardSlotCtrl:OnEvent_SalePenguinCard(nSlot)
self._mapNode.goEmptySlot[nSlot]:SetActive(true)
self._mapNode.goEmptySlot[nSlot].gameObject:SetActive(true)
local callback = function()
self._mapNode.PenguinCardItem[nSlot].gameObject:SetActive(false)
end
+308 -78
View File
@@ -2,7 +2,9 @@ local PenguinLevel = class("PenguinLevel")
local PenguinCard = require("Game.UI.Play_PenguinCard.PenguinCard")
local TimerManager = require("GameCore.Timer.TimerManager")
local LocalData = require("GameCore.Data.LocalData")
local ConfigData = require("GameCore.Data.ConfigData")
local GameState = {
Start = 0,
Prepare = 1,
Dealing = 2,
Flip = 3,
@@ -18,6 +20,7 @@ function PenguinLevel:Init(nFloorId, nLevelId, nActId, tbStarScore)
}
self.nLevelId = nLevelId
self.nActId = nActId
self.bWarning = true
self:ParseConfigData()
self:ParseLocalData()
EventManager.Hit(EventId.OpenPanel, PanelId.PenguinCard, self)
@@ -30,6 +33,7 @@ function PenguinLevel:ParseConfigData()
self.tbRoundUpgradeCost = ConfigTable.GetConfigNumberArray("PenguinCardRoundUpgradeCost")
self.tbSlotUpgradeCost = ConfigTable.GetConfigNumberArray("PenguinCardSlotUpgradeCost")
self.tbBuyLimitUpgradeCost = ConfigTable.GetConfigNumberArray("PenguinCardBuyLimitUpgradeCost")
self.nFireScore = ConfigTable.GetConfigNumber("PenguinCardFeverScore")
self.mapBuyCost = {}
local func_ForEach_Line = function(mapData)
self.mapBuyCost[mapData.Count] = {
@@ -44,15 +48,15 @@ function PenguinLevel:ParseConfigData()
Id = mapData.Id,
SuitCount = mapData.SuitCount,
Value = mapData.Value,
Ratio = mapData.Ratio
Ratio = mapData.Ratio * ConfigData.IntFloatPrecision
}
end
ForEachTableLine(DataTable.PenguinCardHandRank, func_ForEach_Rank)
end
function PenguinLevel:ParseLocalData()
local bAuto = LocalData.GetLocalData("PenguinCard", "Auto")
local bAuto = LocalData.GetPlayerLocalData("PenguinCardAuto")
self.bAuto = bAuto == true
local nSpeed = LocalData.GetLocalData("PenguinCard", "Speed")
local nSpeed = LocalData.GetPlayerLocalData("PenguinCardSpeed")
self.nSpeed = nSpeed or 1
end
function PenguinLevel:ParseLevelData(nFloorId)
@@ -66,6 +70,7 @@ function PenguinLevel:ParseLevelData(nFloorId)
self.nSlotCount = mapLevelCfg.InitialSlot
self.nRoundLimit = mapLevelCfg.InitialRound
self.nFixedTurnGroupId = mapLevelCfg.FixedTurn
self.sLevelDesc = mapLevelCfg.Floortips
self.nBuyLimit = mapLevelCfg.InitialBuyLimit
self.nWeightGroupId = mapLevelCfg.WeightGroup
local mapPoolCfg = ConfigTable.GetData("PenguinBaseCardPool", mapLevelCfg.PoolId)
@@ -112,10 +117,21 @@ function PenguinLevel:StartGame()
self:ParseLevelData(self.nFloorId)
self:SwitchGameState()
end
function PenguinLevel:GiveupGame()
self:QuitGameState()
self.nGameState = GameState.Complete
self:RunGameState()
function PenguinLevel:CompleteGame()
local nNextState = GameState.Complete
self:SwitchNextGameState(nNextState, {bManual = true})
end
function PenguinLevel:RestartGame()
local nNextState = GameState.Start
local nWaitTime = self:QuitGameState(nNextState)
if nWaitTime == 0 then
self:StartGame()
else
TimerManager.Add(1, nWaitTime, self, function()
self:StartGame()
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, nWaitTime)
end
end
function PenguinLevel:QuitGame(callback)
local bAct = false
@@ -135,18 +151,19 @@ function PenguinLevel:QuitGame(callback)
end
end
if not bAct then
callback()
callback(true)
end
self:QuitGameState()
self:ClearLevelData()
end
function PenguinLevel:SwitchGameState()
self:QuitGameState()
self:CheckNextGameState()
self:RunGameState()
local nNextState = self:CheckNextGameState()
self:SwitchNextGameState(nNextState)
end
function PenguinLevel:RunGameState()
if self.nGameState == GameState.Prepare then
function PenguinLevel:RunGameState(mapParam)
if self.nGameState == GameState.Start then
self:RunState_Start()
elseif self.nGameState == GameState.Prepare then
self:RunState_Prepare()
elseif self.nGameState == GameState.Dealing then
self:RunState_Dealing()
@@ -155,43 +172,70 @@ function PenguinLevel:RunGameState()
elseif self.nGameState == GameState.Settlement then
self:RunState_Settlement()
elseif self.nGameState == GameState.Complete then
self:RunState_Complete()
self:RunState_Complete(mapParam)
end
end
function PenguinLevel:QuitGameState()
if self.nGameState == GameState.Prepare then
self:QuitState_Prepare()
function PenguinLevel:QuitGameState(nNextState)
local nWaitTime = 0
if self.nGameState == GameState.Start then
nWaitTime = self:QuitState_Start()
elseif self.nGameState == GameState.Prepare then
nWaitTime = self:QuitState_Prepare(nNextState)
elseif self.nGameState == GameState.Dealing then
self:QuitState_Dealing()
nWaitTime = self:QuitState_Dealing(nNextState)
elseif self.nGameState == GameState.Flip then
self:QuitState_Flip()
nWaitTime = self:QuitState_Flip(nNextState)
elseif self.nGameState == GameState.Settlement then
self:QuitState_Settlement()
nWaitTime = self:QuitState_Settlement(nNextState)
elseif self.nGameState == GameState.Complete then
self:QuitState_Complete()
nWaitTime = self:QuitState_Complete()
end
return nWaitTime
end
function PenguinLevel:CheckNextGameState()
if self.nGameState == nil then
self.nGameState = GameState.Prepare
return GameState.Start
elseif self.nGameState == GameState.Start then
return GameState.Prepare
elseif self.nGameState == GameState.Prepare then
self.nGameState = GameState.Dealing
return GameState.Dealing
elseif self.nGameState == GameState.Dealing then
self.nGameState = GameState.Flip
return GameState.Flip
elseif self.nGameState == GameState.Flip then
self.nGameState = GameState.Settlement
return GameState.Settlement
elseif self.nGameState == GameState.Settlement then
if self.nCurRound >= self.nRoundLimit then
if self.nCurTurn >= self.nMaxTurn then
self.nGameState = GameState.Complete
return GameState.Complete
else
self.nGameState = GameState.Prepare
return GameState.Prepare
end
else
self.nGameState = GameState.Dealing
return GameState.Dealing
end
end
end
function PenguinLevel:SwitchNextGameState(nNextState, mapParam)
local nWaitTime = self:QuitGameState(nNextState)
if nWaitTime == 0 then
self.nGameState = nNextState
self:RunGameState(mapParam)
else
TimerManager.Add(1, nWaitTime, self, function()
self.nGameState = nNextState
self:RunGameState(mapParam)
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, nWaitTime)
end
end
function PenguinLevel:RunState_Start()
EventManager.Hit("PenguinCard_RunState_Start")
self:SwitchGameState()
end
function PenguinLevel:QuitState_Start()
EventManager.Hit("PenguinCard_QuitState_Start")
return 0
end
function PenguinLevel:RunState_Prepare()
self.nCurTurn = self.nCurTurn + 1
self.nCurRound = 0
@@ -202,7 +246,7 @@ function PenguinLevel:RunState_Prepare()
self:FreeRollPenguinCard()
EventManager.Hit("PenguinCard_RunState_Prepare")
end
function PenguinLevel:QuitState_Prepare()
function PenguinLevel:QuitState_Prepare(nNextState)
for _, v in ipairs(self.tbPenguinCard) do
if v ~= 0 then
v:ResetTurnTrigger()
@@ -212,68 +256,107 @@ function PenguinLevel:QuitState_Prepare()
self.nTurnBuyCount = 0
self.tbSelectablePenguinCard = {}
self.bSelectedPenguinCard = false
self.bPreTurnWin = false
EventManager.Hit("PenguinCard_QuitState_Prepare", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Dealing then
nWaitTime = 0.45
elseif nNextState == GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:AddRound()
if self.nRoundLimit == self.nMaxRound then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel")
})
return
end
local nCost = self.tbRoundUpgradeCost[self.nRoundLimit + 1]
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade")
})
return
end
self.nRoundLimit = self.nRoundLimit + 1
self:ChangeScore(-1 * nCost)
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
bPositive = true,
sContent = EventManager.Hit(EventId.OpenMessageBox, orderedFormat(ConfigTable.GetUIText("PenguinCard_AddRoundSuccess"), self.nRoundLimit))
sSound = "Mode_Card_buy",
sContent = orderedFormat(ConfigTable.GetUIText("PenguinCard_AddRoundSuccess"), self.nRoundLimit)
})
EventManager.Hit("PenguinCard_AddRound")
end
function PenguinLevel:AddSlot()
if self.nSlotCount == self.nMaxSlot then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel")
})
return
end
local nCost = self.tbSlotUpgradeCost[self.nSlotCount + 1]
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade")
})
return
end
self.nSlotCount = self.nSlotCount + 1
self:ChangeScore(-1 * nCost)
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
bPositive = true,
sContent = EventManager.Hit(EventId.OpenMessageBox, orderedFormat(ConfigTable.GetUIText("PenguinCard_AddSlotSuccess"), self.nSlotCount))
sSound = "Mode_Card_buy",
sContent = orderedFormat(ConfigTable.GetUIText("PenguinCard_AddSlotSuccess"), self.nSlotCount)
})
EventManager.Hit("PenguinCard_AddSlot")
end
function PenguinLevel:AddRoll()
if self.nBuyLimit == self.nMaxBuyLimit then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_AddBtnMaxLevel")
})
return
end
local nCost = self.tbBuyLimitUpgradeCost[self.nBuyLimit + 1]
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_NotEnoughScoreUpgrade")
})
return
end
self.nBuyLimit = self.nBuyLimit + 1
self:ChangeScore(-1 * nCost)
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
bPositive = true,
sContent = EventManager.Hit(EventId.OpenMessageBox, orderedFormat(ConfigTable.GetUIText("PenguinCard_AddRollSuccess"), self.nBuyLimit))
sSound = "Mode_Card_buy",
sContent = orderedFormat(ConfigTable.GetUIText("PenguinCard_AddRollSuccess"), self.nBuyLimit)
})
EventManager.Hit("PenguinCard_AddRoll")
end
function PenguinLevel:FreeRollPenguinCard()
local tbId = self:GetRollPenguinCardResult()
if next(tbId) == nil then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_Error_EmptyPenguinCard"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_Error_EmptyPenguinCard")
})
return
end
self:ClearSelectablePenguinCard()
@@ -285,17 +368,29 @@ function PenguinLevel:FreeRollPenguinCard()
end
function PenguinLevel:RollPenguinCard()
if self.nTurnBuyCount >= self.nBuyLimit then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_RollMax"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_RollMax")
})
return
end
local nCost = self:GetRollPenguinCardCost()
if nCost > self.nScore then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_NotEnoughScoreRoll"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_NotEnoughScoreRoll")
})
return
end
local tbId = self:GetRollPenguinCardResult()
if next(tbId) == nil then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("PenguinCard_Error_EmptyPenguinCard"))
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_Error_EmptyPenguinCard")
})
return
end
self.nTurnBuyCount = self.nTurnBuyCount + 1
@@ -350,9 +445,10 @@ end
function PenguinLevel:SalePenguinCard(nIndex)
self:ChangeScore(self.tbPenguinCard[nIndex].nSoldPrice)
local mapCard = self.tbPenguinCard[nIndex]
local nGroupId = mapCard.nGroupId
self:RecyclePenguinCard(mapCard)
self.tbPenguinCard[nIndex] = 0
EventManager.Hit("PenguinCard_SalePenguinCard", nIndex)
EventManager.Hit("PenguinCard_SalePenguinCard", nIndex, nGroupId)
end
function PenguinLevel:GetRollPenguinCardCost()
local findIntervalIndex = function(x, starts)
@@ -426,7 +522,7 @@ function PenguinLevel:RunState_Dealing()
self.nRoundScore = 0
self.nRoundValue = 0
self.nRoundRatio = 1
self.nRoundMultiRatio = 1
self.nRoundMultiRatio = 0
self.mapCalBaseCardPool = clone(self.mapBaseCardPool)
for _, v in ipairs(self.tbPenguinCard) do
if v ~= 0 then
@@ -449,14 +545,34 @@ function PenguinLevel:RunState_Dealing()
EventManager.Hit("PenguinCard_RunState_Dealing")
self:SwitchGameState()
end
function PenguinLevel:QuitState_Dealing()
function PenguinLevel:QuitState_Dealing(nNextState)
EventManager.Hit("PenguinCard_QuitState_Dealing", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Flip then
nWaitTime = 0.85
elseif nNextState == GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:RunState_Flip()
EventManager.Hit("PenguinCard_RunState_Flip")
self:PlayAuto()
end
function PenguinLevel:QuitState_Flip()
function PenguinLevel:QuitState_Flip(nNextState)
self:StopAuto()
EventManager.Hit("PenguinCard_QuitState_Flip", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Settlement then
nWaitTime = 1
elseif nNextState == GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:ShowBaseCard(nIndex)
local add = function(i)
@@ -502,10 +618,7 @@ function PenguinLevel:ShowBaseCard(nIndex)
local nShowed = self:GetShowedCardCount()
if nShowed == self.nBaseCardCount then
self:CheckHandRank()
TimerManager.Add(1, 0.25, self, function()
self:SwitchGameState()
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.25)
self:SwitchGameState()
end
EventManager.Hit("PenguinCard_ShowBaseCard", nIndex)
end
@@ -535,12 +648,12 @@ function PenguinLevel:CheckHandRank()
end
if nAble == nType then
self.nHandRankId = v.Id
self:ChangeRoundScore(v.Value, v.Ratio, 0)
self:ChangeRoundScore(v.Value, v.Ratio, 0, true)
break
end
end
end
function PenguinLevel:ChangeRoundScore(nAddValue, nAddRatio, nAddMultiRatio)
function PenguinLevel:ChangeRoundScore(nAddValue, nAddRatio, nAddMultiRatio, bFromHandRank)
local nBeforeScore = self.nRoundScore
local nBeforeBase = self.nRoundValue
local nBeforeMultiRatio = self.nRoundMultiRatio
@@ -548,7 +661,7 @@ function PenguinLevel:ChangeRoundScore(nAddValue, nAddRatio, nAddMultiRatio)
self.nRoundValue = self.nRoundValue + nAddValue
self.nRoundMultiRatio = self.nRoundMultiRatio + nAddMultiRatio
self.nRoundRatio = self.nRoundRatio + nAddRatio
self.nRoundScore = self.nRoundValue * self.nRoundRatio * self.nRoundMultiRatio
self.nRoundScore = self.nRoundMultiRatio > 0 and self.nRoundValue * self.nRoundRatio * self.nRoundMultiRatio or self.nRoundValue * self.nRoundRatio
local nAddScore = self.nRoundScore - nBeforeScore
self.nTurnScore = self.nTurnScore + nAddScore
if self.nTurnScore > self.nBestTurnScore then
@@ -557,10 +670,14 @@ function PenguinLevel:ChangeRoundScore(nAddValue, nAddRatio, nAddMultiRatio)
if self.nRoundScore > self.nBestRoundScore then
self.nBestRoundScore = self.nRoundScore
end
EventManager.Hit("PenguinCard_ChangeRoundScore", nBeforeBase, nBeforeMultiRatio * nBeforeRatio, nBeforeScore)
printLog("轮积分变化:" .. nAddScore .. " (" .. nBeforeScore .. " -> " .. self.nRoundScore .. ")")
printLog("基础变化:" .. nAddValue .. " (" .. nBeforeBase .. " -> " .. self.nRoundValue .. ")")
printLog("倍率变化:" .. self.nRoundRatio * self.nRoundMultiRatio - nBeforeMultiRatio * nBeforeRatio .. " (" .. nBeforeMultiRatio * nBeforeRatio .. " -> " .. self.nRoundRatio * self.nRoundMultiRatio .. ")")
local nBeforeAllRatio = 0 < nBeforeMultiRatio and nBeforeMultiRatio * nBeforeRatio or nBeforeRatio
local nAfterAllRatio = self.nRoundMultiRatio > 0 and self.nRoundRatio * self.nRoundMultiRatio or self.nRoundRatio
EventManager.Hit("PenguinCard_ChangeRoundScore", nBeforeBase, nBeforeAllRatio, nBeforeScore, bFromHandRank)
if NovaAPI.IsEditorPlatform() then
printLog("轮积分变化:" .. nAddScore .. " (" .. nBeforeScore .. " -> " .. self.nRoundScore .. ")")
printLog("基础变化:" .. nAddValue .. " (" .. nBeforeBase .. " -> " .. self.nRoundValue .. ")")
printLog("倍率变化:" .. nAfterAllRatio - nBeforeAllRatio .. " (" .. nBeforeAllRatio .. " -> " .. nAfterAllRatio .. ")")
end
end
function PenguinLevel:GetShowedCardCount()
local nShowed = 0
@@ -595,7 +712,7 @@ function PenguinLevel:RunState_Settlement()
EventManager.Hit("PenguinCard_RunState_Settlement")
self:PlayAuto()
end
function PenguinLevel:QuitState_Settlement()
function PenguinLevel:QuitState_Settlement(nNextState)
self:StopAuto()
self:ChangeScore(self.nRoundScore)
self.tbHandRank = {}
@@ -604,8 +721,20 @@ function PenguinLevel:QuitState_Settlement()
self.nRoundScore = 0
self.nRoundValue = 0
self.nRoundRatio = 1
self.nRoundMultiRatio = 1
self.nRoundMultiRatio = 0
self.mapCalBaseCardPool = {}
EventManager.Hit("PenguinCard_QuitState_Settlement", nNextState)
local nWaitTime = 0
if nNextState == GameState.Start then
nWaitTime = 0.6
elseif nNextState == GameState.Dealing then
nWaitTime = 0.57
elseif nNextState == GameState.Prepare then
nWaitTime = 0.57
elseif nNextState == GameState.Complete then
nWaitTime = 0.6
end
return nWaitTime
end
function PenguinLevel:AddLog()
if not self.mapLog[self.nCurTurn] then
@@ -625,17 +754,74 @@ function PenguinLevel:AddLog()
self.mapLog[self.nCurTurn].tbRound[self.nCurRound].tbHandRank = clone(self.tbHandRank)
self.mapLog[self.nCurTurn].tbRound[self.nCurRound].nHandRankId = self.nHandRankId
end
function PenguinLevel:RunState_Complete()
self.nStar = 0
for i, v in ipairs(self.tbStarScore) do
if v <= self.nScore then
self.nStar = i
end
end
function PenguinLevel:RunState_Complete(mapParam)
self.nStar = self:GetStar()
EventManager.Hit("PenguinCard_RunState_Complete")
if self.nActId then
local tab = {}
table.insert(tab, {
"role_id",
tostring(PlayerData.Base._nPlayerId)
})
table.insert(tab, {
"activity_id",
tostring(self.nActId)
})
table.insert(tab, {
"battle_id",
tostring(self.nLevelId)
})
table.insert(tab, {
"round",
tostring(self.nCurTurn)
})
table.insert(tab, {
"result",
tostring(self.nStar == 0 and 2 or 1)
})
local nEnd = mapParam and mapParam.bManual == true and 2 or 1
table.insert(tab, {
"end_type",
tostring(nEnd)
})
table.insert(tab, {
"score",
tostring(self.nScore)
})
table.insert(tab, {
"star",
tostring(self.nStar)
})
local sId = ""
for i = 1, 6 do
if self.tbPenguinCard[i] ~= 0 then
if sId == "" then
sId = sId .. self.tbPenguinCard[i].nId
else
sId = sId .. "," .. self.tbPenguinCard[i].nId
end
end
end
table.insert(tab, {"card_list", sId})
table.insert(tab, {
"skill_1",
tostring(self.nRoundLimit)
})
table.insert(tab, {
"skill_2",
tostring(self.nSlotCount)
})
table.insert(tab, {
"skill_3",
tostring(self.nBuyLimit)
})
NovaAPI.UserEventUpload("minigame_PenguinCard", tab)
end
end
function PenguinLevel:QuitState_Complete()
self.nStar = 0
EventManager.Hit("PenguinCard_QuitState_Complete")
return 0
end
function PenguinLevel:GetMostHandRank()
local nCount = 0
@@ -672,18 +858,18 @@ function PenguinLevel:GetBestPenguinCard()
end
function PenguinLevel:SetAutoState(bAuto)
self.bAuto = bAuto
LocalData.SetLocalData("PenguinCard", "Auto", self.bAuto)
LocalData.SetPlayerLocalData("PenguinCardAuto", self.bAuto)
end
function PenguinLevel:SetAutoSpeed(nSpeed)
self.nSpeed = nSpeed
LocalData.SetLocalData("PenguinCard", "Speed", self.nSpeed)
LocalData.SetPlayerLocalData("PenguinCardSpeed", self.nSpeed)
if self.sequence then
self:StopAuto()
self:PlayAuto()
end
end
function PenguinLevel:PlayAuto(bClick)
if not self.bAuto then
if not self.bAuto or self.bPause then
return
end
if self.nGameState == GameState.Flip then
@@ -698,14 +884,19 @@ function PenguinLevel:PlayAuto(bClick)
end
self.sequence:SetUpdate(true)
elseif self.nGameState == GameState.Settlement then
if not PlayerData.Guide:CheckGuideFinishById(302) then
local bKeep = not PlayerData.Guide:CheckGuideFinishById(302)
if EditorSettings and EditorSettings.bJumpGuide then
bKeep = false
end
if bKeep then
return
end
self.sequence = DOTween.Sequence()
if not bClick then
self.sequence:AppendInterval(1 / self.nSpeed)
self.sequence:AppendInterval((self.nRoundValue >= self.nFireScore and 7 or 5) / self.nSpeed)
end
self.sequence:AppendCallback(function()
EventManager.Hit("PenguinCard_QuitScoreAni")
if self.nRoundLimit == self.nCurRound and self.nCurTurn < self.nMaxTurn then
local callback = function()
self:SwitchGameState()
@@ -725,16 +916,52 @@ function PenguinLevel:StopAuto()
end
end
function PenguinLevel:Pause()
self:StopAuto()
self.bPause = true
if self.sequence then
self.sequence:Pause()
end
EventManager.Hit("PenguinCard_Pause")
end
function PenguinLevel:Resume()
self:PlayAuto()
self.bPause = false
if self.sequence then
self.sequence:Play()
else
self:PlayAuto()
end
EventManager.Hit("PenguinCard_Resume")
end
function PenguinLevel:ChangeScore(nChange)
if not nChange or nChange == 0 then
return
end
local nBefore = self.nScore
self.nScore = self.nScore + nChange
EventManager.Hit("PenguinCard_ChangeScore", nBefore)
printLog("总积分变化:" .. nChange .. " (" .. nBefore .. " -> " .. self.nScore .. ")")
local nBeforeStar, nStar = 0, 0
for i, v in ipairs(self.tbStarScore) do
if v <= nBefore then
nBeforeStar = i
end
if v <= self.nScore then
nStar = i
end
end
if nBeforeStar < 3 and nStar == 3 and self.nGameState == GameState.Settlement then
self.bPreTurnWin = true
end
EventManager.Hit("PenguinCard_ChangeScore", nBefore, nBeforeStar, nStar)
if NovaAPI.IsEditorPlatform() then
printLog("总积分变化:" .. nChange .. " (" .. nBefore .. " -> " .. self.nScore .. ")")
end
end
function PenguinLevel:GetStar()
local nStar = 0
for i, v in ipairs(self.tbStarScore) do
if v <= self.nScore then
nStar = i
end
end
return nStar
end
function PenguinLevel:WeightedRandom(tbId, tbWeight, n, tbExcludeGroupId, bDuplicate)
if #tbId ~= #tbWeight then
@@ -802,6 +1029,9 @@ function PenguinLevel:WeightedRandom(tbId, tbWeight, n, tbExcludeGroupId, bDupli
end
return result
end
function PenguinLevel:SetWarning(bAble)
self.bWarning = bAble
end
function PenguinLevel:GetOwnPenguinCardCount()
local nCount = 0
for i = 1, 6 do