local SoldierRecommendCtrl = class("SoldierRecommendCtrl", BaseCtrl) local SDKManager = CS.SDKManager.Instance local HIDE_CELL_POS_Y = 100000 SoldierRecommendCtrl._mapNodeConfig = { Topbar = { sNodeName = "TopBarPanel", sCtrlName = "Game.UI.TopBarEx.TopBarCtrl" }, btnHome = {}, txt_tips = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Recommend_GoToWebTips" }, txt_CollectionProgress = {sComponentName = "TMP_Text"}, rtCollectionProgress = {}, sv_recommend = { sComponentName = "LoopScrollView" }, btnRcmdSquare = { sComponentName = "UIButton", callback = "OnBtnClick_RcmdSquare" }, txtRcmdSquare = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Recommend_RcmdSquare" }, btnImportRcmd = { sComponentName = "UIButton", callback = "OnBtnClick_ImportRcmd" }, txtImportRcmd = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Recommend_ImportRcmd" }, btn_recommend = { sComponentName = "UIButton", callback = "OnBtnClick_Recommend" }, go_recommend_in = {}, go_recommend_off = {}, txt_BtnRecommend = { nCount = 2, sComponentName = "TMP_Text", sLanguageId = "Soldier_Recommend_Recommend" }, btn_collect = { sComponentName = "UIButton", callback = "OnBtnClick_Collect" }, txt_BtnCollect = { nCount = 2, sComponentName = "TMP_Text", sLanguageId = "Soldier_Recommend_Collect" }, go_collect_in = {}, go_collect_off = {}, rtEmpty = {}, txtNoRcmd = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Recommend_NoRcmd" }, goImport = {}, blurImport = {}, btnCloseImport = { nCount = 2, sComponentName = "UIButton", callback = "OnBtnClick_CloseImport" }, goImportWindow = {}, animWindow = { sNodeName = "---Import---", sComponentName = "Animator" }, btnConfirmImport = { sComponentName = "UIButton", callback = "OnBtnClick_ConfirmImport" }, input = { sComponentName = "TMP_InputField", callback = "OnValueChanged_Import" }, txtImportWindowTitle = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Recommend_ImportRcmd" }, txtImportTip = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Recommend_Import_Tips" }, txtBtnConfirmImport = { sComponentName = "TMP_Text", sLanguageId = "MessageBox_Confirm" } } SoldierRecommendCtrl._mapEventConfig = { RefreshSoldierRecommendList = "OnEvent_RefreshRecommendList" } SoldierRecommendCtrl._mapRedDotConfig = {} function SoldierRecommendCtrl:Awake() local param = self:GetPanelParam() if type(param) == "table" then self.bInSoldier = param[1] end self.bInSoldier = self.bInSoldier or false self.animator = self.gameObject:GetComponent("Animator") self.nListState = 1 end function SoldierRecommendCtrl:OnEnable() self._bListActive = true self._mapNode.btnHome.gameObject:SetActive(not self.bInSoldier) self:RefreshListHeader() local canvas = self.gameObject:GetComponent("Canvas") NovaAPI.SetCanvasSortingOrder(canvas, self._nSortingOrder + 1) local bNewCache = self._tbListCache == nil if bNewCache then self.tbRecommendData = {} self._tbListCache = {} self._tbCellPool = {} self._tbSlotIndex = {} self._nPoolSize = nil self._nVisibleListState = nil end local svList = self._mapNode.sv_recommend self._svRecommend = svList self._goRecommendTemplate = svList.transform:Find("grid").gameObject self._goRecommendTemplate:SetActive(false) self._rtRecommendContent = svList.content self._objRecommendLayout = self._rtRecommendContent:GetComponent("GridLayoutGroup") self._objRecommendLayout.enabled = false local objLayout = self._objRecommendLayout self._v2CellSize = objLayout.cellSize self._nCellLeft = objLayout.padding.left self._nCellTop = objLayout.padding.top self._nCellBottom = objLayout.padding.bottom self._nCellSpacing = objLayout.spacing.y self._nCellStep = self._v2CellSize.y + self._nCellSpacing if not self._bScrollListening then self._fnOnListScroll = self._fnOnListScroll or function() self:OnListScroll() end svList.onValueChanged:AddListener(self._fnOnListScroll) self._bScrollListening = true end local objFitter = self._rtRecommendContent:GetComponent("ContentSizeFitter") if objFitter ~= nil then objFitter.enabled = false end self._rtRecommendContent.pivot = Vector2(0, 1) self._rtRecommendContent.anchorMin = Vector2(0, 1) self._rtRecommendContent.anchorMax = Vector2(1, 1) EventManager.Hit("SoldierRecommendPanel_Open") self._mapNode.goImport:SetActive(false) local tbListCache = self._tbListCache if bNewCache then PlayerData.SoldierData:RequestRecommendList(function() if self._bListActive and self._tbListCache == tbListCache then self:RefreshRecommendList() end end) end self:RefreshRecommendList() self:AddTimer(1, 0, function() self:OnListScroll() end, true, true, true) end function SoldierRecommendCtrl:OnPreExit() if self._bListActive and self._nVisibleListState ~= nil then local mapCache = self._tbListCache[self._nVisibleListState] mapCache.v2Position = self._rtRecommendContent.anchoredPosition mapCache.v2Size = self._rtRecommendContent.sizeDelta end self._bListActive = false if self._bScrollListening then self._bScrollListening = false if self._svRecommend ~= nil and not self._svRecommend:IsNull() then self._svRecommend.onValueChanged:RemoveListener(self._fnOnListScroll) end end end function SoldierRecommendCtrl:OnDisable() self:OnPreExit() EventManager.Hit("SoldierRecommendPanel_Close") end function SoldierRecommendCtrl:OnDestroy() self:OnPreExit() self:ClearListCache() end function SoldierRecommendCtrl:ClearListCache() self._tbListCache = nil self._nVisibleListState = nil self._tbCellPool = nil self._tbSlotIndex = nil self._nPoolSize = nil self.tbRecommendData = nil self._svRecommend = nil self._goRecommendTemplate = nil self._rtRecommendContent = nil self._objRecommendLayout = nil end function SoldierRecommendCtrl:RefreshListHeader() self._mapNode.rtCollectionProgress.gameObject:SetActive(self.nListState == 2) if self.nListState == 2 then local tbCollectData = PlayerData.SoldierData:GetCollectRecommendList() local nMaxFavorite = ConfigTable.GetConfigNumber("SoldierBattleReportFavoriteLimit") local nFavoriteCount = tbCollectData and #tbCollectData or 0 local sText = orderedFormat(ConfigTable.GetUIText("Soldier_Recommend_Favored"), nFavoriteCount, nMaxFavorite) NovaAPI.SetTMPText(self._mapNode.txt_CollectionProgress, sText) end self._mapNode.go_recommend_in:SetActive(self.nListState == 1) self._mapNode.go_recommend_off:SetActive(self.nListState ~= 1) self._mapNode.go_collect_in:SetActive(self.nListState == 2) self._mapNode.go_collect_off:SetActive(self.nListState ~= 2) end function SoldierRecommendCtrl:RefreshRecommendList() if not self._bListActive then return end self:RefreshListHeader() local tbSources = { PlayerData.SoldierData:GetSystemRecommendList(), PlayerData.SoldierData:GetCollectRecommendList() } local mapPrevious = self._tbListCache[self._nVisibleListState] if mapPrevious ~= nil then mapPrevious.v2Position = self._rtRecommendContent.anchoredPosition end local bChanged = false for nState = 1, 2 do local mapCache = self._tbListCache[nState] if mapCache == nil then mapCache = { tbData = {} } self._tbListCache[nState] = mapCache end if not mapCache.bLoaded or mapCache.tbSource ~= tbSources[nState] then self:LoadRecommendList(mapCache, tbSources[nState]) bChanged = true end end if not bChanged and self._nVisibleListState == self.nListState then return end self._svRecommend:StopMovement() self:ShowRecommendList() end function SoldierRecommendCtrl:ShowRecommendList() local mapCache = self._tbListCache[self.nListState] self._nVisibleListState = self.nListState self.tbRecommendData = mapCache.tbData self._rtRecommendContent.sizeDelta = mapCache.v2Size self._rtRecommendContent.anchoredPosition = mapCache.v2Position local bHasData = #mapCache.tbData > 0 if self._rtRecommendContent.gameObject.activeSelf ~= bHasData then self._rtRecommendContent.gameObject:SetActive(bHasData) end self:RefreshVisibleCells(true) self._mapNode.rtEmpty.gameObject:SetActive(not bHasData) end function SoldierRecommendCtrl:OnListScroll() if not self._bListActive or self._nVisibleListState == nil then return end self:RefreshVisibleCells(false) end function SoldierRecommendCtrl:GetCellPosition(nIndex) return Vector2(self._nCellLeft, -self._nCellTop - (nIndex - 1) * self._nCellStep) end function SoldierRecommendCtrl:CreateRecommendCell() local goItem = instantiate(self._goRecommendTemplate, self._rtRecommendContent) local rtItem = goItem:GetComponent("RectTransform") rtItem.pivot = Vector2(0, 1) rtItem.anchorMin = Vector2(0, 1) rtItem.anchorMax = Vector2(0, 1) rtItem.localScale = Vector3.one rtItem.sizeDelta = self._v2CellSize goItem:SetActive(true) local objCell = self._panel:BindRecommendCtrl(goItem, "Game.UI.Soldier.Recommend.SoldierRecommendCellCtrl") objCell._rtCell = rtItem objCell._nBindIndex = nil objCell._bAnimationReady = false return objCell end function SoldierRecommendCtrl:PrepareCellAnimator(objCell) if objCell._bAnimationReady or not objCell.gameObject.activeInHierarchy then return end local objAnimator = objCell.gameObject:GetComponent("Animator") if objAnimator ~= nil then objAnimator.enabled = true objAnimator:Play("go", 0, 1) objAnimator:Update(0) objAnimator.enabled = false end objCell._bAnimationReady = true end function SoldierRecommendCtrl:RefreshVisibleCells(bForce) local tbData = self.tbRecommendData local nCount = #tbData local rtViewport = self._svRecommend.viewport or self._svRecommend:GetComponent("RectTransform") local nPoolSize = math.max(1, math.ceil(rtViewport.rect.height / self._nCellStep)) + 2 if self._nPoolSize == nil or nPoolSize > self._nPoolSize then self._nPoolSize = nPoolSize bForce = true else nPoolSize = self._nPoolSize end local nFirst = math.floor((self._rtRecommendContent.anchoredPosition.y - self._nCellTop) / self._nCellStep) + 1 nFirst = math.max(1, math.min(nFirst, nCount - nPoolSize + 1)) local nLast = math.min(nCount, nFirst + nPoolSize - 1) local tbSlotIndex = self._tbSlotIndex for nSlot = 1, nPoolSize do tbSlotIndex[nSlot] = nil end for nIndex = nFirst, nLast do tbSlotIndex[(nIndex - 1) % nPoolSize + 1] = nIndex end for nSlot = 1, nPoolSize do local nIndex = tbSlotIndex[nSlot] local objCell = self._tbCellPool[nSlot] if objCell == nil and nIndex ~= nil then objCell = self:CreateRecommendCell() self._tbCellPool[nSlot] = objCell end if objCell ~= nil and (bForce or objCell._nBindIndex ~= nIndex) then objCell._nBindIndex = nIndex if nIndex ~= nil then objCell:SetDetailCallback(self, nIndex) objCell:SetItemData(tbData[nIndex], self.bInSoldier) objCell._rtCell.anchoredPosition = self:GetCellPosition(nIndex) else objCell._rtCell.anchoredPosition = Vector2(self._nCellLeft, HIDE_CELL_POS_Y) end end if objCell ~= nil then self:PrepareCellAnimator(objCell) end end end function SoldierRecommendCtrl:LoadRecommendList(mapCache, tbSource) mapCache.bLoaded = false mapCache.tbData = {} for _, mapData in ipairs(tbSource or {}) do table.insert(mapCache.tbData, mapData) end local mapApplyData = PlayerData.SoldierData:GetRecommendData(self.bInSoldier) if mapApplyData ~= nil then table.sort(mapCache.tbData, function(mapFirst, mapSecond) if mapFirst.nRecommendId == mapSecond.nRecommendId then return false end if mapFirst.nRecommendId == mapApplyData.nRecommendId then return true end if mapSecond.nRecommendId == mapApplyData.nRecommendId then return false end return mapFirst.nRecommendId < mapSecond.nRecommendId end) end local nCount = #mapCache.tbData mapCache.v2Size = Vector2(0, self._nCellTop + nCount * self._v2CellSize.y + math.max(0, nCount - 1) * self._nCellSpacing + self._nCellBottom) mapCache.v2Position = Vector2.zero mapCache.tbSource = tbSource mapCache.bLoaded = true end function SoldierRecommendCtrl:InitData() self:RefreshRecommendList() end function SoldierRecommendCtrl:OnRecommendGridBtnClick(goGrid, gridIndex) local nIndex = gridIndex + 1 local mapRecommendData = self.tbRecommendData[nIndex] self.animator:Play("SoldierRecommendPanel_out") self:AddTimer(1, 0.26, function() EventManager.Hit(EventId.OpenPanel, PanelId.SoldierRecommendDetailPanel, mapRecommendData, self.bInSoldier) end, true, true, true) end function SoldierRecommendCtrl:OnBtnClick_Recommend() if self.nListState == 1 then return end self.nListState = 1 self:RefreshRecommendList() end function SoldierRecommendCtrl:OnBtnClick_Collect() if self.nListState == 2 then return end self.nListState = 2 self:RefreshRecommendList() end function SoldierRecommendCtrl:OnBtnClick_ImportRcmd() self._mapNode.goImport:SetActive(true) self._mapNode.blurImport:SetActive(true) self._mapNode.animWindow:Play("t_window_04_t_in") EventManager.Hit(EventId.TemporaryBlockInput, 0.3) end function SoldierRecommendCtrl:OnBtnClick_CloseImport() self._mapNode.animWindow:Play("t_window_04_t_out") EventManager.Hit(EventId.TemporaryBlockInput, 0.2) self:AddTimer(1, 0.2, function() self._mapNode.goImport:SetActive(false) end, true, true, true) end function SoldierRecommendCtrl:OnValueChanged_Import(_, sContent) if sContent == nil or sContent == "" then return end local sFiltered = string.gsub(sContent, "[^A-Za-z0-9+/=]", "") if sFiltered ~= sContent then NovaAPI.SetTMPInputFieldText(self._mapNode.input, sFiltered) end end function SoldierRecommendCtrl:OnBtnClick_ConfirmImport() local sCode = NovaAPI.GetTMPInputFieldText(self._mapNode.input) if sCode == "" then EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("BUILD_05")) return end local tbCollectData = PlayerData.SoldierData:GetCollectRecommendList() local nMaxFavorite = ConfigTable.GetConfigNumber("SoldierBattleReportFavoriteLimit") local nFavoriteCount = tbCollectData and #tbCollectData or 0 if nMaxFavorite <= nFavoriteCount then EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Soldier_Recommend_Report_Max")) return end PlayerData.SoldierData:SendFavoriteRecommend(sCode, function() if not self._bListActive then return end PlayerData.SoldierData:RequestRecommendList(function() if not self._bListActive then return end self.nListState = 2 NovaAPI.SetTMPInputFieldText(self._mapNode.input, "") self:OnBtnClick_CloseImport() self:RefreshRecommendList() end) end) end function SoldierRecommendCtrl:OnBtnClick_RcmdSquare() local bHasUrl, sUrl = UTILS.GetToolBoxUrl() if not (bHasUrl and sUrl) or sUrl == "" then EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Function_NotAvailable")) return end sUrl = sUrl .. "/auto-chess" local bSuccess, bOpened = pcall(function() if NovaAPI.IsEditorPlatform() then NovaAPI.OpenURL(sUrl) return true end if not SDKManager:IsSDKInit() then return false end SDKManager:ShowWebView(false, "", sUrl, 1, 0, true) return true end) if not bSuccess then printError(bOpened) end if not bSuccess or not bOpened then EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Function_NotAvailable")) end end function SoldierRecommendCtrl:OnEvent_RefreshRecommendList() if self.nListState == 2 then self:RefreshRecommendList() end end return SoldierRecommendCtrl