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
+115 -53
View File
@@ -1,5 +1,6 @@
local EquipmentRollCtrl = class("EquipmentRollCtrl", BaseCtrl)
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
local GameResourceLoader = require("Game.Common.Resource.GameResourceLoader")
EquipmentRollCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
@@ -15,7 +16,7 @@ EquipmentRollCtrl._mapNodeConfig = {
txtLockDesc = {nCount = 3, sComponentName = "TMP_Text"},
imgLockType = {nCount = 3, sComponentName = "Image"},
imgChoose = {nCount = 3},
imgSlotIcon = {nCount = 3, sComponentName = "Image"},
imgSlotIcon = {nCount = 3, sComponentName = "Transform"},
imgCharHead = {sComponentName = "Image"},
tab = {
nCount = 4,
@@ -37,8 +38,9 @@ EquipmentRollCtrl._mapNodeConfig = {
sNodeName = "imgTabMask",
sComponentName = "RectTransform"
},
imgEquipmentIcon = {nCount = 2, sComponentName = "Image"},
imgEquipmentIcon = {nCount = 2, sComponentName = "Transform"},
txtEquipmentName = {nCount = 2, sComponentName = "TMP_Text"},
imgEquipmentUp = {nCount = 2},
txtEquipmentDesc = {sComponentName = "TMP_Text"},
ScrollView = {sComponentName = "ScrollRect"},
txtLockSwitch = {
@@ -149,14 +151,18 @@ function EquipmentRollCtrl:Refresh()
self:RefreshSlot()
end
function EquipmentRollCtrl:RefreshSlot()
for i = 1, 2 do
delChildren(self._mapNode.imgEquipmentIcon[i])
end
self.tbEquipmentIcon = {}
self:RefreshSlotData()
self:RefreshTab()
self:RefreshIndexGem()
end
function EquipmentRollCtrl:RefreshIndexGem(bAfterActive)
self:RefreshSelectData()
self:RefreshEquipmentTop()
self:RefreshEquipmentInfo()
self:RefreshEquipmentTop()
self:RefreshEquipmentState(bAfterActive)
self:RefreshAttr()
self:RefreshAlterAttr()
@@ -181,7 +187,16 @@ function EquipmentRollCtrl:RefreshPresetSlot()
self:SetPngSprite(self._mapNode.imgLockType[i], mapGemCfg.IconBg)
NovaAPI.SetTMPText(self._mapNode.txtLockDesc[i], orderedFormat(ConfigTable.GetUIText("Equipment_SlotActiveLevel"), mapSlot.nLevel))
else
self:SetPngSprite(self._mapNode.imgSlotIcon[i], mapGemCfg.Icon)
delChildren(self._mapNode.imgSlotIcon[i])
local equipPrefab
local sPrefab = mapGemCfg.Icon .. ".prefab"
if GameResourceLoader.ExistsAsset(Settings.AB_ROOT_PATH .. sPrefab) == true then
equipPrefab = self:LoadAsset(sPrefab)
end
if equipPrefab then
local goEquip = instantiate(equipPrefab, self._mapNode.imgSlotIcon[i])
goEquip.transform:Find("goFx").gameObject:SetActive(false)
end
end
end
end
@@ -256,10 +271,24 @@ function EquipmentRollCtrl:RefreshEquipmentTop()
local sRoman = ConfigTable.GetUIText("RomanNumeral_" .. self._panel.nSelectGemIndex)
local sSuf = orderedFormat(ConfigTable.GetUIText("Equipment_NameIndexSuffix"), sRoman)
NovaAPI.SetTMPText(self._mapNode.txtEquipmentName[self.nSubSelectIndex], self.mapGemCfg.Title .. sSuf)
local bUpgrade = self.mapEquipment and self.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
end
function EquipmentRollCtrl:RefreshEquipmentInfo()
for i = 1, 2 do
self:SetPngSprite(self._mapNode.imgEquipmentIcon[i], self.mapGemCfg.Icon)
if self.tbEquipmentIcon[i] == nil then
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
self.tbEquipmentIcon[i] = instantiate(equipPrefab, self._mapNode.imgEquipmentIcon[i])
end
end
end
NovaAPI.SetTMPText(self._mapNode.txtEquipmentDesc, self.mapGemCfg.Desc)
NovaAPI.SetVerticalNormalizedPosition(self._mapNode.ScrollView, 1)
@@ -310,7 +339,7 @@ function EquipmentRollCtrl:RefreshAttr()
return
end
for i = 1, 4 do
self._mapNode.goProperty[i]:SetProperty(self.mapEquipment.tbAffix[i], self._panel.nCharId)
self._mapNode.goProperty[i]:SetProperty(self.mapEquipment.tbAffix[i], self._panel.nCharId, false, self.mapEquipment.tbUpgradeCount[i])
self:RefreshAttrLock(i)
end
end
@@ -328,7 +357,7 @@ function EquipmentRollCtrl:RefreshAlterAttr(bRoll)
self._mapNode.goAlter.gameObject:SetActive(not bEmpty)
if not bEmpty then
for i = 1, 4 do
self._mapNode.goPropertyAlter[i]:SetProperty(self.mapEquipment.tbAlterAffix[i], self._panel.nCharId, self.tbLockAttr[i])
self._mapNode.goPropertyAlter[i]:SetProperty(self.mapEquipment.tbAlterAffix[i], self._panel.nCharId, self.tbLockAttr[i], self.mapEquipment.tbAlterUpgradeCount[i])
end
end
end
@@ -438,79 +467,112 @@ function EquipmentRollCtrl:OnBtnClick_Roll(btn)
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_Roll_EquipmentLock"))
return
end
local bHasUpgrade = false
for k, v in pairs(self.mapEquipment.tbUpgradeCount) do
if 0 < v and not self.tbLockAttr[k] then
bHasUpgrade = true
break
end
end
local tbLockAttrId = {}
for k, v in pairs(self.tbLockAttr) do
if v == true then
table.insert(tbLockAttrId, self.mapEquipment.tbAffix[k])
end
end
local roll = function()
local bEnough = false
local nHasRefresh = PlayerData.Item:GetItemCountByID(self.mapGemCfg.RefreshCostTid)
local nLockAttr = self:GetAttrLockCount()
local bUseLock = 0 < nLockAttr
if bUseLock then
local nHasLock = PlayerData.Item:GetItemCountByID(self.mapSlotCfg.LockItemTid)
bEnough = nHasLock >= self.mapSlotCfg.LockItemQty * nLockAttr and nHasRefresh >= self.mapSlotCfg.RefreshCostQty
else
bEnough = nHasRefresh >= self.mapSlotCfg.RefreshCostQty
end
if not bEnough then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_MatNotEnough_Roll"))
if nHasRefresh < self.mapSlotCfg.RefreshCostQty then
self._mapNode.TopBar:OnBtnClick_CoinFirstTips(self._mapNode.goCoinOther)
end
return
end
local callback = function()
self:RefreshAlterAttr(true)
self:RefreshCoin()
self:RefreshConfirm()
WwiseAudioMgr:PostEvent("ui_charInfo_equipment_reforge_ani")
end
PlayerData.Equipment:SendCharGemRefreshReq(self._panel.nCharId, self._panel.nSlotId, self._panel.nSelectGemIndex, tbLockAttrId, callback)
local bEnough = false
local nHasRefresh = PlayerData.Item:GetItemCountByID(self.mapGemCfg.RefreshCostTid)
local nLockAttr = self:GetAttrLockCount()
local bUseLock = 0 < nLockAttr
if bUseLock then
local nHasLock = PlayerData.Item:GetItemCountByID(self.mapSlotCfg.LockItemTid)
bEnough = nHasLock >= self.mapSlotCfg.LockItemQty * nLockAttr and nHasRefresh >= self.mapSlotCfg.RefreshCostQty
else
bEnough = nHasRefresh >= self.mapSlotCfg.RefreshCostQty
end
local warning = function()
if not bEnough then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_MatNotEnough_Roll"))
if nHasRefresh < self.mapSlotCfg.RefreshCostQty then
self._mapNode.TopBar:OnBtnClick_CoinFirstTips(self._mapNode.goCoinOther)
end
return
end
local step1 = function(next)
local isSelectAgain = false
local confirmCallback = function()
PlayerData.Equipment:SetRollWarning(not isSelectAgain)
roll()
PlayerData.Equipment:SetRollUpgradeWarning(not isSelectAgain)
next()
end
local againCallback = function(isSelect)
isSelectAgain = isSelect
end
local msg = {
nType = AllEnum.MessageBox.Confirm,
sContent = ConfigTable.GetUIText("Equipment_RollWarning_HighQuality"),
sContent = ConfigTable.GetUIText("Equipment_RollWarning_HasUpgrade"),
callbackConfirm = confirmCallback,
callbackAgain = againCallback,
sAgain = ConfigTable.GetUIText("MessageBox_LoginWarning")
}
EventManager.Hit(EventId.OpenMessageBox, msg)
end
local bWarn = PlayerData.Equipment:GetRollWarning()
if self.mapEquipment.tbAlterAffix and bWarn then
local nRareCount = self:GetRareCount(self.mapEquipment.tbAffix)
local nAlterRareCount = self:GetRareCount(self.mapEquipment.tbAlterAffix)
local bLock = false
for k, v in pairs(self.tbLockAttr) do
if v == true then
bLock = true
break
local step2 = function()
local roll = function()
local callback = function()
self:RefreshAlterAttr(true)
self:RefreshCoin()
self:RefreshConfirm()
WwiseAudioMgr:PostEvent("ui_charInfo_equipment_reforge_ani")
end
PlayerData.Equipment:SendCharGemRefreshReq(self._panel.nCharId, self._panel.nSlotId, self._panel.nSelectGemIndex, tbLockAttrId, callback)
end
local bHasHQ = PlayerData.Equipment:CheckAlterHighQualityAffix(self.mapEquipment.tbAlterAffix, tbLockAttrId)
if not bLock and nAlterRareCount >= ConfigTable.GetConfigNumber("CharGemHighQualityNum") then
warning()
elseif bLock and nRareCount < nAlterRareCount then
warning()
elseif bHasHQ then
warning()
local warning = function()
local isSelectAgain = false
local confirmCallback = function()
PlayerData.Equipment:SetRollWarning(not isSelectAgain)
roll()
end
local againCallback = function(isSelect)
isSelectAgain = isSelect
end
local msg = {
nType = AllEnum.MessageBox.Confirm,
sContent = ConfigTable.GetUIText("Equipment_RollWarning_HighQuality"),
callbackConfirm = confirmCallback,
callbackAgain = againCallback,
sAgain = ConfigTable.GetUIText("MessageBox_LoginWarning")
}
EventManager.Hit(EventId.OpenMessageBox, msg)
end
local bWarn = PlayerData.Equipment:GetRollWarning()
if self.mapEquipment.tbAlterAffix and bWarn then
local nRareCount = self:GetRareCount(self.mapEquipment.tbAffix)
local nAlterRareCount = self:GetRareCount(self.mapEquipment.tbAlterAffix)
local bLock = false
for k, v in pairs(self.tbLockAttr) do
if v == true then
bLock = true
break
end
end
local bHasHQ = PlayerData.Equipment:CheckAlterHighQualityAffix(self.mapEquipment.tbAlterAffix, tbLockAttrId)
if not bLock and nAlterRareCount >= ConfigTable.GetConfigNumber("CharGemHighQualityNum") then
warning()
elseif bLock and nRareCount < nAlterRareCount then
warning()
elseif bHasHQ then
warning()
else
roll()
end
else
roll()
end
end
local bWarn = PlayerData.Equipment:GetRollUpgradeWarning()
if bHasUpgrade and bWarn then
step1(step2)
else
roll()
step2()
end
end
function EquipmentRollCtrl:OnBtnClick_EquipmentSlot(_, nIndex)