Update - 1.11.0.113

EN: 1.11.0.113
CN: 1.11.0.114
JP: 1.11.0.118
KR: 1.11.0.118
This commit is contained in:
SL1900
2026-06-02 16:00:00 +09:00
parent 343b24c91b
commit dcc2c4a2a9
621 changed files with 518699 additions and 4157 deletions
@@ -50,6 +50,16 @@ DepotPotentialCtrl._mapNodeConfig = {
btnSwitch_off = {
sComponentName = "UIButton",
callback = "OnBtnClick_SetSimpleDes"
},
goRecomSwitchFull = {},
btnSwitchRecom = {
nCount = 2,
sComponentName = "UIButton",
callback = "OnBtnClick_SwitchRecom"
},
txtRecomm = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_Recommend_Show"
}
}
DepotPotentialCtrl._mapEventConfig = {
@@ -129,6 +139,18 @@ function DepotPotentialCtrl:RefreshPotential(mapAllPotential, mapPotential)
end
cs_coroutine.start(wait)
self:InitSwitch()
self:OnRefreshPotenRecommend()
end
function DepotPotentialCtrl:OnSwitchPotentialRecommendChange()
self._mapNode.btnSwitchRecom[1].gameObject:SetActive(self.bPotentialRecommend)
self._mapNode.btnSwitchRecom[2].gameObject:SetActive(not self.bPotentialRecommend)
for k, v in ipairs(self._mapNode.PotentialList) do
v:OnSwitchPotentialRecommendChange(self.bPotentialRecommend)
end
self._mapNode.PotentialCard:OnSwitchPotentialRecommendChange(self.bPotentialRecommend)
if self.bPotentialRecommend and self.nSelectId then
self:OnSetPotentialRecommend(self.nSelectId)
end
end
function DepotPotentialCtrl:SwitchPotentialAll()
self._mapNode.btnSwitchFull[1].gameObject:SetActive(not self.bPotentialAll)
@@ -195,6 +217,23 @@ function DepotPotentialCtrl:Awake()
self._mapNode.PotentialDepotItem.gameObject:SetActive(false)
self._mapNode.PotentialCard.gameObject:SetActive(false)
end
function DepotPotentialCtrl:GetPotenRecommendStatus()
return PlayerData.StarTower:GetPotenRecommendStatus(self._panel.nStarTowerId)
end
function DepotPotentialCtrl:OnRefreshPotenRecommend()
self.bPotentialRecommend, self.ispreSelect = self:GetPotenRecommendStatus()
if not self.ispreSelect then
self._mapNode.goRecomSwitchFull.gameObject:SetActive(false)
return
end
self._mapNode.goRecomSwitchFull.gameObject:SetActive(true)
self._mapNode.btnSwitchRecom[1].gameObject:SetActive(self.bPotentialRecommend)
self._mapNode.btnSwitchRecom[2].gameObject:SetActive(not self.bPotentialRecommend)
self:RefreshRecommendPotentialList()
if self.nSelectId then
self:OnSetPotentialRecommend(self.nSelectId)
end
end
function DepotPotentialCtrl:OnEnable()
end
function DepotPotentialCtrl:OnDisable()
@@ -220,6 +259,36 @@ function DepotPotentialCtrl:OnBtnClick_SwitchFull()
LocalData.SetPlayerLocalData("PotentialAllSwitch", self.bPotentialAll)
self:SwitchPotentialAll()
end
function DepotPotentialCtrl:OnBtnClick_SwitchRecom()
self.bPotentialRecommend = not self.bPotentialRecommend
LocalData.SetPlayerLocalData("PotentialAllSwitchRecomm", self.bPotentialRecommend)
self:OnSwitchPotentialRecommendChange()
end
function DepotPotentialCtrl:RefreshRecommendPotentialList()
local nTowerId = self._panel.nStarTowerId
local ispreSelect = PlayerData.StarTower:IsPreselectionData(nTowerId)
if not ispreSelect then
return
end
local bPa = LocalData.GetPlayerLocalData("PotentialAllSwitchRecomm")
if bPa == false then
return
end
local potemtilalList = {}
for _, v in ipairs(self.mapAllPotential) do
local tbPotential = v.tbPotential
for _, tb in pairs(tbPotential) do
table.insert(potemtilalList, tb.nId)
end
end
self.recommendList = PlayerData.StarTower:GetRecommendList(nTowerId, self._panel.tbTeam, potemtilalList)
end
function DepotPotentialCtrl:ShieldPreselectionAnimator(state)
self._mapNode.PotentialCard:ShieldPreselectionAnimator(state)
end
function DepotPotentialCtrl:ShieldSpecialPontential(state)
self._mapNode.PotentialCard:ShieldSpecialPontential(state)
end
function DepotPotentialCtrl:OnEvent_SelectDepotPotential(nPotentialId)
self._mapNode.PotentialCard.gameObject:SetActive(true)
local nLevel = 0
@@ -235,6 +304,29 @@ function DepotPotentialCtrl:OnEvent_SelectDepotPotential(nPotentialId)
local bSimple = PlayerData.StarTower:GetPotentialDescSimple()
self._mapNode.PotentialCard:SetPotentialItem(nPotentialId, nLevel, nil, bSimple, nil, nPotentialAddLv, AllEnum.PotentialCardType.StarTower)
self._mapNode.PotentialCard:ChangeWordRaycast(true)
self:OnSetPotentialRecommend(nPotentialId)
end
end
function DepotPotentialCtrl:OnSetPotentialRecommend(nPotentialId)
local nLevel = self:GetRecommendPotentialLevel(nPotentialId)
local status = false
if self.bPotentialRecommend and -1 < nLevel then
status = true
end
self._mapNode.PotentialCard:OnSetPotentialRecommend(status, nLevel)
end
function DepotPotentialCtrl:GetRecommendPotentialLevel(nId)
if not self.recommendList then
self:RefreshRecommendPotentialList()
end
if not self.recommendList then
return -1
end
for _, tb in ipairs(self.recommendList) do
if tb.nId == nId then
return tb.nLevel
end
end
return -1
end
return DepotPotentialCtrl