Update - 1.13.0.124
EN: 1.13.0.124 CN: 1.13.0.124 JP: 1.13.0.128 KR: 1.13.0.130
This commit is contained in:
@@ -0,0 +1,114 @@
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local SoldierAddBuffItemCtrl = class("SoldierAddBuffItemCtrl", BaseCtrl)
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SoldierAddBuffItemCtrl._mapNodeConfig = {
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btnItem = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Select"
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},
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TextDes = {sComponentName = "TMP_Text"},
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TextName = {sComponentName = "TMP_Text"},
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imgIcon = {sComponentName = "Image"},
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btnConfirm = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Confirm"
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},
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txtConfirm = {
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sComponentName = "TMP_Text",
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sLanguageId = "Avg_Btn_Select"
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},
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AnimRoot = {sComponentName = "Animator"},
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BgNormal = {sComponentName = "Image"},
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imgbg_copper = {},
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imgbg_silver = {},
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imgbg_gold = {}
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}
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SoldierAddBuffItemCtrl._mapEventConfig = {}
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SoldierAddBuffItemCtrl._mapRedDotConfig = {}
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function SoldierAddBuffItemCtrl:Awake()
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end
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function SoldierAddBuffItemCtrl:OnEnable()
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self._bSelected = nil
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end
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function SoldierAddBuffItemCtrl:OnDisable()
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if self.timerBtnConfirm ~= nil then
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self.timerBtnConfirm:Cancel()
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self.timerBtnConfirm = nil
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end
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end
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function SoldierAddBuffItemCtrl:SetSelectCallback(obj, fn)
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self._objSelectCallback = obj
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self._fnSelectCallback = fn
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end
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function SoldierAddBuffItemCtrl:OnBtnClick_Refresh()
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if self._fnRefreshCallback ~= nil then
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self._fnRefreshCallback(self._objRefreshCallback, self._nIndex)
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end
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end
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function SoldierAddBuffItemCtrl:SetItemData(tbItem)
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self._nCardId = tbItem.id or -1
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self._nIndex = tbItem.index or 0
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self._mapNode.btnConfirm.gameObject:SetActive(false)
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local cfg = ConfigTable.GetData("SoldierStrategyCard", self._nCardId)
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if cfg == nil then
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return
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end
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self:_SetIcon(cfg.Icon)
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NovaAPI.SetTMPText(self._mapNode.TextName, cfg.Name or "")
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NovaAPI.SetTMPText(self._mapNode.TextDes, cfg.Des or "")
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NovaAPI.SetTMPText(self._mapNode.TextRefreshCount, tostring(self._nRefreshCount))
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self:SetPngSprite(self._mapNode.BgNormal, "Icon/SoldierOtherIcon/" .. AllEnum.SoldierStrategyCardRarityIcon[cfg.Rarity] .. AllEnum.SoldierChessIconSurfix.L)
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self._mapNode.imgbg_gold:SetActive(cfg.Rarity == GameEnum.itemRarity.R)
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self._mapNode.imgbg_silver:SetActive(cfg.Rarity == GameEnum.itemRarity.M)
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self._mapNode.imgbg_copper:SetActive(cfg.Rarity == GameEnum.itemRarity.N)
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end
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function SoldierAddBuffItemCtrl:GetCardId()
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return self._nCardId
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end
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function SoldierAddBuffItemCtrl:GetIndex()
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return self._nIndex
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end
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function SoldierAddBuffItemCtrl:SetSelected(bSelected)
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if self.timerBtnConfirm ~= nil then
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self.timerBtnConfirm:Cancel()
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self.timerBtnConfirm = nil
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end
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local sSwitchAnimName = ""
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if bSelected == true then
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self._mapNode.btnConfirm.gameObject:SetActive(bSelected)
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sSwitchAnimName = "BuffItem_up"
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elseif self._bSelected == true then
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sSwitchAnimName = "BuffItem_down"
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local nAnimLength = NovaAPI.GetAnimClipLength(self._mapNode.AnimRoot, sSwitchAnimName)
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self.timerBtnConfirm = self:AddTimer(1, nAnimLength, function()
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self._mapNode.btnConfirm.gameObject:SetActive(false)
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end, true, true, true)
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elseif self._bSelected == false then
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self._mapNode.btnConfirm.gameObject:SetActive(false)
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end
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if sSwitchAnimName ~= "" then
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self._mapNode.AnimRoot:Play(sSwitchAnimName)
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end
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self._bSelected = bSelected == true
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end
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function SoldierAddBuffItemCtrl:IsSelected()
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return self._bSelected
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end
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function SoldierAddBuffItemCtrl:_SetIcon(sIconPath)
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if self._mapNode.imgIcon == nil then
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return
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end
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if sIconPath ~= nil and sIconPath ~= "" then
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self:SetPngSprite(self._mapNode.imgIcon, "Icon/SoldierBuffCard/" .. sIconPath)
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self._mapNode.imgIcon.gameObject:SetActive(true)
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else
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self._mapNode.imgIcon.gameObject:SetActive(false)
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end
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end
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function SoldierAddBuffItemCtrl:OnBtnClick_Select()
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EventManager.Hit("SoldierStrategySelect", self._nIndex, self._nCardId)
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end
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function SoldierAddBuffItemCtrl:OnBtnClick_Confirm()
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PlayerData.SoldierData:GetCurLevelData():SendCardSelect(self._nIndex, function()
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EventManager.Hit(EventId.ClosePanel, PanelId.SoldierBattleEventPanel)
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end)
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end
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return SoldierAddBuffItemCtrl
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@@ -0,0 +1,252 @@
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local SoldierBattleEventCtrl = class("SoldierBattleEventCtrl", BaseCtrl)
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local SELECT_CARD_TYPE_STRATEGY = 2
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SoldierBattleEventCtrl._mapNodeConfig = {
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imgBgMain = {},
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imgBgMain_Fx = {},
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blur = {},
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mainRoot = {
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sNodeName = "----SafeAreaRoot----"
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},
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txtLabel = {
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sComponentName = "TMP_Text",
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sLanguageId = "SoldierBattleEvent_Label"
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},
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txtRemainRewardCount = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_BattleEvent_RemainRewardCount"
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},
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txtFinalPoint = {sComponentName = "TMP_Text"},
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txtBtnBack = {
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sComponentName = "TMP_Text",
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sLanguageId = "SoldierBattleEvent_Back"
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},
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EventItem = {
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nCount = 3,
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sCtrlName = "Game.UI.Soldier.BattleEvent.SoldierBattleEventItemCtrl"
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},
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StrategyItem = {
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nCount = 3,
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sCtrlName = "Game.UI.Soldier.BattleEvent.SoldierAddBuffItemCtrl"
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},
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btnPolicy = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Policy"
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},
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btnReturn = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Return"
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},
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btnGuide = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Guide"
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},
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btnGoToDice = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_btnGoToDice"
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},
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txtGoToDice = {
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sComponentName = "TMP_Text",
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sLanguageId = "SoldierBattleEvent_GoToDice"
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},
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imgFinalPoint = {},
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ImgNum = {},
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EventContainers = {},
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StrategyContainers = {}
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}
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SoldierBattleEventCtrl._mapEventConfig = {
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SoldierSelectEventBattle = "OnEvent_SoldierSelectEventBattle",
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SoldierShowBattleEventPanel = "OnEvent_ShowBattleEventPanel",
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SoldierDiceCasted = "RefreshDiceCasted",
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SoldierStrategySelect = "OnEvent_SoldierStrategySelect",
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SoldierRecommendPanel_Open = "HidePanel",
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SoldierRecommendPanel_Close = "ShowPanel",
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SoldierHandbookPanel_Open = "HidePanel",
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SoldierHandbookPanel_Close = "ShowPanel"
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}
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SoldierBattleEventCtrl._mapRedDotConfig = {}
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function SoldierBattleEventCtrl:Awake()
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self.tbStrategyCardData = nil
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self.nDicePoint = nil
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self.bSkipEvent = false
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local tbParams = self:GetPanelParam()
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if tbParams ~= nil and 0 < #tbParams then
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self.bSkipEvent = tbParams[1] or false
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end
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end
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function SoldierBattleEventCtrl:OnEnable()
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self._mapNode.imgFinalPoint.gameObject:SetActive(false)
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self._mapNode.btnGoToDice.gameObject:SetActive(false)
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if self.bSkipEvent then
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self.bSkipEvent = false
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self:OnSoldierEnterCardSelect()
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return
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end
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self:RefreshBattleEventList()
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self.nDicePoint = PlayerData.SoldierData:GetCurLevelData():GetEventBattleData().nPoint or 0
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if self.tbStrategyCardData == nil and self.nDicePoint ~= nil and self.nDicePoint > 0 then
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self:RefreshEventDicePoint()
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end
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end
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function SoldierBattleEventCtrl:OnDisable()
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self.tbStrategyCardData = nil
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self.nDicePoint = nil
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end
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function SoldierBattleEventCtrl:GetAddBattleEventList()
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local selectCardData = PlayerData.SoldierData:GetCurLevelData():GetEventBattleData()
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local tbList = {}
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local tbIds = selectCardData.tbIds or {}
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if next(tbIds) ~= nil then
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table.sort(tbIds, function(a, b)
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local mapEventA = ConfigTable.GetData("SoldierEventBattlePool", a)
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local mapEventB = ConfigTable.GetData("SoldierEventBattlePool", b)
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return mapEventA.LevelName < mapEventB.LevelName
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end)
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end
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for i = 1, 3 do
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local nCardId = tbIds[i]
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if nCardId ~= nil then
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tbList[i] = {id = nCardId, index = i}
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end
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end
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return tbList
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end
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function SoldierBattleEventCtrl:RefreshBattleEventList()
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local tbList = self:GetAddBattleEventList()
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if tbList == nil or #tbList <= 0 then
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return
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end
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self._mapNode.btnGoToDice.gameObject:SetActive(true)
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self._mapNode.EventContainers.gameObject:SetActive(true)
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self._mapNode.StrategyContainers.gameObject:SetActive(false)
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self._mapNode.btnPolicy.gameObject:SetActive(false)
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for i = 1, 3 do
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local item = self._mapNode.EventItem[i]
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if item ~= nil then
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item:SetItemData(tbList[i])
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end
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end
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end
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function SoldierBattleEventCtrl:RefreshStrategyCard()
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if self.tbStrategyCardData == nil then
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return
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end
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self._mapNode.EventContainers.gameObject:SetActive(false)
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self._mapNode.StrategyContainers.gameObject:SetActive(true)
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self._mapNode.btnGoToDice.gameObject:SetActive(false)
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self._mapNode.imgFinalPoint.gameObject:SetActive(false)
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self._mapNode.btnPolicy.gameObject:SetActive(false)
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self._mapNode.ImgNum.gameObject:SetActive(false)
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NovaAPI.SetTMPText(self._mapNode.txtLabel, ConfigTable.GetUIText("Soldier_Strategy_Title"))
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for k, v in ipairs(self._mapNode.StrategyItem) do
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local tbItem = {
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id = self.tbStrategyCardData[k],
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index = k
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}
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v:SetItemData(tbItem)
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end
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end
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function SoldierBattleEventCtrl:RefreshDiceCasted()
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self:RefreshBattleEventList()
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self.nDicePoint = PlayerData.SoldierData:GetCurLevelData():GetEventBattleData().nPoint or 0
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if self.tbStrategyCardData == nil and self.nDicePoint ~= nil and self.nDicePoint > 0 then
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self:RefreshEventDicePoint()
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end
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end
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function SoldierBattleEventCtrl:OnItemSelected(nIndex, nCardId)
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self._nSelectedIndex = nIndex or 0
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self._nSelectedCardId = nCardId or -1
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for k, v in ipairs(self._mapNode.StrategyItem) do
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v:SetSelected(k == self._nSelectedIndex)
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end
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self:_MoveConfirmBtnTo(self._nSelectedIndex)
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end
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function SoldierBattleEventCtrl:_MoveConfirmBtnTo(nIndex)
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local btnConfirm = self._mapNode.btnConfirm
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if btnConfirm == nil or btnConfirm.transform == nil then
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return
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end
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local item = self._mapNode.EventItem and self._mapNode.EventItem[nIndex]
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if item == nil then
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if btnConfirm.gameObject ~= nil then
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btnConfirm.gameObject:SetActive(false)
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end
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return
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end
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local v3Pos = item:GetConfirmBtnPosition()
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if v3Pos == nil then
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return
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end
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btnConfirm.transform.position = v3Pos
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if btnConfirm.gameObject ~= nil then
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btnConfirm.gameObject:SetActive(true)
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end
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end
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function SoldierBattleEventCtrl:GetSelectedCardId()
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return self._nSelectedCardId
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end
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function SoldierBattleEventCtrl:GetSelectedIndex()
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return self._nSelectedIndex
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end
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function SoldierBattleEventCtrl:HidePanel()
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self.bPrevMainRootVisible = self._mapNode.mainRoot.gameObject.activeSelf or false
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self.bPrevBlurVisible = self._mapNode.blur.gameObject.activeSelf or false
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self.bPrevImgBgMainVisible = self._mapNode.imgBgMain.gameObject.activeSelf or false
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self.bPrevImgBgMain_FxVisible = self._mapNode.imgBgMain_Fx.gameObject.activeSelf or false
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self._mapNode.mainRoot.gameObject:SetActive(false)
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self._mapNode.blur.gameObject:SetActive(false)
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self._mapNode.imgBgMain.gameObject:SetActive(false)
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self._mapNode.imgBgMain_Fx.gameObject:SetActive(false)
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end
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function SoldierBattleEventCtrl:ShowPanel()
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self._mapNode.mainRoot.gameObject:SetActive(self.bPrevMainRootVisible)
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self._mapNode.blur.gameObject:SetActive(self.bPrevBlurVisible)
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self._mapNode.imgBgMain.gameObject:SetActive(self.bPrevImgBgMainVisible)
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self._mapNode.imgBgMain_Fx.gameObject:SetActive(self.bPrevImgBgMain_FxVisible)
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for k, v in ipairs(self._mapNode.StrategyItem) do
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v:SetSelected(k == self._nSelectedIndex)
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end
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end
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function SoldierBattleEventCtrl:OnBtnClick_btnGoToDice()
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EventManager.Hit(EventId.OpenPanel, PanelId.SoldierResolveadisputePanel)
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end
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function SoldierBattleEventCtrl:OnBtnClick_Return()
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CS.WwiseAudioManager.Instance:PostEvent("mode_900001_chess_ingame_transition")
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self:HidePanel()
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end
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function SoldierBattleEventCtrl:OnBtnClick_Guide()
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EventManager.Hit(EventId.OpenPanel, PanelId.SoldierRecommendPanel, true)
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end
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function SoldierBattleEventCtrl:OnBtnClick_Policy()
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EventManager.Hit(EventId.OpenPanel, PanelId.SoldierHandbookPanel, AllEnum.SoldierHandbookType.StrategyCard)
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end
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function SoldierBattleEventCtrl:RefreshEventDicePoint()
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self._mapNode.imgFinalPoint.gameObject:SetActive(true)
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self._mapNode.btnGoToDice.gameObject:SetActive(false)
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local sFinalPoint = ConfigTable.GetUIText("SoldierBattleEvent_FinalPoint")
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NovaAPI.SetTMPText(self._mapNode.txtFinalPoint, sFinalPoint .. self.nDicePoint)
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for i = 1, 3 do
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local item = self._mapNode.EventItem[i]
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if item ~= nil then
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item:SetDiceCasted(self.nDicePoint)
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end
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end
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end
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function SoldierBattleEventCtrl:OnSoldierEnterCardSelect()
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self.tbStrategyCardData = PlayerData.SoldierData:GetCurLevelData():GetSelectCardData()
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self:RefreshStrategyCard()
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end
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function SoldierBattleEventCtrl:OnEvent_SoldierSelectEventBattle()
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local bInSelectCard = PlayerData.SoldierData:GetCurLevelData():CheckInSelectCard()
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if not bInSelectCard then
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EventManager.Hit(EventId.ClosePanel, PanelId.SoldierBattleEventPanel)
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else
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self:OnSoldierEnterCardSelect()
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end
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end
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function SoldierBattleEventCtrl:OnEvent_ShowBattleEventPanel()
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self:ShowPanel()
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end
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function SoldierBattleEventCtrl:OnEvent_SoldierStrategySelect(nIndex, nCardId)
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self:OnItemSelected(nIndex, nCardId)
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end
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return SoldierBattleEventCtrl
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@@ -0,0 +1,177 @@
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local SoldierBattleEventItemCtrl = class("SoldierBattleEventItemCtrl", BaseCtrl)
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SoldierBattleEventItemCtrl._mapNodeConfig = {
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imgBgNormal = {sComponentName = "Image"},
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ConfirmBtnLocalPos = {sComponentName = "Transform"},
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TextName = {sComponentName = "TMP_Text"},
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TextDes = {sComponentName = "TMP_Text"},
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btnTakeBuff = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_TakeBuff"
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},
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txtTakeBuff = {
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sComponentName = "TMP_Text",
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sLanguageId = "Btn_EarnReward"
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},
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btnChallenge = {
|
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sComponentName = "UIButton",
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callback = "OnBtnClick_Challenge"
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},
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txtBtnChallenge = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_BattleEventItem_Challenge"
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},
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txtNeedPoint = {sComponentName = "TMP_Text"},
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txt_charTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_BattleEventItem_RewardItem"
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},
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gridCoin = {
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sCtrlName = "Game.UI.Soldier.Template.SoldierItemGridCtrl"
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},
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gridChess = {
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sCtrlName = "Game.UI.Soldier.Template.SoldierItemGridCtrl"
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},
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gridBuff = {
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sCtrlName = "Game.UI.Soldier.Template.SoldierItemGridCtrl"
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},
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RewardRoot = {}
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}
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SoldierBattleEventItemCtrl._mapEventConfig = {}
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SoldierBattleEventItemCtrl._mapRedDotConfig = {}
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function SoldierBattleEventItemCtrl:Awake()
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end
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function SoldierBattleEventItemCtrl:OnEnable()
|
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end
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function SoldierBattleEventItemCtrl:OnDisable()
|
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end
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function SoldierBattleEventItemCtrl:OnDestroy()
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end
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function SoldierBattleEventItemCtrl:SetRefreshCallback(obj, fn)
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self._objRefreshCallback = obj
|
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self._fnRefreshCallback = fn
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end
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function SoldierBattleEventItemCtrl:SetSelectCallback(obj, fn)
|
||||
self._objSelectCallback = obj
|
||||
self._fnSelectCallback = fn
|
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end
|
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function SoldierBattleEventItemCtrl:OnBtnClick_Select()
|
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end
|
||||
function SoldierBattleEventItemCtrl:SetItemData(tbItem)
|
||||
if tbItem == nil then
|
||||
self._nCardId = -1
|
||||
self._nIndex = 0
|
||||
self:SetSelected(false)
|
||||
return
|
||||
end
|
||||
self._nCardId = tbItem.id or -1
|
||||
self._nIndex = tbItem.index or 0
|
||||
local cfg = ConfigTable.GetData("SoldierEventBattlePool", self._nCardId)
|
||||
if cfg == nil then
|
||||
return
|
||||
end
|
||||
self:_SetIcon(cfg.Icon)
|
||||
if self._mapNode.TextName ~= nil then
|
||||
NovaAPI.SetTMPText(self._mapNode.TextName, cfg.Title or "")
|
||||
end
|
||||
if self._mapNode.TextDes ~= nil then
|
||||
NovaAPI.SetTMPText(self._mapNode.TextDes, cfg.Name or "")
|
||||
end
|
||||
self:SetPngSprite(self._mapNode.imgBgNormal, "Icon/SoldierOtherIcon/EventBattleQuality_0" .. cfg.LevelName)
|
||||
self:RefreshCharItems(cfg.coin, cfg.CharacterCount, cfg.StrategyCardCount)
|
||||
local tbDicePointLevel = ConfigTable.GetConfigArray("SoldierChessEventBattle")
|
||||
self.nNeedPoint = tonumber(tbDicePointLevel[self._nIndex]) or 0
|
||||
local sNeedText = orderedFormat(ConfigTable.GetUIText("Soldier_Event_NeedPoint"), self.nNeedPoint)
|
||||
NovaAPI.SetTMPText(self._mapNode.txtNeedPoint, sNeedText or "")
|
||||
end
|
||||
function SoldierBattleEventItemCtrl:RefreshCharItems(nCoinCount, nCharCount, nStrategyCardCount)
|
||||
if nCoinCount <= 0 and nCharCount <= 0 and nStrategyCardCount <= 0 then
|
||||
self._mapNode.RewardRoot.gameObject:SetActive(false)
|
||||
return
|
||||
end
|
||||
self._mapNode.RewardRoot.gameObject:SetActive(true)
|
||||
self.nCoinCount = nCoinCount
|
||||
if 0 >= self.nCoinCount then
|
||||
self._mapNode.gridCoin.gameObject:SetActive(false)
|
||||
else
|
||||
self._mapNode.gridCoin.gameObject:SetActive(true)
|
||||
self._mapNode.gridCoin:SetItem(1, self.nCoinCount, "Icon/Item/item_40", 40)
|
||||
end
|
||||
self.nCharCount = nCharCount
|
||||
if 0 >= self.nCharCount then
|
||||
self._mapNode.gridChess.gameObject:SetActive(false)
|
||||
else
|
||||
self._mapNode.gridChess.gameObject:SetActive(true)
|
||||
self._mapNode.gridChess:SetItem(1, self.nCharCount, "Icon/SoldierOtherIcon/icon_soldier_random_chess", 2701001)
|
||||
end
|
||||
self.nStrategyCardCount = nStrategyCardCount
|
||||
if 0 >= self.nStrategyCardCount then
|
||||
self._mapNode.gridBuff.gameObject:SetActive(false)
|
||||
else
|
||||
self._mapNode.gridBuff.gameObject:SetActive(true)
|
||||
self._mapNode.gridBuff:SetItem(1, self.nStrategyCardCount, "Icon/SoldierOtherIcon/icon_soldier_random_strategycard", 2701002)
|
||||
end
|
||||
self:SetButtonInit()
|
||||
end
|
||||
function SoldierBattleEventItemCtrl:SetButtonInit()
|
||||
self._mapNode.btnTakeBuff.gameObject:SetActive(false)
|
||||
self._mapNode.btnChallenge.gameObject:SetActive(false)
|
||||
self._mapNode.txtNeedPoint.gameObject:SetActive(true)
|
||||
end
|
||||
function SoldierBattleEventItemCtrl:SetDiceCasted(nPoint)
|
||||
self._mapNode.txtNeedPoint.gameObject:SetActive(false)
|
||||
if nPoint < self.nNeedPoint then
|
||||
self._mapNode.btnTakeBuff.gameObject:SetActive(false)
|
||||
self._mapNode.btnChallenge.gameObject:SetActive(true)
|
||||
else
|
||||
self._mapNode.btnTakeBuff.gameObject:SetActive(true)
|
||||
self._mapNode.btnChallenge.gameObject:SetActive(false)
|
||||
end
|
||||
end
|
||||
function SoldierBattleEventItemCtrl:OnGridBtnClick(nIndex)
|
||||
end
|
||||
function SoldierBattleEventItemCtrl:GetCardId()
|
||||
return self._nCardId
|
||||
end
|
||||
function SoldierBattleEventItemCtrl:GetIndex()
|
||||
return self._nIndex
|
||||
end
|
||||
function SoldierBattleEventItemCtrl:SetSelected(bSelected)
|
||||
self._bSelected = bSelected == true
|
||||
if self._mapNode.ImageSelect ~= nil and self._mapNode.ImageSelect.gameObject ~= nil then
|
||||
self._mapNode.ImageSelect.gameObject:SetActive(self._bSelected)
|
||||
end
|
||||
end
|
||||
function SoldierBattleEventItemCtrl:IsSelected()
|
||||
return self._bSelected
|
||||
end
|
||||
function SoldierBattleEventItemCtrl:GetConfirmBtnPosition()
|
||||
local node = self._mapNode.ConfirmBtnLocalPos
|
||||
if node == nil or node.transform == nil then
|
||||
return nil
|
||||
end
|
||||
return node.transform.position
|
||||
end
|
||||
function SoldierBattleEventItemCtrl:_SetIcon(sIconPath)
|
||||
if self._mapNode.img_icon == nil then
|
||||
return
|
||||
end
|
||||
if sIconPath and 0 < #sIconPath then
|
||||
self:SetPngSprite(self._mapNode.img_icon, sIconPath)
|
||||
self._mapNode.img_icon.gameObject:SetActive(true)
|
||||
else
|
||||
self._mapNode.img_icon.gameObject:SetActive(false)
|
||||
end
|
||||
end
|
||||
function SoldierBattleEventItemCtrl:OnBtnClick_TakeBuff()
|
||||
local callback = function()
|
||||
EventManager.Hit("SoldierSelectEventBattle")
|
||||
end
|
||||
PlayerData.SoldierData:GetCurLevelData():SendEventBattleChoose(self._nIndex, callback)
|
||||
end
|
||||
function SoldierBattleEventItemCtrl:OnBtnClick_Challenge()
|
||||
local callback = function()
|
||||
EventManager.Hit("SoldierSelectEventBattle")
|
||||
end
|
||||
PlayerData.SoldierData:GetCurLevelData():SendEventBattleChoose(self._nIndex, callback)
|
||||
end
|
||||
return SoldierBattleEventItemCtrl
|
||||
@@ -0,0 +1,21 @@
|
||||
local SoldierBattleEventPanel = class("SoldierBattleEventPanel", BasePanel)
|
||||
SoldierBattleEventPanel._bIsMainPanel = false
|
||||
SoldierBattleEventPanel._tbDefine = {
|
||||
{
|
||||
sPrefabPath = "Soldier/Level/SoldierBattleEventPanel.prefab",
|
||||
sCtrlName = "Game.UI.Soldier.BattleEvent.SoldierBattleEventCtrl"
|
||||
}
|
||||
}
|
||||
function SoldierBattleEventPanel:Awake()
|
||||
end
|
||||
function SoldierBattleEventPanel:OnEnable()
|
||||
end
|
||||
function SoldierBattleEventPanel:OnAfterEnter()
|
||||
end
|
||||
function SoldierBattleEventPanel:OnDisable()
|
||||
end
|
||||
function SoldierBattleEventPanel:OnDestroy()
|
||||
end
|
||||
function SoldierBattleEventPanel:OnRelease()
|
||||
end
|
||||
return SoldierBattleEventPanel
|
||||
@@ -0,0 +1,349 @@
|
||||
local SoldierResolveadisputeCtrl = class("SoldierResolveadisputeCtrl", BaseCtrl)
|
||||
local Camera = CS.UnityEngine.Camera
|
||||
local Light = CS.UnityEngine.Light
|
||||
local Animator = CS.UnityEngine.Animator
|
||||
local AudioListener = CS.UnityEngine.AudioListener
|
||||
local RawImage = CS.UnityEngine.UI.RawImage
|
||||
local ClientManager = CS.ClientManager
|
||||
local GameObject = CS.UnityEngine.GameObject
|
||||
local typeof = typeof
|
||||
local DICE_PREFAB_PATH_MAP = {
|
||||
[1] = "UI/Soldier/Dice/Prefab/Dice01.prefab",
|
||||
[2] = "UI/Soldier/Dice/Prefab/Dice02.prefab"
|
||||
}
|
||||
local DICE_RAW_IMAGE_NODE_NAME = "rimgDiceModel"
|
||||
local DICE_LAYER_NAME = "Cam_Layer_1"
|
||||
local DICE_WORLD_ROOT_NAME = "SoldierResolveadisputeDice3DRoot"
|
||||
local DICE_WORLD_ROOT_POSITION = Vector3(10000, 0, 0)
|
||||
local DICE_ROLL_MIN_TIME = 1
|
||||
local DICE_RESULT_TIME = 1.0
|
||||
local DICE_ANIM_NAME = "Soldier_Dice01_Num_"
|
||||
SoldierResolveadisputeCtrl._mapNodeConfig = {
|
||||
btnConfirm = {
|
||||
sComponentName = "UIButton",
|
||||
callback = "OnBtnClick_Confirm"
|
||||
},
|
||||
txtConfirmBtn = {
|
||||
sComponentName = "TMP_Text",
|
||||
sLanguageId = "Soldier_Resolveadispute_Confirm"
|
||||
},
|
||||
btnClose = {
|
||||
sComponentName = "UIButton",
|
||||
callback = "OnBtnClick_Close"
|
||||
},
|
||||
txtTitle = {
|
||||
sComponentName = "TMP_Text",
|
||||
sLanguageId = "Soldier_Resolveadispute_Title"
|
||||
},
|
||||
txtSucessTip = {sComponentName = "TMP_Text"},
|
||||
txtBlank = {
|
||||
sComponentName = "TMP_Text",
|
||||
sLanguageId = "Tips_Continue"
|
||||
},
|
||||
txtFinalPoint = {
|
||||
sComponentName = "TMP_Text",
|
||||
sLanguageId = "SoldierBattleEvent_FinalPoint"
|
||||
},
|
||||
txtFinalPointNum = {sComponentName = "TMP_Text"},
|
||||
goNodeResultTitle = {},
|
||||
trRawImage = {
|
||||
sComponentName = "RectTransform"
|
||||
},
|
||||
animFx_Tips = {sNodeName = "Fx_Tips", sComponentName = "Animator"},
|
||||
Win = {},
|
||||
Lose = {}
|
||||
}
|
||||
SoldierResolveadisputeCtrl._mapEventConfig = {}
|
||||
SoldierResolveadisputeCtrl._mapRedDotConfig = {}
|
||||
local function FindChildTransform(trRoot, sName)
|
||||
if trRoot == nil or type(sName) ~= "string" then
|
||||
return nil
|
||||
end
|
||||
if trRoot.name == sName then
|
||||
return trRoot
|
||||
end
|
||||
local nChildCount = trRoot.childCount - 1
|
||||
for i = 0, nChildCount do
|
||||
local trChild = trRoot:GetChild(i)
|
||||
local trResult = FindChildTransform(trChild, sName)
|
||||
if trResult ~= nil then
|
||||
return trResult
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:Awake()
|
||||
self.bActive = true
|
||||
self.bDiceCasted = false
|
||||
self.mDice3DData = {}
|
||||
self._mapNode.trRawImage.gameObject:SetActive(true)
|
||||
self:BuildDice3DData()
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:OnEnable()
|
||||
self.bActive = true
|
||||
self.bDiceCasted = false
|
||||
self.bRollMinFinished = false
|
||||
self.nPendingDicePoint = nil
|
||||
self._mapNode.btnClose.gameObject:SetActive(false)
|
||||
self._mapNode.btnConfirm.gameObject:SetActive(true)
|
||||
self._mapNode.txtBlank.gameObject:SetActive(false)
|
||||
self._mapNode.goNodeResultTitle.gameObject:SetActive(false)
|
||||
local tbDicePointLevel = ConfigTable.GetConfigArray("SoldierChessEventBattle")
|
||||
local nPointGreatSuccess = tbDicePointLevel[3]
|
||||
local sText = orderedFormat(ConfigTable.GetUIText("Soldier_Resolveadispute_SucessTip"), nPointGreatSuccess)
|
||||
NovaAPI.SetTMPText(self._mapNode.txtSucessTip, sText)
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:OnDisable()
|
||||
self.bActive = false
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:GetDiceCount()
|
||||
local soldierLevelData = PlayerData.SoldierData:GetCurLevelData()
|
||||
if soldierLevelData == nil then
|
||||
return 1
|
||||
end
|
||||
local eventBattleData = soldierLevelData:GetEventBattleData()
|
||||
if eventBattleData == nil then
|
||||
return 1
|
||||
end
|
||||
local bTwoDice = eventBattleData.bTwoDice
|
||||
return bTwoDice and 2 or 1
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:BuildDice3DData()
|
||||
self.bTwoDice = self:GetDiceCount() == 2
|
||||
local sDicePrefabPath = DICE_PREFAB_PATH_MAP[self:GetDiceCount()]
|
||||
if sDicePrefabPath == nil or sDicePrefabPath == "" then
|
||||
return
|
||||
end
|
||||
if self._mapNode.trRawImage == nil then
|
||||
return
|
||||
end
|
||||
local nLayerIndex = NovaAPI.LayerMaskName2Layer(DICE_LAYER_NAME)
|
||||
local nLayerMask = NovaAPI.LayerMaskGetMask(DICE_LAYER_NAME)
|
||||
local prefab = self:LoadAsset(sDicePrefabPath, typeof(GameObject))
|
||||
if prefab == nil then
|
||||
return
|
||||
end
|
||||
local goWorldRoot = GameObject(DICE_WORLD_ROOT_NAME)
|
||||
goWorldRoot.transform.position = DICE_WORLD_ROOT_POSITION
|
||||
goWorldRoot.transform.localEulerAngles = Vector3(0, 0, 0)
|
||||
goWorldRoot.transform.localScale = Vector3.one
|
||||
self.mDice3DData.worldRoot = goWorldRoot
|
||||
local go = instantiate(prefab, goWorldRoot.transform)
|
||||
if go == nil then
|
||||
return
|
||||
end
|
||||
go.transform.localPosition = Vector3(0, 0, 0)
|
||||
go.transform.localEulerAngles = Vector3(0, 0, 0)
|
||||
go.transform.localScale = Vector3.one
|
||||
go.transform:SetLayerRecursively(nLayerIndex)
|
||||
self.mDice3DData.gameObject = go
|
||||
self.mDice3DData.rawImage = self._mapNode.trRawImage:GetComponent(typeof(RawImage))
|
||||
if self.mDice3DData.rawImage == nil then
|
||||
return
|
||||
end
|
||||
local trCamera = FindChildTransform(go.transform, "Camera")
|
||||
if trCamera == nil then
|
||||
return
|
||||
end
|
||||
self.mDice3DData.camera = trCamera:GetComponent(typeof(Camera))
|
||||
if self.mDice3DData.camera == nil then
|
||||
return
|
||||
end
|
||||
self.mDice3DData.camera.cullingMask = nLayerMask
|
||||
self.mDice3DData.camera:SetCameraVolumeLayerMask(nLayerMask)
|
||||
local tbLight = go:GetComponentsInChildren(typeof(Light), true)
|
||||
for i = 0, tbLight.Length - 1 do
|
||||
tbLight[i].cullingMask = nLayerMask
|
||||
end
|
||||
local tbAudioListener = go:GetComponentsInChildren(typeof(AudioListener), true)
|
||||
for i = 0, tbAudioListener.Length - 1 do
|
||||
tbAudioListener[i].enabled = false
|
||||
end
|
||||
if self.bTwoDice == false then
|
||||
local trNumber = FindChildTransform(go.transform, "Number")
|
||||
local trAnimRotation = FindChildTransform(go.transform, "Anim_Rotation")
|
||||
if trNumber ~= nil then
|
||||
self.mDice3DData.animDice01Num = trNumber:GetComponent(typeof(Animator))
|
||||
end
|
||||
if trAnimRotation ~= nil then
|
||||
self.mDice3DData.animDice01Rot = trAnimRotation:GetComponent(typeof(Animator))
|
||||
end
|
||||
else
|
||||
local trNumber_L = FindChildTransform(go.transform, "Number_L")
|
||||
if trNumber_L ~= nil then
|
||||
self.mDice3DData.animDice02Num_L = trNumber_L:GetComponent(typeof(Animator))
|
||||
end
|
||||
local trNumber_R = FindChildTransform(go.transform, "Number_R")
|
||||
if trNumber_R ~= nil then
|
||||
self.mDice3DData.animDice02Num_R = trNumber_R:GetComponent(typeof(Animator))
|
||||
end
|
||||
local trAnimRotation = FindChildTransform(go.transform, "Anim_Rotation")
|
||||
if trAnimRotation ~= nil then
|
||||
self.mDice3DData.animDice02Rot = trAnimRotation:GetComponent(typeof(Animator))
|
||||
end
|
||||
end
|
||||
local v2Resolution = Vector2(2160, 1080)
|
||||
local nRTSizeX = math.floor(v2Resolution.x * Settings.RENDERTEXTURE_SIZE_FACTOR)
|
||||
local nRTSizeY = math.floor(v2Resolution.y * Settings.RENDERTEXTURE_SIZE_FACTOR)
|
||||
self.mDice3DData.cameraRT = GameUIUtils.GenerateRenderTextureFor3D(nRTSizeX, nRTSizeY)
|
||||
self._mapNode.trRawImage.sizeDelta = v2Resolution
|
||||
self.mDice3DData.camera.targetTexture = self.mDice3DData.cameraRT
|
||||
NovaAPI.SetTexture(self.mDice3DData.rawImage, self.mDice3DData.cameraRT)
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:HasDiceAnim()
|
||||
return self.mDice3DData.animDice01Rot ~= nil or self.mDice3DData.animDice02Rot ~= nil
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:PlayDiceRollAnim()
|
||||
self._mapNode.trRawImage.gameObject:SetActive(true)
|
||||
if self.bTwoDice == false then
|
||||
if self.mDice3DData.animDice01Rot ~= nil then
|
||||
self.mDice3DData.animDice01Rot:Play("Soldier_Dice01_Start")
|
||||
end
|
||||
elseif self.mDice3DData.animDice02Rot ~= nil then
|
||||
self.mDice3DData.animDice02Rot:Play("Soldier_Dice02_Start")
|
||||
end
|
||||
CS.WwiseAudioManager.Instance:PostEvent("mode_900001_chess_result_resolve_tossSwing")
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:OnDiceRollMinFinished()
|
||||
self.bRollMinFinished = true
|
||||
self:TryPlayDiceResultAnim()
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:TryPlayDiceResultAnim()
|
||||
self._mapNode.trRawImage.gameObject:SetActive(true)
|
||||
if self.nPendingDicePoint == nil then
|
||||
return
|
||||
end
|
||||
if self:HasDiceAnim() == false then
|
||||
self:OnDiceResultAnimEnd()
|
||||
return
|
||||
end
|
||||
if self.bRollMinFinished ~= true then
|
||||
return
|
||||
end
|
||||
local nAnimTime = 0
|
||||
if self.bTwoDice == false and self.mDice3DData.animDice01Num ~= nil then
|
||||
local nAnimPoint = math.max(1, math.min(20, self.nPendingDicePoint or 1))
|
||||
local sAnimName = "Soldier_Dice01_Num_" .. nAnimPoint
|
||||
self.mDice3DData.animDice01Num:Play(sAnimName)
|
||||
nAnimTime = NovaAPI.GetAnimClipLength(self.mDice3DData.animDice01Num, {sAnimName})
|
||||
end
|
||||
if self.bTwoDice == true then
|
||||
math.randomseed(os.time())
|
||||
math.random()
|
||||
math.random()
|
||||
math.random()
|
||||
local nFinalPoint = self.nPendingDicePoint or 0
|
||||
local nRandomLeftOrRight = math.random(1, 2)
|
||||
local nDice1 = 0
|
||||
local nDice2 = 0
|
||||
if nRandomLeftOrRight == 1 then
|
||||
nDice1 = nFinalPoint
|
||||
nDice2 = math.random(1, nFinalPoint - 1)
|
||||
else
|
||||
nDice2 = nFinalPoint
|
||||
nDice1 = math.random(1, nFinalPoint - 1)
|
||||
end
|
||||
local nAnimTime_L = 0
|
||||
local nAnimTime_R = 0
|
||||
if self.mDice3DData.animDice02Num_L ~= nil then
|
||||
local sAnimName = "Soldier_Dice02_Num_" .. nDice1
|
||||
self.mDice3DData.animDice02Num_L:Play(sAnimName)
|
||||
nAnimTime_L = NovaAPI.GetAnimClipLength(self.mDice3DData.animDice02Num_L, {sAnimName})
|
||||
end
|
||||
if self.mDice3DData.animDice02Num_R ~= nil then
|
||||
local sAnimName = "Soldier_Dice02_Num_" .. nDice2
|
||||
self.mDice3DData.animDice02Num_R:Play(sAnimName)
|
||||
nAnimTime_R = NovaAPI.GetAnimClipLength(self.mDice3DData.animDice02Num_R, {sAnimName})
|
||||
end
|
||||
nAnimTime = math.max(nAnimTime_L, nAnimTime_R)
|
||||
end
|
||||
self:AddTimer(1, nAnimTime, "OnDiceResultAnimEnd", true, true, true)
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:OnDiceResultAnimEnd()
|
||||
if self.bActive ~= true then
|
||||
return
|
||||
end
|
||||
NovaAPI.SetTMPText(self._mapNode.txtFinalPointNum, self.nPendingDicePoint or 0)
|
||||
local tbDicePointLevel = ConfigTable.GetConfigArray("SoldierChessEventBattle")
|
||||
if tbDicePointLevel ~= nil then
|
||||
local nMinPoint = tonumber(tbDicePointLevel[1]) or 0
|
||||
local sAnimName = ""
|
||||
local sSoundName = ""
|
||||
if nMinPoint <= self.nPendingDicePoint then
|
||||
self._mapNode.Win.gameObject:SetActive(true)
|
||||
self._mapNode.Lose.gameObject:SetActive(false)
|
||||
sAnimName = "SoldierResolveadisputeTips_Win"
|
||||
sSoundName = "mode_900001_chess_result_resolve_toss_goodEnd"
|
||||
else
|
||||
self._mapNode.Lose.gameObject:SetActive(true)
|
||||
self._mapNode.Win.gameObject:SetActive(false)
|
||||
sAnimName = "SoldierResolveadisputeTips_Lose"
|
||||
sSoundName = "mode_900001_chess_result_resolve_toss_badEnd"
|
||||
end
|
||||
if sAnimName ~= "" then
|
||||
self._mapNode.animFx_Tips:Play(sAnimName)
|
||||
end
|
||||
if sSoundName ~= "" then
|
||||
CS.WwiseAudioManager.Instance:PostEvent(sSoundName)
|
||||
end
|
||||
end
|
||||
self.bDiceCasted = false
|
||||
self._mapNode.txtBlank.gameObject:SetActive(true)
|
||||
self._mapNode.btnConfirm.gameObject:SetActive(false)
|
||||
self._mapNode.btnClose.gameObject:SetActive(true)
|
||||
self._mapNode.goNodeResultTitle.gameObject:SetActive(true)
|
||||
EventManager.Hit("SoldierDiceCasted")
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:OnBtnClick_Confirm()
|
||||
if self.bDiceCasted == true then
|
||||
return
|
||||
end
|
||||
self._mapNode.btnConfirm.gameObject:SetActive(false)
|
||||
self.bDiceCasted = true
|
||||
self.bRollMinFinished = false
|
||||
self.nPendingDicePoint = nil
|
||||
self:PlayDiceRollAnim()
|
||||
if self:HasDiceAnim() == true then
|
||||
self:AddTimer(1, DICE_ROLL_MIN_TIME, "OnDiceRollMinFinished", true, true, true)
|
||||
else
|
||||
self.bRollMinFinished = true
|
||||
end
|
||||
local soldierLevelData = PlayerData.SoldierData:GetCurLevelData()
|
||||
if soldierLevelData ~= nil then
|
||||
soldierLevelData:SendEventBattleThrowDice(function()
|
||||
if self.bActive ~= true then
|
||||
return
|
||||
end
|
||||
self.nPendingDicePoint = soldierLevelData:GetEventBattleData().nPoint or 0
|
||||
self:TryPlayDiceResultAnim()
|
||||
end)
|
||||
else
|
||||
self.nPendingDicePoint = 0
|
||||
self:TryPlayDiceResultAnim()
|
||||
end
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:OnBtnClick_Close()
|
||||
EventManager.Hit(EventId.ClosePanel, PanelId.SoldierResolveadisputePanel)
|
||||
end
|
||||
function SoldierResolveadisputeCtrl:OnDestroy()
|
||||
if self.mDice3DData.cameraRT ~= nil then
|
||||
if self.mDice3DData.camera ~= nil then
|
||||
self.mDice3DData.camera.targetTexture = nil
|
||||
end
|
||||
if self.mDice3DData.rawImage ~= nil then
|
||||
NovaAPI.SetTexture(self.mDice3DData.rawImage, nil)
|
||||
end
|
||||
GameUIUtils.ReleaseRenderTexture(self.mDice3DData.cameraRT)
|
||||
self.mDice3DData.cameraRT = nil
|
||||
end
|
||||
if self.mDice3DData.worldRoot ~= nil then
|
||||
destroy(self.mDice3DData.worldRoot)
|
||||
self.mDice3DData.worldRoot = nil
|
||||
self.mDice3DData.gameObject = nil
|
||||
elseif self.mDice3DData.gameObject ~= nil then
|
||||
destroy(self.mDice3DData.gameObject)
|
||||
self.mDice3DData.gameObject = nil
|
||||
end
|
||||
self.mDice3DData = {}
|
||||
end
|
||||
return SoldierResolveadisputeCtrl
|
||||
@@ -0,0 +1,21 @@
|
||||
local SoldierResolveadisputePanel = class("SoldierResolveadisputePanel", BasePanel)
|
||||
SoldierResolveadisputePanel._bIsMainPanel = false
|
||||
SoldierResolveadisputePanel._tbDefine = {
|
||||
{
|
||||
sPrefabPath = "Soldier/Level/SoldierResolveadisputePanel.prefab",
|
||||
sCtrlName = "Game.UI.Soldier.BattleEvent.SoldierResolveadisputeCtrl"
|
||||
}
|
||||
}
|
||||
function SoldierResolveadisputePanel:Awake()
|
||||
end
|
||||
function SoldierResolveadisputePanel:OnEnable()
|
||||
end
|
||||
function SoldierResolveadisputePanel:OnAfterEnter()
|
||||
end
|
||||
function SoldierResolveadisputePanel:OnDisable()
|
||||
end
|
||||
function SoldierResolveadisputePanel:OnDestroy()
|
||||
end
|
||||
function SoldierResolveadisputePanel:OnRelease()
|
||||
end
|
||||
return SoldierResolveadisputePanel
|
||||
Reference in New Issue
Block a user