local SoldierMainViewCtrl = class("SoldierMainViewCtrl", BaseCtrl) local RedDotManager = require("GameCore.RedDot.RedDotManager") local ClientManager = CS.ClientManager local TimerManager = require("GameCore.Timer.TimerManager") SoldierMainViewCtrl._mapNodeConfig = { TopBar = { sNodeName = "TopBarPanel", sCtrlName = "Game.UI.TopBarEx.TopBarCtrl" }, btn_Handbook = { sComponentName = "UIButton", callback = "OnBtnClick_Handbook" }, txt_Handbook = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Handbook" }, txt_HandbookNum = {sComponentName = "TMP_Text"}, redDot_Handbook = {}, redDot_Handbook_New = {}, btn_Recommend = { sComponentName = "UIButton", callback = "OnBtnClick_Recommend" }, txt_Recommend = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Recommend" }, btn_Level = { sComponentName = "UIButton", callback = "OnBtnClick_Level" }, txt_Level = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Level" }, txt_Lv = {sComponentName = "TMP_Text", sLanguageId = "Soldier_Lv"}, txt_LevelNum = {sComponentName = "TMP_Text"}, rtItemReward = { sCtrlName = "Game.UI.TemplateEx.TemplateItemCtrl" }, txt_NextReward = { sComponentName = "TMP_Text", sLanguageId = "Soldier_NextReward" }, imgNextReward = {}, imgItemEmpty = {}, txt_Empty = { sComponentName = "TMP_Text", sLanguageId = "Soldier_NoNextReward" }, redDot_Level = {}, redDot_Level_New = {}, btn_Tech = { sComponentName = "UIButton", callback = "OnBtnClick_Tech" }, txt_Tech = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Tech" }, txt_TechNum = {sComponentName = "TMP_Text"}, redDot_TechNum = {}, redDot_TechNum_New = {}, btn_Notice = { sComponentName = "UIButton", callback = "OnBtnClick_Notice" }, txt_Notice = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Notice" }, redDot_Recommend = {}, redDot_Recommend_New = {}, btn_Go = { sComponentName = "UIButton", callback = "OnBtnClick_Go" }, txt_Go = {sComponentName = "TMP_Text", sLanguageId = "Soldier_Go"}, txtGoGrade = {sComponentName = "TMP_Text"}, imgGoGrade = {sComponentName = "Image"}, redDot_Go = {}, redDot_Go_New = {}, goBattleHint = {}, TMPBattleLeave = {sComponentName = "TMP_Text"}, grpDate = {}, txtActivityDate = {sComponentName = "TMP_Text"}, txtActivityTime = {sComponentName = "TMP_Text"} } SoldierMainViewCtrl._mapEventConfig = { [EventId.ClosePanel] = "OnEvent_ClosePanel", StoryDialog_DialogEnd = "OnEvent_StoryDialog_DialogEnd" } SoldierMainViewCtrl._mapRedDotConfig = { [RedDotDefine.Soldier_TotalReward] = { sNodeName = "redDot_Level" }, [RedDotDefine.Soldier_TechNum] = { sNodeName = "redDot_TechNum" } } function SoldierMainViewCtrl:FadeIn() end function SoldierMainViewCtrl:Awake() self._mapNode.redDot_Handbook:SetActive(false) self._mapNode.redDot_Handbook_New:SetActive(false) self._mapNode.btn_Notice.gameObject:SetActive(false) self._mapNode.grpDate.gameObject:SetActive(false) self._mapNode.redDot_Recommend:SetActive(false) self._mapNode.redDot_Recommend_New:SetActive(false) self._mapNode.redDot_Go:SetActive(false) self._mapNode.redDot_Go_New:SetActive(false) self._mapNode.btn_Recommend.gameObject:SetActive(false) self._mapNode.btn_Level.gameObject:SetActive(false) self._mapNode.btn_Tech.gameObject:SetActive(false) self._mapNode.btn_Go.gameObject:SetActive(false) self._mapNode.btn_Notice.gameObject:SetActive(false) self._mapNode.btn_Handbook.gameObject:SetActive(false) EventManager.Hit(EventId.SetTransition) end function SoldierMainViewCtrl:OnEnable() PlayerData.SoldierData:RequestSoldierSeasonInfo(function() if self._mapNode ~= nil and self._mapNode.btn_Recommend ~= nil then self._mapNode.btn_Recommend.gameObject:SetActive(true) self._mapNode.btn_Level.gameObject:SetActive(true) self._mapNode.btn_Tech.gameObject:SetActive(true) self._mapNode.btn_Go.gameObject:SetActive(true) self._mapNode.btn_Handbook.gameObject:SetActive(true) self:OnRefreshSoldierSeasonInfo() end end) PlayerData.SoldierData:SendSoldierTechDetailReq(function() if self._mapNode ~= nil and self._mapNode.btn_Recommend ~= nil then self:RefreshTechnology() end end) end function SoldierMainViewCtrl:OnDisable() if self.remainTimer ~= nil then TimerManager.Remove(self.remainTimer) self.remainTimer = nil end end function SoldierMainViewCtrl:OnRefreshSoldierSeasonInfo() self:RefreshTechnology() self.nCurChallengeId = PlayerData.SoldierData:GetHighestChallengeId() local mapChallengeData = ConfigTable.GetData("SoldierGradeChallenge", self.nCurChallengeId) if mapChallengeData ~= nil then NovaAPI.SetTMPText(self._mapNode.txtGoGrade, mapChallengeData.Name) self:SetPngSprite(self._mapNode.imgGoGrade, mapChallengeData.Icon) end local nTotalRewardLevel, nRewardExp, nNextLevelExp, mapNextLevelTotalReward = PlayerData.SoldierData:GetTotalRewardLevel() NovaAPI.SetTMPText(self._mapNode.txt_LevelNum, nTotalRewardLevel) if mapNextLevelTotalReward ~= nil then self._mapNode.rtItemReward.gameObject:SetActive(true) self._mapNode.imgItemEmpty.gameObject:SetActive(false) self._mapNode.rtItemReward:SetItem(mapNextLevelTotalReward.Tid, nil, mapNextLevelTotalReward.Qty) else self._mapNode.rtItemReward.gameObject:SetActive(false) self._mapNode.imgItemEmpty.gameObject:SetActive(true) end local curGradeChallengeId = PlayerData.SoldierData:GetCurGradeChallengeId() if curGradeChallengeId == 0 then self._mapNode.goBattleHint:SetActive(false) else self._mapNode.goBattleHint:SetActive(true) local nStage, nNodeIndex = PlayerData.SoldierData:GetCurChallengeState() local mapChallengeCfg = ConfigTable.GetData("SoldierGradeChallenge", curGradeChallengeId) local sDifficulty if mapChallengeCfg ~= nil then sDifficulty = mapChallengeCfg.Name end local sText = orderedFormat(ConfigTable.GetUIText("Soldier_MainView_OnGoingInfo"), sDifficulty, nStage, nNodeIndex) NovaAPI.SetTMPText(self._mapNode.TMPBattleLeave, sText) end if PlayerData.Guide:CheckGuideFinishById(501) then EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_Solider_502") end if not PlayerData.Guide:CheckGuideFinishById(501) then EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_Solider_501") end end function SoldierMainViewCtrl:RefreshDate() local actData = PlayerData.Activity:GetActivityDataByType(GameEnum.activityType.Soldier) if actData == nil then return end local actCfg = ConfigTable.GetData("Activity", actData.nActId) local nOpenTime = CS.ClientManager.Instance:ISO8601StrToTimeStamp(actCfg.StartTime) local nEndTime = CS.ClientManager.Instance:ISO8601StrToTimeStamp(actCfg.EndTime) local nOpenYear = tonumber(os.date("%Y", nOpenTime)) local nOpenMonth = tonumber(os.date("%m", nOpenTime)) local nOpenDay = tonumber(os.date("%d", nOpenTime)) local nEndYear = tonumber(os.date("%Y", nEndTime)) local nEndMonth = tonumber(os.date("%m", nEndTime)) local nEndDay = tonumber(os.date("%d", nEndTime)) local strOpenDay = string.format("%d", nOpenDay) local strEndDay = string.format("%d", nEndDay) local dateStr = string.format("%s/%s/%s ~ %s/%s/%s", nOpenYear, nOpenMonth, strOpenDay, nEndYear, nEndMonth, strEndDay) NovaAPI.SetTMPText(self._mapNode.txtActivityDate, dateStr) end function SoldierMainViewCtrl:RefreshTimeout() local actData = PlayerData.Activity:GetActivityDataByType(GameEnum.activityType.Soldier) if actData == nil then return end local endTime = actData:GetActEndTime() local curTime = ClientManager.Instance.serverTimeStamp local remainTime = endTime - curTime if remainTime < 0 then TimerManager.Remove(self.remainTimer) self.remainTimer = nil EventManager.Hit(EventId.OpenMessageBox, { nType = AllEnum.MessageBox.Alert, sContent = ConfigTable.GetUIText("Activity_Invalid_Tip_1"), callbackConfirm = function() EventManager.Hit(EventId.ClosePanel, PanelId.ActivityList) end }) return end local sTimeStr = "" if remainTime <= 60 then local sec = math.floor(remainTime) sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Sec") or "", sec) elseif 60 < remainTime and remainTime <= 3600 then local min = math.floor(remainTime / 60) local sec = math.floor(remainTime - min * 60) sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Min") or "", min, sec) elseif 3600 < remainTime and remainTime <= 86400 then local hour = math.floor(remainTime / 3600) local min = math.floor((remainTime - hour * 3600) / 60) sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Hour") or "", hour, min) elseif 86400 < remainTime then local day = math.floor(remainTime / 86400) local hour = math.floor((remainTime - day * 86400) / 3600) sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Day") or "", day, hour) end NovaAPI.SetTMPText(self._mapNode.txtActivityTime, sTimeStr) end function SoldierMainViewCtrl:RefreshTechnology() local nTotal, nActive = PlayerData.SoldierData:GetTechActiveNodeCount() NovaAPI.SetTMPText(self._mapNode.txt_TechNum, string.format("%d/%d", nActive, nTotal)) end function SoldierMainViewCtrl:OnBtnClick_Handbook() EventManager.Hit(EventId.OpenPanel, PanelId.SoldierHandbookSelectPanel) end function SoldierMainViewCtrl:OnBtnClick_Recommend() EventManager.Hit(EventId.OpenPanel, PanelId.SoldierRecommendPanel) end function SoldierMainViewCtrl:OnBtnClick_Go() local curGradeChallengeId = PlayerData.SoldierData:GetCurGradeChallengeId() if curGradeChallengeId == 0 then EventManager.Hit(EventId.OpenPanel, PanelId.SoldierLevelSelectPanel) else PlayerData.SoldierData:EnterSoldier() end end function SoldierMainViewCtrl:OnBtnClick_Tech() EventManager.Hit(EventId.OpenPanel, PanelId.SoldierTechPanel) end function SoldierMainViewCtrl:OnBtnClick_Notice() local msg = { nType = AllEnum.MessageBox.Desc, sContent = "", sTitle = ConfigTable.GetUIText("Activity_Btn_Detail") } EventManager.Hit(EventId.OpenMessageBox, msg) end function SoldierMainViewCtrl:OnBtnClick_Level() EventManager.Hit(EventId.OpenPanel, PanelId.SoldierLevelRewardPanel) end function SoldierMainViewCtrl:OnEvent_StoryDialog_DialogEnd() if not PlayerData.Guide:CheckGuideFinishById(502) then EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_Solider_502") end end return SoldierMainViewCtrl