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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local PotentialPreselectionCharItemCtrl = class("PotentialPreselectionCharItemCtrl", BaseCtrl)
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PotentialPreselectionCharItemCtrl._mapNodeConfig = {
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imgLockMask = {},
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txtCharLock = {
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sComponentName = "TMP_Text",
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sLanguageId = "Potential_Preselection_Char_Lock"
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},
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imgSelect = {},
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goChar = {
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sCtrlName = "Game.UI.TemplateEx.TemplateCharCtrl"
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},
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btnGrid = {sComponentName = "UIButton"},
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t_team_leader = {},
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t_team_sub = {},
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txtLeader = {
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sComponentName = "TMP_Text",
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sLanguageId = "Build_Leader"
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},
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txtSub = {sComponentName = "TMP_Text", sLanguageId = "Build_Sub"},
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TMPSelectTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "RoguelikeBuild_Manage_SelectedTitle"
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},
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btnDetail = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Detail"
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}
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}
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PotentialPreselectionCharItemCtrl._mapEventConfig = {}
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function PotentialPreselectionCharItemCtrl:Awake()
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end
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function PotentialPreselectionCharItemCtrl:OnEnable()
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end
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function PotentialPreselectionCharItemCtrl:OnDisable()
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end
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function PotentialPreselectionCharItemCtrl:OnDestroy()
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end
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function PotentialPreselectionCharItemCtrl:RefreshItem(nSelectIdx, nCharId, nSortType)
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self.nCharId = nCharId
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local mapCharData = PlayerData.Char:GetCharDataByTid(nCharId)
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self.bUnlock = mapCharData ~= nil
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self._mapNode.goChar:SetChar(nCharId, false, not self.bUnlock, nil, nSortType)
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self._mapNode.goChar:SetSelect(0 < nSelectIdx)
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self._mapNode.imgSelect:SetActive(0 < nSelectIdx)
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if 0 < nSelectIdx then
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self._mapNode.t_team_leader:SetActive(nSelectIdx == 1)
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self._mapNode.t_team_sub:SetActive(nSelectIdx ~= 1)
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else
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self._mapNode.t_team_leader:SetActive(false)
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self._mapNode.t_team_sub:SetActive(false)
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end
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self._mapNode.imgLockMask.gameObject:SetActive(false)
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self._mapNode.txtCharLock.gameObject:SetActive(not self.bUnlock)
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end
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function PotentialPreselectionCharItemCtrl:SetSelect(bSelect, nIdx)
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self._mapNode.imgSelect:SetActive(bSelect)
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self._mapNode.goChar:SetSelect(bSelect)
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if nIdx ~= nil then
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self._mapNode.t_team_leader:SetActive(nIdx == 1)
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self._mapNode.t_team_sub:SetActive(nIdx ~= 1)
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else
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self._mapNode.t_team_leader:SetActive(false)
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self._mapNode.t_team_sub:SetActive(false)
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end
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end
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function PotentialPreselectionCharItemCtrl:OnBtnClick_Mask(btn)
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EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Potential_Preselection_Char_Selected"))
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end
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function PotentialPreselectionCharItemCtrl:OnBtnClick_Detail(btn)
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if self.nCharId ~= nil then
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if self.bUnlock then
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EventManager.Hit(EventId.OpenPanel, PanelId.CharBgPanel, PanelId.CharInfo, self.nCharId, {
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self.nCharId
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}, false)
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else
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EventManager.Hit(EventId.OpenPanel, PanelId.CharBgTrialPanel, PanelId.CharInfoTrial, self.nCharId)
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end
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end
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end
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return PotentialPreselectionCharItemCtrl
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