local CharacterInfoTrialCtrl = class("CharacterInfoTrialCtrl", BaseCtrl) local CharacterAttrData = require("GameCore.Data.DataClass.CharacterAttrData") local Actor2DManager = require("Game.Actor2D.Actor2DManager") local LayoutRebuilder = CS.UnityEngine.UI.LayoutRebuilder local typeof = typeof local PropertyIndexList = { Simple = { 1, 2, 3 }, Detail = { 1, 2, 3, 4, 5, 6, 13, 7, 8, 9, 10, 11, 12 } } local talent_skill_bg_fold = 76 local talent_skill_bg_unFold = 351.6 CharacterInfoTrialCtrl._mapNodeConfig = { safeAreaRoot = { sNodeName = "----SafeAreaRoot----", sComponentName = "RectTransform" }, Drag = {}, txtCharLevel = {sComponentName = "TMP_Text"}, txtTitleRank = { sComponentName = "TMP_Text", sLanguageId = "Template_CharRank" }, txtLevelMax = {sComponentName = "TMP_Text"}, goStarAdvance = { sNodeName = "tc_star_advance", sCtrlName = "Game.UI.TemplateEx.TemplateStarAdvanceCtrl" }, goProperty = { nCount = 3, sCtrlName = "Game.UI.TemplateEx.TemplatePropertyCtrl" }, txtTitleProperty = { sComponentName = "TMP_Text", sLanguageId = "CharacterInfo_Property" }, txtBtnProperty = { sComponentName = "TMP_Text", sLanguageId = "CharacterInfo_Btn_Property" }, btnProperty = { sComponentName = "UIButton", callback = "OnBtnClick_Property" }, txtCharDesc = {sComponentName = "TMP_Text"}, txtName = {sComponentName = "TMP_Text"}, imgRareName = {sComponentName = "Image"}, imgCharColor = {sComponentName = "Image"}, imgTag = {nCount = 3}, txtTag = {nCount = 3, sComponentName = "TMP_Text"}, txtElement = {sComponentName = "TMP_Text"}, imgElementIcon = {sComponentName = "Image"}, btnCloseWordTip = { sComponentName = "Button", callback = "OnBtnClick_CloseWordTip" }, imgWordTipBg = {}, TMPWordDesc = {sComponentName = "TMP_Text"}, TMPWordTipsTitle = {sComponentName = "TMP_Text"} } CharacterInfoTrialCtrl._mapEventConfig = { [EventId.ShowCharacterSkillTips] = "ShowCharacterSkillTips", [EventId.CharBgRefresh] = "OnEvent_RefreshPanel", [EventId.CharRelatePanelAdvance] = "OnEvent_PanelAdvance", [EventId.CharRelatePanelBack] = "OnEvent_PanelBack" } function CharacterInfoTrialCtrl:PlayOpenAnim(nClosePanelId) if nClosePanelId == PanelId.CharUpPanel then self.ani:Play("CharacterInfoPanel_out", 0, 0) else self.ani:Play("CharacterInfoPanel_in", 0, 0) end EventManager.Hit(EventId.TemporaryBlockInput, 0.4) end function CharacterInfoTrialCtrl:PlayCloseAnim() end function CharacterInfoTrialCtrl:RefreshContent() local nCurPanelId = self._panel.nPanelId if nCurPanelId ~= PanelId.CharInfoTrial then return end self.mapCharTrialInfo = self._panel.mapCharTrialInfo self.characterId = self._panel.nCharId self.configData = self._panel.configData self.showDetail = false self:RefreshShow() end function CharacterInfoTrialCtrl:InitBg() EventManager.Hit(EventId.CharBgRefresh, PanelId.CharInfoTrial, self.characterId) end function CharacterInfoTrialCtrl:RefreshShow() self:CalculateCharacterInfo() self:RefreshCharacterInfo() self:RefreshProperty() end function CharacterInfoTrialCtrl:CalculateCharacterInfo() self:CalculateProperty() end function CharacterInfoTrialCtrl:CalculateProperty() local nMaxLevel = 0 local forEach = function(mapData) if mapData.Grade == self.configData.Grade and tonumber(mapData.LvLimit) > nMaxLevel then nMaxLevel = tonumber(mapData.LvLimit) end end ForEachTableLine(DataTable.CharRaritySequence, forEach) local charData = { nLevel = self.mapCharTrialInfo.nLevel, nAdvance = self.mapCharTrialInfo.nAdvance } if not self.attrData then self.attrData = CharacterAttrData.new(self.characterId, {mapChar = charData}) else self.attrData:SetCharacter(self.characterId, {mapChar = charData}) end end function CharacterInfoTrialCtrl:RefreshCharacterInfo() local MaxLevel = PlayerData.Char:CalCharMaxLevel(self.mapCharTrialInfo.nId, self.mapCharTrialInfo.nLevel) NovaAPI.SetTMPText(self._mapNode.txtCharLevel, self.mapCharTrialInfo.nLevel) NovaAPI.SetTMPText(self._mapNode.txtLevelMax, "/" .. MaxLevel) self._mapNode.goStarAdvance:SetStar(self.mapCharTrialInfo.nAdvance, 8) local mapConfigDesc = ConfigTable.GetData("CharacterDes", self.mapCharTrialInfo.nId) local sDesc if mapConfigDesc ~= nil then sDesc = mapConfigDesc.CharDes else sDesc = "" end NovaAPI.SetTMPText(self._mapNode.txtCharDesc, sDesc) NovaAPI.SetTMPText(self._mapNode.txtName, self.mapCharTrialInfo.sName) self:SetSprite_FrameColor(self._mapNode.imgRareName, self.configData.Grade, AllEnum.FrameType_New.Text) NovaAPI.SetImageNativeSize(self._mapNode.imgRareName) local mapCharDescCfg = ConfigTable.GetData("CharacterDes", self.characterId) local sColor, tbTag if mapCharDescCfg ~= nil then sColor = mapCharDescCfg.CharColor tbTag = mapCharDescCfg.Tag else sColor = "" tbTag = {} end local _, colorChar = ColorUtility.TryParseHtmlString(sColor) NovaAPI.SetImageColor(self._mapNode.imgCharColor, colorChar) for i = 1, 3 do local nTag = tbTag[i] if nTag then self._mapNode.imgTag[i]:SetActive(true) NovaAPI.SetTMPText(self._mapNode.txtTag[i], ConfigTable.GetData("CharacterTag", nTag).Title) else self._mapNode.imgTag[i]:SetActive(false) end end local sName = AllEnum.ElementIconType.Icon .. self.configData.EET self:SetAtlasSprite(self._mapNode.imgElementIcon, "12_rare", sName) NovaAPI.SetTMPColor(self._mapNode.txtElement, AllEnum.ElementColor[self.configData.EET]) NovaAPI.SetTMPText(self._mapNode.txtElement, ConfigTable.GetUIText("T_Element_Attr_" .. self.configData.EET)) end function CharacterInfoTrialCtrl:RefreshProperty() local attrList = self.attrData:GetAttrList() for i = 1, #PropertyIndexList.Simple do local index = PropertyIndexList.Simple[i] local mapCharAttr = AllEnum.CharAttr[index] self._mapNode.goProperty[i]:SetCharProperty(mapCharAttr, attrList[index], true) end end function CharacterInfoTrialCtrl:RefreshActor2D() EventManager.Hit(EventId.CharBgRefresh, PanelId.CharInfoTrial, self.characterId) end function CharacterInfoTrialCtrl:PlaySwitchAnim(nClosePanelId, nOpenPanelId, bBack) if nClosePanelId == PanelId.CharInfoTrial then self._mapNode.safeAreaRoot.gameObject:SetActive(false) end if nOpenPanelId == PanelId.CharInfoTrial then self._mapNode.safeAreaRoot.gameObject:SetActive(true) self:PlayOpenAnim(nClosePanelId) end end function CharacterInfoTrialCtrl:FadeIn() end function CharacterInfoTrialCtrl:Awake() self.ani = self.gameObject:GetComponent("Animator") self.characterId = nil self.configData = nil self.characterIdList = nil self.curCharacterIndex = nil self.attrData = nil self.attrList = nil self.skillLevelList = nil self.skillIdList = nil self.power = nil self.playEnterAnim = true self.showDetail = false end function CharacterInfoTrialCtrl:OnEnable() self:RefreshContent() if self._panel.nPanelId == PanelId.CharInfoTrial then self:PlayOpenAnim() else self._mapNode.safeAreaRoot.gameObject:SetActive(false) end end function CharacterInfoTrialCtrl:OnDisable() end function CharacterInfoTrialCtrl:OnDestroy() end function CharacterInfoTrialCtrl:OnBtnClick_Property() local attrList = self.attrData:GetAttrList() local mapCfg = ConfigTable.GetData_Character(self.characterId) if not mapCfg then return end EventManager.Hit(EventId.OpenPanel, PanelId.CharAttrDetail, attrList, mapCfg.EET) end function CharacterInfoTrialCtrl:OnBtnClick_CloseWordTip() self._mapNode.btnCloseWordTip.gameObject:SetActive(false) self._mapNode.imgWordTipBg:SetActive(false) end function CharacterInfoTrialCtrl:OnEvent_RefreshPanel() if self._panel.nPanelId ~= PanelId.CharInfo then return end self:RefreshContent() end function CharacterInfoTrialCtrl:OnEvent_PanelAdvance(nClosePanelId, nOpenPanelId) self:PlaySwitchAnim(nClosePanelId, nOpenPanelId, false) self:RefreshContent() end function CharacterInfoTrialCtrl:OnEvent_PanelBack(nClosePanelId, nOpenPanelId) self:PlaySwitchAnim(nClosePanelId, nOpenPanelId, true) self:RefreshContent() end function CharacterInfoTrialCtrl:OnEventTrigger_BeginDrag(eventTrigger, eventData) self.nBeginX = eventData.position.x self.nBeginTS = CS.UnityEngine.Time.time end function CharacterInfoTrialCtrl:OnEvnetTrigger_EndDrag(eventTrigger, eventData) if type(self.nBeginTS) == "number" and type(self.nBeginX) == "number" then local nDelX = eventData.position.x - self.nBeginX local nDelTS = CS.UnityEngine.Time.time - self.nBeginTS if nDelTS < 0.3 then if nDelX < 0 then self:OnBtnClick_Right() elseif 0 < nDelX then self:OnBtnClick_Left() end end end end return CharacterInfoTrialCtrl