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