Update - 1.9.0.103

EN: 1.9.0.103
CN: 1.9.0.104
JP: 1.9.0.106
KR: 1.9.0.108
This commit is contained in:
SL1900
2026-04-18 00:15:00 +09:00
parent 35fe1f046d
commit e0549005e1
1150 changed files with 941124 additions and 19847 deletions
+73 -3
View File
@@ -1,5 +1,6 @@
local EquipmentInfoCtrl = class("EquipmentInfoCtrl", BaseCtrl)
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
local GameResourceLoader = require("Game.Common.Resource.GameResourceLoader")
EquipmentInfoCtrl._mapNodeConfig = {
blur = {
sNodeName = "t_fullscreen_blur_blue"
@@ -37,15 +38,26 @@ EquipmentInfoCtrl._mapNodeConfig = {
callback = "OnBtnClick_PreLock"
},
txtEquipmentName = {nCount = 2, sComponentName = "TMP_Text"},
imgEquipmentUp = {nCount = 2},
goPoint = {},
trPoint = {sComponentName = "Transform"},
imgIcon = {nCount = 2, sComponentName = "Image"},
imgIcon = {nCount = 2, sComponentName = "Transform"},
txtEquiped = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Equipped"
},
imgEquiped = {},
txtLockSwitch = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Roll_LockRoll"
},
btnSwitch = {
nCount = 2,
sComponentName = "UIButton",
callback = "OnBtnClick_Switch"
},
aniIconMask = {sNodeName = "IconMask", sComponentName = "Animator"},
goSwitch = {},
Info = {sNodeName = "--Info--"},
aniInfo = {sNodeName = "--Info--", sComponentName = "Animator"},
goProperty = {
@@ -64,6 +76,10 @@ EquipmentInfoCtrl._mapNodeConfig = {
sComponentName = "UIButton",
callback = "OnBtnClick_Unload"
},
btnUpgrade = {
sComponentName = "UIButton",
callback = "OnBtnClick_Upgrade"
},
txtBtnEquip = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Btn_Equip"
@@ -76,6 +92,10 @@ EquipmentInfoCtrl._mapNodeConfig = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Btn_Unload"
},
txtBtnUpgrade = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Btn_Upgrade"
},
Active = {sNodeName = "--Active--"},
txtTitleMat = {
sComponentName = "TMP_Text",
@@ -115,8 +135,17 @@ function EquipmentInfoCtrl:Init()
self.mapGemCfg = ConfigTable.GetData("CharGem", nGemId)
self.mapSlotCfg = ConfigTable.GetData("CharGemSlotControl", self.nSlotId)
self.nSubSelectIndex = 1
self.tbEquipmentIcon = {}
for i = 1, 2 do
self:SetPngSprite(self._mapNode.imgIcon[i], self.mapGemCfg.Icon)
local equipPrefab
local sPrefab = self.mapGemCfg.Icon .. ".prefab"
if GameResourceLoader.ExistsAsset(Settings.AB_ROOT_PATH .. sPrefab) == true then
equipPrefab = self:LoadAsset(sPrefab)
end
if equipPrefab then
delChildren(self._mapNode.imgIcon[i])
self.tbEquipmentIcon[i] = instantiate(equipPrefab, self._mapNode.imgIcon[i])
end
end
self.tbPoint = {}
delChildren(self._mapNode.trPoint)
@@ -184,6 +213,14 @@ function EquipmentInfoCtrl:RefreshTop()
local sSuf = orderedFormat(ConfigTable.GetUIText("Equipment_NameIndexSuffix"), sRoman)
NovaAPI.SetTMPText(self._mapNode.txtEquipmentName[self.nSubSelectIndex], self.mapGemCfg.Title .. sSuf)
self._mapNode.imgEquiped:SetActive(self.nEquipedGemIndex == self.nSelectGemIndex)
local tbEquipment = PlayerData.Equipment:GetEquipmentBySlot(self.nCharId, self.nSlotId)
local mapEquipment = tbEquipment[self.nSelectGemIndex]
local bUpgrade = mapEquipment and mapEquipment:GetUpgradeCount() > 0
self._mapNode.imgEquipmentUp[self.nSubSelectIndex]:SetActive(bUpgrade)
if self.tbEquipmentIcon[self.nSubSelectIndex] then
self.tbEquipmentIcon[self.nSubSelectIndex].transform:Find("goFx").gameObject:SetActive(bUpgrade)
end
self:RefreshLock()
end
function EquipmentInfoCtrl:RefreshInfo(mapEquipment)
NovaAPI.SetTMPText(self._mapNode.txtWindowTitle, ConfigTable.GetUIText("Equipment_Title_Info"))
@@ -195,7 +232,7 @@ function EquipmentInfoCtrl:RefreshInfo(mapEquipment)
NovaAPI.SetTMPText(self._mapNode.txtBtnEquip, ConfigTable.GetUIText("Equipment_Btn_Replace"))
end
for i = 1, 4 do
self._mapNode.goProperty[i]:SetProperty(mapEquipment.tbAffix[i], self.nCharId)
self._mapNode.goProperty[i]:SetProperty(mapEquipment.tbAffix[i], self.nCharId, false, mapEquipment.tbUpgradeCount[i])
end
end
function EquipmentInfoCtrl:RefreshActive()
@@ -229,6 +266,16 @@ function EquipmentInfoCtrl:RefreshSelectPoint(nBefore, nAfter)
goCur.transform:Find("imgPointOn").gameObject:SetActive(true)
goCur.transform:Find("imgPointOff").gameObject:SetActive(false)
end
function EquipmentInfoCtrl:RefreshLock()
local tbEquipment = PlayerData.Equipment:GetEquipmentBySlot(self.nCharId, self.nSlotId)
local mapEquipment = tbEquipment[self.nSelectGemIndex]
local bEmpty = mapEquipment == nil
self._mapNode.goSwitch:SetActive(not bEmpty)
if not bEmpty then
self._mapNode.btnSwitch[1].gameObject:SetActive(not mapEquipment.bLock)
self._mapNode.btnSwitch[2].gameObject:SetActive(mapEquipment.bLock)
end
end
function EquipmentInfoCtrl:PlayInAni()
self._mapNode.window:SetActive(true)
self._mapNode.aniWindow:Play("t_window_04_t_in")
@@ -347,6 +394,22 @@ function EquipmentInfoCtrl:OnBtnClick_Unload()
end
PlayerData.Equipment:SendCharGemEquipGemReq(self.nCharId, self.nSlotId, 0, nSelectPreset, callback)
end
function EquipmentInfoCtrl:OnBtnClick_Upgrade()
local tbEquipment = PlayerData.Equipment:GetEquipmentBySlot(self.nCharId, self.nSlotId)
local mapEquipment = tbEquipment[self.nSelectGemIndex]
if mapEquipment and mapEquipment.bLock then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_UpgradeAfterUnlock"))
return
end
self._mapNode.aniWindow:Play("t_window_04_t_out")
self._mapNode.aniBlur:SetTrigger("tOut")
self:AddTimer(1, 0.2, function()
PlayerData.Equipment:GetEquipmentSelect()
EventManager.Hit(EventId.ClosePanel, PanelId.EquipmentInfo)
EventManager.Hit(EventId.OpenPanel, PanelId.EquipmentUpgrade, self.nCharId, self.nSlotId, self.nSelectGemIndex)
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
end
function EquipmentInfoCtrl:OnBtnClick_MatTip(btn)
if self.mapGemCfg.GenerateCostTid > 0 then
local mapData = {
@@ -373,4 +436,11 @@ function EquipmentInfoCtrl:OnBtnClick_Active()
end
PlayerData.Equipment:SendCharGemGenerateReq(self.nCharId, self.nSlotId, callback)
end
function EquipmentInfoCtrl:OnBtnClick_Switch(btn, nIndex)
local bLock = nIndex == 1
local callback = function()
self:RefreshLock()
end
PlayerData.Equipment:SendCharGemUpdateGemLockStatusReq(self.nCharId, self.nSlotId, self.nSelectGemIndex, bLock, callback)
end
return EquipmentInfoCtrl