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 +1,79 @@
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local SoldierShopProbabilityCtrl = class("SoldierShopProbabilityCtrl", BaseCtrl)
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SoldierShopProbabilityCtrl._mapNodeConfig = {
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btnCloseFull = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Close"
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},
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btnClose = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Close"
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},
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ScrollView = {
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sComponentName = "LoopScrollView"
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},
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txtWindowTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_ShopProbability_Title"
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},
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TextLv = {
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sComponentName = "TMP_Text",
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sLanguageId = "WorldClass_Level"
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},
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TextLvCost = {sComponentName = "TMP_Text", nCount = 5}
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}
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SoldierShopProbabilityCtrl._mapEventConfig = {}
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SoldierShopProbabilityCtrl._mapRedDotConfig = {}
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local ITEM_LUA_PATH = "Game.UI.Soldier.ShopProbability.SoldierShopProbabilityItemCtrl"
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function SoldierShopProbabilityCtrl:Awake()
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self._tbItemCtrls = {}
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if self._mapNode.ListItemTemplate ~= nil then
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self._mapNode.ListItemTemplate:SetActive(false)
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end
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end
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function SoldierShopProbabilityCtrl:OnEnable()
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self:_RefreshList()
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end
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function SoldierShopProbabilityCtrl:OnDisable()
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self:UnbindRowItems()
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self.tbRowsCtrl = nil
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end
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function SoldierShopProbabilityCtrl:OnDestroy()
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end
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function SoldierShopProbabilityCtrl:_RefreshList()
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for k, v in pairs(self._mapNode.TextLvCost) do
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NovaAPI.SetTMPText(v, orderedFormat(ConfigTable.GetUIText("Soldier_ShopProbability_ChessCost"), k))
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end
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self.tbRows = {}
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local _f = function(mapLine)
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if mapLine ~= nil then
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table.insert(self.tbRows, mapLine)
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end
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end
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ForEachTableLine(ConfigTable.Get("SoldierShopLevel"), _f)
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table.sort(self.tbRows, function(a, b)
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return (a.Level or 0) < (b.Level or 0)
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end)
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self:UnbindRowItems()
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self._mapNode.ScrollView:Init(#self.tbRows, self, self.OnGridRefresh)
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end
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function SoldierShopProbabilityCtrl:OnGridRefresh(goGrid, nGridIndex)
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local nIndex = nGridIndex + 1
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local ctrl = self:BindCtrlByNode(goGrid, ITEM_LUA_PATH)
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if ctrl ~= nil then
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self.tbRowsCtrl[goGrid:GetInstanceID()] = ctrl
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ctrl:Refresh(self.tbRows[nIndex])
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end
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end
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function SoldierShopProbabilityCtrl:UnbindRowItems()
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if self.tbRowsCtrl == nil then
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self.tbRowsCtrl = {}
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return
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end
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for _, ctrl in ipairs(self.tbRowsCtrl) do
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self:UnbindCtrlByNode(ctrl)
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end
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end
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function SoldierShopProbabilityCtrl:OnBtnClick_Close()
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EventManager.Hit(EventId.ClosePanel, PanelId.SoldierShopProbabilityPanel)
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end
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return SoldierShopProbabilityCtrl
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@@ -0,0 +1,30 @@
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local SoldierShopProbabilityItemCtrl = class("SoldierShopProbabilityItemCtrl", BaseCtrl)
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SoldierShopProbabilityItemCtrl._mapNodeConfig = {
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TextProbability = {nCount = 5, sComponentName = "TMP_Text"},
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txtLv = {sComponentName = "TMP_Text"}
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}
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SoldierShopProbabilityItemCtrl._mapEventConfig = {}
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SoldierShopProbabilityItemCtrl._mapRedDotConfig = {}
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local RARITY_COUNT = 5
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function SoldierShopProbabilityItemCtrl:Awake()
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end
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function SoldierShopProbabilityItemCtrl:OnEnable()
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end
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function SoldierShopProbabilityItemCtrl:OnDisable()
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end
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function SoldierShopProbabilityItemCtrl:OnDestroy()
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end
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function SoldierShopProbabilityItemCtrl:Refresh(cfgData)
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if cfgData == nil then
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return
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end
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NovaAPI.SetTMPText(self._mapNode.txtLv, tostring(cfgData.Level or ""))
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for i = 1, RARITY_COUNT do
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local txt = self._mapNode.TextProbability[i]
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if txt ~= nil then
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local nValue = cfgData["Rarity" .. i] or 0
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NovaAPI.SetTMPText(txt, tostring(nValue) .. "%")
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end
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end
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end
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return SoldierShopProbabilityItemCtrl
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@@ -0,0 +1,22 @@
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local SoldierShopProbabilityPanel = class("SoldierShopProbabilityPanel", BasePanel)
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SoldierShopProbabilityPanel._bIsMainPanel = false
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SoldierShopProbabilityPanel._sSortingLayerName = AllEnum.SortingLayerName.UI
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SoldierShopProbabilityPanel._tbDefine = {
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{
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sPrefabPath = "Soldier/Level/SoldierShopProbabilityPanel.prefab",
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sCtrlName = "Game.UI.Soldier.ShopProbability.SoldierShopProbabilityCtrl"
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}
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}
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function SoldierShopProbabilityPanel:Awake()
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end
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function SoldierShopProbabilityPanel:OnEnable()
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end
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function SoldierShopProbabilityPanel:OnAfterEnter()
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end
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function SoldierShopProbabilityPanel:OnDisable()
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end
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function SoldierShopProbabilityPanel:OnDestroy()
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end
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function SoldierShopProbabilityPanel:OnRelease()
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end
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return SoldierShopProbabilityPanel
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