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
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local SoldierHandbookCtrl = class("SoldierHandbookCtrl", BaseCtrl)
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SoldierHandbookCtrl._mapNodeConfig = {
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TopBar = {
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sNodeName = "TopBarPanel",
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sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
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},
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btn_char = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Char"
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},
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go_char_in = {},
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go_char_off = {},
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btn_partner = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Partner"
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},
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go_partner_in = {},
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go_partner_off = {},
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btn_starterCard = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_StarterCard"
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},
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go_starterCard_in = {},
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go_starterCard_off = {},
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btn_strategyCard = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_StrategyCard"
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},
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go_strategyCard_in = {},
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go_strategyCard_off = {},
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txt_char = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Handbook_Character"
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},
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txt_partner = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Handbook_Partner"
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},
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txt_starterCard = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Handbook_StarterCard"
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},
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txt_strategyCard = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Handbook_StrategyCard"
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},
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CharCtrl = {
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sNodeName = "CharRoot",
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sCtrlName = "Game.UI.Soldier.Handbook.SoldierHandbookCharCtrl"
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},
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PartnerCtrl = {
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sNodeName = "PartnerRoot",
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sCtrlName = "Game.UI.Soldier.Handbook.SoldierHandbookPartnerCtrl"
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},
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StarterCardCtrl = {
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sNodeName = "StarterCardRoot",
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sCtrlName = "Game.UI.Soldier.Handbook.SoldierHandbookStarterCardCtrl"
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},
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StrategyCardCtrl = {
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sNodeName = "StrategyCardRoot",
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sCtrlName = "Game.UI.Soldier.Handbook.SoldierHandbookStrategyCardCtrl"
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}
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}
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SoldierHandbookCtrl._mapEventConfig = {}
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SoldierHandbookCtrl._mapRedDotConfig = {}
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function SoldierHandbookCtrl:Awake()
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local param = self:GetPanelParam()
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local nSelectedType = 0
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if type(param) == "table" then
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nSelectedType = param[1]
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end
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if nSelectedType == 0 then
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nSelectedType = AllEnum.SoldierHandbookType.Character
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end
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self:SwitchToSelectedType(nSelectedType)
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end
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function SoldierHandbookCtrl:OnEnable()
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EventManager.Hit("SoldierHandbookPanel_Open")
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end
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function SoldierHandbookCtrl:OnDisable()
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EventManager.Hit("SoldierHandbookPanel_Close")
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end
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function SoldierHandbookCtrl:SwitchToSelectedType(nSelectedType)
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self._mapNode.CharCtrl:Clear()
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self._mapNode.PartnerCtrl:Clear()
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self._mapNode.StarterCardCtrl:Clear()
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self._mapNode.StrategyCardCtrl:Clear()
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self.nSelectedType = nSelectedType
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self._mapNode.CharCtrl.gameObject:SetActive(self.nSelectedType == AllEnum.SoldierHandbookType.Character)
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self._mapNode.PartnerCtrl.gameObject:SetActive(self.nSelectedType == AllEnum.SoldierHandbookType.Partner)
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self._mapNode.StarterCardCtrl.gameObject:SetActive(self.nSelectedType == AllEnum.SoldierHandbookType.StarterCard)
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self._mapNode.StrategyCardCtrl.gameObject:SetActive(self.nSelectedType == AllEnum.SoldierHandbookType.StrategyCard)
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self._mapNode.go_char_in.gameObject:SetActive(self.nSelectedType == AllEnum.SoldierHandbookType.Character)
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self._mapNode.go_char_off.gameObject:SetActive(self.nSelectedType ~= AllEnum.SoldierHandbookType.Character)
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self._mapNode.go_partner_in.gameObject:SetActive(self.nSelectedType == AllEnum.SoldierHandbookType.Partner)
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self._mapNode.go_partner_off.gameObject:SetActive(self.nSelectedType ~= AllEnum.SoldierHandbookType.Partner)
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self._mapNode.go_starterCard_in.gameObject:SetActive(self.nSelectedType == AllEnum.SoldierHandbookType.StarterCard)
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self._mapNode.go_starterCard_off.gameObject:SetActive(self.nSelectedType ~= AllEnum.SoldierHandbookType.StarterCard)
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self._mapNode.go_strategyCard_in.gameObject:SetActive(self.nSelectedType == AllEnum.SoldierHandbookType.StrategyCard)
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self._mapNode.go_strategyCard_off.gameObject:SetActive(self.nSelectedType ~= AllEnum.SoldierHandbookType.StrategyCard)
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if self.nSelectedType == AllEnum.SoldierHandbookType.Character then
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self._mapNode.CharCtrl:Init()
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elseif self.nSelectedType == AllEnum.SoldierHandbookType.Partner then
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self._mapNode.PartnerCtrl:Init()
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elseif self.nSelectedType == AllEnum.SoldierHandbookType.StarterCard then
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self._mapNode.StarterCardCtrl:Init()
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elseif self.nSelectedType == AllEnum.SoldierHandbookType.StrategyCard then
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self._mapNode.StrategyCardCtrl:Init()
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end
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end
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function SoldierHandbookCtrl:OnBtnClick_Char()
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self:SwitchToSelectedType(AllEnum.SoldierHandbookType.Character)
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end
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function SoldierHandbookCtrl:OnBtnClick_Partner()
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self:SwitchToSelectedType(AllEnum.SoldierHandbookType.Partner)
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end
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function SoldierHandbookCtrl:OnBtnClick_StarterCard()
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self:SwitchToSelectedType(AllEnum.SoldierHandbookType.StarterCard)
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end
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function SoldierHandbookCtrl:OnBtnClick_StrategyCard()
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self:SwitchToSelectedType(AllEnum.SoldierHandbookType.StrategyCard)
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end
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return SoldierHandbookCtrl
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