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
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@@ -1,4 +1,5 @@
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local DepotPotentialItemCtrl = class("DepotPotentialItemCtrl", BaseCtrl)
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local LayoutRebuilder = CS.UnityEngine.UI.LayoutRebuilder
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DepotPotentialItemCtrl._mapNodeConfig = {
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btnItem = {
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sComponentName = "UIButton",
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@@ -24,7 +25,10 @@ DepotPotentialItemCtrl._mapNodeConfig = {
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sComponentName = "TMP_Text",
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sLanguageId = "StarTower_Depot_Potential_Lock"
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},
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imgMask = {}
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imgMask = {},
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recomContainer = {},
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imageRecomBg = {},
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txtReCount = {sComponentName = "TMP_Text"}
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}
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DepotPotentialItemCtrl._mapEventConfig = {
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SelectDepotPotential = "OnEvent_SelectDepotPotential"
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@@ -34,11 +38,14 @@ local level_txt_color = {
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[1] = "#264278",
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[2] = "#2c5fd5"
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}
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function DepotPotentialItemCtrl:InitItem(nPotentialId, nLevel, nPotentialAdd, bShowAdd, bHideChoose)
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function DepotPotentialItemCtrl:InitItem(nPotentialId, nLevel, nPotentialAdd, bShowAdd, bHideChoose, recommendLv)
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self.nPotentialId = nPotentialId
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self.nLevel = nLevel
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self.nPotentialAdd = nPotentialAdd
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self.bHideChoose = bHideChoose
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function self.WaitLayoutTxtFunc()
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self:WaitLayoutTxt()
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end
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local itemCfg = ConfigTable.GetData_Item(nPotentialId)
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local potentialCfg = ConfigTable.GetData("Potential", nPotentialId)
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if nil == potentialCfg or nil == itemCfg then
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@@ -48,6 +55,7 @@ function DepotPotentialItemCtrl:InitItem(nPotentialId, nLevel, nPotentialAdd, bS
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self._mapNode.imgMask.gameObject:SetActive(nLevel <= 0)
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NovaAPI.SetCanvasGroupAlpha(self._mapNode.canvasGroup, 1)
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local bSpecial = itemCfg.Stype == GameEnum.itemStype.SpecificPotential
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self.bSpecial = bSpecial
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self._mapNode.goNormal.gameObject:SetActive(not bSpecial)
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self._mapNode.goSpecial.gameObject:SetActive(bSpecial)
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if not bSpecial then
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@@ -55,7 +63,10 @@ function DepotPotentialItemCtrl:InitItem(nPotentialId, nLevel, nPotentialAdd, bS
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else
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self:SetSpecialPotential(itemCfg, potentialCfg)
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end
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self._mapNode.imgChoose.gameObject:SetActive(false)
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if recommendLv == nil then
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recommendLv = -1
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end
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self:RefreshRecommend(recommendLv)
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end
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function DepotPotentialItemCtrl:SetNormalPotential(itemCfg, potentialCfg, bShowAdd)
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local sFrame = AllEnum.FrameType_New.PotentialS .. AllEnum.FrameColor_New[itemCfg.Rarity]
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@@ -81,6 +92,27 @@ function DepotPotentialItemCtrl:RefreshPreselectionLevel(nLevel)
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self._mapNode.imgMask.gameObject:SetActive(nLevel <= 0)
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NovaAPI.SetTMPText(self._mapNode.txtLevelValue, self.nLevel)
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end
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function DepotPotentialItemCtrl:GetPotentialID()
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return self.nPotentialId
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end
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function DepotPotentialItemCtrl:RefreshRecommend(recommendLv)
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self.recommendLv = recommendLv
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self._mapNode.recomContainer.gameObject:SetActive(-1 < recommendLv)
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if -1 < recommendLv then
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if self.bSpecial then
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self._mapNode.txtReCount.text = ""
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else
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self._mapNode.txtReCount.text = recommendLv
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end
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end
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if -1 < recommendLv then
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.imageRecomBg.gameObject:GetComponent("RectTransform"))
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end
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cs_coroutine.start(wait)
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end
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end
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function DepotPotentialItemCtrl:OnBtnClick_Item()
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EventManager.Hit("SelectDepotPotential", self.nPotentialId, self.nLevel, self.nPotentialAdd, self._mapNode.btnItem)
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end
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