local PotentialSelectCtrl = class("PotentialSelectCtrl", BaseCtrl) local WwiseAudioMgr = CS.WwiseAudioManager.Instance local GamepadUIManager = require("GameCore.Module.GamepadUIManager") PotentialSelectCtrl._mapNodeConfig = { blurBg = {}, menuBg = {}, contentRoot = { sNodeName = "----SafeAreaRoot----" }, animCtrl = { sComponentName = "Animator", sNodeName = "----SafeAreaRoot----" }, txtCloseTips = {}, btnMask = {}, imgCoinBg = {}, imgCoin = {sComponentName = "Image"}, txtCoinCount = {sComponentName = "TMP_Text"}, btnDepot = { sComponentName = "NaviButton", callback = "OnBtnClick_Depot" }, imgUpgradeTitle = {}, imgSelectTitle = {}, txtUpgrade = {sComponentName = "TMP_Text"}, txtTitle = {sComponentName = "TMP_Text"}, goChangeDesc = {}, txtChange = { sComponentName = "TMP_Text", sLanguageId = "Potential_Change_Desc" }, btnChangeDesc = { sComponentName = "NaviButton", callback = "OnBtnClick_ChangeDesc" }, goOpen = {}, goOff = {}, btnPotential = { sComponentName = "NaviButton", nCount = 3, callback = "OnBtnClick_PotentialItem" }, rtBtnPotential = { sNodeName = "btnPotential", sComponentName = "RectTransform", nCount = 3 }, potentialCard = { nCount = 3, sCtrlName = "Game.UI.StarTower.Potential.PotentialCardItemCtrl" }, ScrollView = { nCount = 3, sComponentName = "GamepadScroll" }, SpScrollView = { nCount = 3, sComponentName = "GamepadScroll" }, btnConfirm = { sComponentName = "NaviButton", callback = "OnBtnClick_Confirm" }, txtBtnConfirm = { sComponentName = "TMP_Text", sLanguageId = "Potential_Select_Confirm" }, rtBtnConfirm = { sNodeName = "btnConfirm", sComponentName = "RectTransform" }, depotPoint = {}, cardFinishParticle = {}, RollButton = {}, btnRoll = { sComponentName = "NaviButton", callback = "OnBtnClick_Roll" }, imgRollCostIcon = {sComponentName = "Image"}, txtRollCostCount = {sComponentName = "TMP_Text"}, ActionBar = { sCtrlName = "Game.UI.ActionBar.ActionBarCtrl" } } PotentialSelectCtrl._mapEventConfig = { StarTowerPotentialSelect = "OnEvent_StarTowerPotentialSelect", RefreshStarTowerCoin = "OnEvent_SetCoin", GamepadUIChange = "OnEvent_GamepadUIChange", GamepadUIReopen = "OnEvent_Reopen" } PotentialSelectCtrl._mapRedDotConfig = {} function PotentialSelectCtrl:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, bAfterRoll, tbRecommend) self.nEventId = nEventId if tbPotential == nil or #tbPotential == 0 then local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend) self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend) end self.callback(1000, nEventId, completeFunc) traceback("潜能卡选择列表为空!!!") return end local bSpecial = false local itemCfg = ConfigTable.GetData_Item(tbPotential[1].Id) if itemCfg then bSpecial = itemCfg.Stype == GameEnum.itemStype.SpecificPotential end if bSpecial and mapRoll then mapRoll.CanReRoll = false end self.nSelectIdx = 0 self.nPanelType = nType self._mapNode.imgUpgradeTitle.gameObject:SetActive(nType == 1) self._mapNode.imgSelectTitle.gameObject:SetActive(nType ~= 1) if nType == 0 then NovaAPI.SetTMPText(self._mapNode.txtTitle, ConfigTable.GetUIText("StarTower_Potential_Select_Title_1")) elseif nType == 1 then if nLevel ~= nil and nLevel ~= 0 then NovaAPI.SetTMPText(self._mapNode.txtUpgrade, orderedFormat(ConfigTable.GetUIText("Potential_Select_Title"), nLevel)) end elseif nType == 2 then NovaAPI.SetTMPText(self._mapNode.txtTitle, ConfigTable.GetUIText("StarTower_Potential_Select_Title_2")) else self._mapNode.imgSelectTitle.gameObject:SetActive(false) end self._mapNode.RollButton:SetActive(mapRoll and mapRoll.CanReRoll and nType ~= 2) self._mapNode.btnConfirm.gameObject:SetActive(false) self.nCoin = nCoin NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(self.nCoin)) self.mapRoll = mapRoll self:RefreshCoin(nCoin, mapRoll) self:RefreshPotentialList(tbPotential, mapPotential, tbNewIds, tbLuckyIds, bAfterRoll, tbRecommend) self:SetSimpleState() self:PlayCharVoice(tbPotential) local tbConfig = {} if mapRoll and mapRoll.CanReRoll then tbConfig = { { sAction = "Confirm", sLang = "ActionBar_Confirm" }, { sAction = "Roll", sLang = "ActionBar_Reroll" }, { sAction = "Scroll", sLang = "ActionBar_Scroll" }, { sAction = "Depot", sLang = "ActionBar_Depot" }, { sAction = "Switch", sLang = "ActionBar_ChangeDesc" } } else tbConfig = { { sAction = "Confirm", sLang = "ActionBar_Confirm" }, { sAction = "Scroll", sLang = "ActionBar_Scroll" }, { sAction = "Depot", sLang = "ActionBar_Depot" }, { sAction = "Switch", sLang = "ActionBar_ChangeDesc" } } end if self._panel.nStarTowerId == 999 then tbConfig = { { sAction = "Confirm", sLang = "ActionBar_Confirm" }, { sAction = "Scroll", sLang = "ActionBar_Scroll" }, { sAction = "Switch", sLang = "ActionBar_ChangeDesc" } } end self._mapNode.ActionBar:InitActionBar(tbConfig) end function PotentialSelectCtrl:RefreshCoin(nCoin, mapRoll) if not mapRoll or not mapRoll.CanReRoll then return end self:SetSprite_Coin(self._mapNode.imgRollCostIcon, AllEnum.CoinItemId.FixedRogCurrency) NovaAPI.SetTMPText(self._mapNode.txtRollCostCount, mapRoll.ReRollPrice) NovaAPI.SetTMPColor(self._mapNode.txtRollCostCount, nCoin < mapRoll.ReRollPrice and Red_Unable or Blue_Normal) end function PotentialSelectCtrl:RefreshPotentialList(tbPotential, mapPotential, tbNewIds, tbLuckyIds, bAfterRoll, tbRecommendParam) local tbRecommend = {} if 0 < #tbRecommendParam then if tbRecommendParam[1].nLevel == nil then table.insert(tbRecommend, tbRecommendParam[1]) else tbRecommend = clone(tbRecommendParam) end end self.bSpecialPotential = false self.tbPotential = {} self.nRecommendIdx = 0 for _, v in ipairs(tbPotential) do local bNew, bLucky = false, false local nCurLevel = mapPotential[v.Id] local nAddLevel = v.Count local nNextLevel = nCurLevel + nAddLevel local mapCfg = ConfigTable.GetData("Potential", v.Id) if mapCfg ~= nil then local nMaxLevel = PlayerData.StarTower:GetPotentialMaxLevelWithEquipment() nNextLevel = math.min(nNextLevel, nMaxLevel) end if nCurLevel == 0 then nCurLevel = nAddLevel end if tbNewIds ~= nil then for _, nId in ipairs(tbNewIds) do if nId == v.Id then bNew = true break end end end if tbLuckyIds ~= nil then for _, nId in ipairs(tbLuckyIds) do if nId == v.Id then bLucky = true break end end end table.insert(self.tbPotential, { nId = v.Id, nLevel = nCurLevel, nNextLevel = nNextLevel, bNew = bNew, bLucky = bLucky }) end local tbCardObj, tbBtnObj = {}, {} for k, v in ipairs(self._mapNode.potentialCard) do v.gameObject:SetActive(false) self._mapNode.btnPotential[k].gameObject:SetActive(self.tbPotential[k] ~= nil) if self.tbPotential[k] ~= nil then local nTid = self.tbPotential[k].nId local potentialCfg = ConfigTable.GetData("Potential", nTid) if nil ~= potentialCfg then local nCharId = potentialCfg.CharId local nPotentialAddLv = self._panel.mapPotentialAddLevel[nCharId][nTid] or 0 local data = self.tbPotential[k] local bSpecial = v:SetPotentialItem(nTid, data.nLevel, data.nNextLevel, self.bSimple, true, nPotentialAddLv, AllEnum.PotentialCardType.StarTower, data.bNew, data.bLucky) local bRec = false v:SetRecommend(false) for _, data in ipairs(tbRecommend) do if data.nId == nTid then bRec = true v:SetRecommend(true, data.nLevel) break end end if bRec and self.nRecommendIdx == 0 then self.nRecommendIdx = k end v:ChangeWordRaycast(false) table.insert(tbCardObj, v) table.insert(tbBtnObj, self._mapNode.btnPotential[k]) self.bSpecialPotential = self.bSpecialPotential or bSpecial end end end self.nRecommendIdx = math.max(self.nRecommendIdx, 1) self:ResetSelect(tbBtnObj) local nCardAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.potentialCard[1].animCtrl, { "tc_newperk_card_in" }) local nPanelAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, { "PotentialSelectPanel_in" }) local nAnimTime = nCardAnimTime > nPanelAnimTime and nCardAnimTime or nPanelAnimTime EventManager.Hit(EventId.TemporaryBlockInput, nAnimTime) if self.nPanelType == 2 then WwiseAudioMgr:PlaySound("ui_roguelike_shop_slotMachine") else WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_select") end if 0 < #tbCardObj then local wait = function() local frameCount = 0 while 0 < #tbCardObj do if 4 <= frameCount then local cardObj = table.remove(tbCardObj, 1) if cardObj ~= nil then cardObj.gameObject:SetActive(true) if bAfterRoll then cardObj:PlayAnim("tc_newperk_card_RollEffect") cardObj:ActiveRollEffect() else cardObj:PlayAnim("tc_newperk_card_in") end end frameCount = 0 else frameCount = frameCount + 1 coroutine.yield(CS.UnityEngine.WaitForEndOfFrame()) end end end cs_coroutine.start(wait) end end function PotentialSelectCtrl:SetSimpleState() self._mapNode.goOff.gameObject:SetActive(not self.bSimple) self._mapNode.goOpen.gameObject:SetActive(self.bSimple) end function PotentialSelectCtrl:PlayCharVoice(tbPotential) local nCharId = 0 for k, v in ipairs(tbPotential) do local nId = v.Id local potentialCfg = ConfigTable.GetData("Potential", nId) if nil == potentialCfg then printError(string.format("获取潜能表配置失败!!!id = [%s])", nId)) return end nCharId = potentialCfg.CharId break end local bMainChar = self._panel:CheckMainChar(nCharId) local sVoiceKey = "" if bMainChar then sVoiceKey = "perk" else sVoiceKey = "subPerk" end PlayerData.Voice:PlayCharVoice(sVoiceKey, nCharId) end function PotentialSelectCtrl:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend) if nEventId == 0 then if self.bSkip then self:HidePanel() if nil ~= self.callback then self.callback(nEventId, -1) end return end EventManager.Hit(EventId.BlockInput, true) self._mapNode.blurBg.gameObject:SetActive(false) self._mapNode.menuBg.gameObject:SetActive(true) self._mapNode.btnConfirm.gameObject:SetActive(false) EventManager.Hit("StarTowerSetButtonEnable", true, false) CS.GameCameraStackManager.Instance:OpenMainCamera() for k, v in ipairs(self._mapNode.potentialCard) do if k == self.nSelectIdx then local animCtrl = v.gameObject:GetComponent("Animator") animCtrl:Play("tc_newperk_card_out") local fxRoot = v.gameObject.transform:Find("FX") local fx = v.gameObject.transform:Find("FX/glow") local OutAnimFinish = function() local beginPos = fxRoot.transform.position local controlPos = Vector3(3, 5, 0) local endPos = self._mapNode.depotPoint.transform.position local wait = function() WwiseAudioMgr:PlaySound("ui_roguelike_card_flyby") local totalMoveTime = 0.3 local moveTime = 0 local normalizedTime = 0 while normalizedTime < 1 do moveTime = moveTime + CS.UnityEngine.Time.unscaledDeltaTime normalizedTime = moveTime / totalMoveTime normalizedTime = normalizedTime <= 1 and normalizedTime or 1 local x, y, z = UTILS.GetBezierPointByT(beginPos, controlPos, endPos, normalizedTime) local angleZ = 100 * normalizedTime * 2 angleZ = angleZ <= 100 and angleZ or 100 fxRoot.transform.localEulerAngles = Vector3(0, 0, angleZ) fxRoot.transform.position = Vector3(x, y, z) coroutine.yield(CS.UnityEngine.WaitForEndOfFrame()) end self._mapNode.cardFinishParticle:SetActive(true) fx.gameObject:SetActive(false) coroutine.yield(CS.UnityEngine.WaitForSecondsRealtime(0.5)) EventManager.Hit(EventId.BlockInput, false) self:HidePanel() fxRoot.transform.position = beginPos fxRoot.transform.localEulerAngles = Vector3(0, 0, 0) fx.gameObject:SetActive(true) if nil ~= self.callback then self.callback(nEventId, -1) end end cs_coroutine.start(wait) end self:SetAnimationCallback(animCtrl, OutAnimFinish) else v.gameObject:SetActive(false) end end self._mapNode.animCtrl:Play("PotentialSelectPanel_out") EventManager.Hit("Guide_Potential_SelectComplete") else self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, false, tbRecommend) end end function PotentialSelectCtrl:MoveConfirmButton(btnCard) local rtBtn = btnCard:GetComponent("RectTransform") self._mapNode.rtBtnConfirm.localPosition = Vector3(rtBtn.localPosition.x, self.btnConfirmPosY, 0) if self._mapNode.btnConfirm.gameObject.activeSelf == false then self._mapNode.btnConfirm.gameObject:SetActive(true) else local animCtrl = self._mapNode.btnConfirm.transform:Find("AnimRoot"):GetComponent("Animator") animCtrl:Play("btnConfirm_in", 0, 0) end end function PotentialSelectCtrl:HidePanel() self.bOpen = false if not self.bSkip then PanelManager.InputEnable() EventManager.Hit("StarTowerSetButtonEnable", true, true) end self._mapNode.blurBg.gameObject:SetActive(false) self._mapNode.contentRoot.gameObject:SetActive(false) NovaAPI.SetCanvasSortingOrder(self.canvas, self.nInitSortingOrder) GamepadUIManager.DisableGamepadUI("PotentialSelectCtrl") end function PotentialSelectCtrl:Awake() self.nRecommendIdx = 1 self.canvas = self.gameObject:GetComponent("Canvas") self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas) self.btnConfirmPosY = self._mapNode.rtBtnConfirm.localPosition.y self._mapNode.contentRoot.gameObject:SetActive(false) self._mapNode.blurBg.gameObject:SetActive(false) self._mapNode.menuBg.gameObject:SetActive(false) self._mapNode.btnDepot.gameObject:SetActive(self._panel.nStarTowerId ~= 999) self._mapNode.imgCoinBg.gameObject:SetActive(self._panel.nStarTowerId ~= 999) self._mapNode.txtCloseTips.gameObject:SetActive(false) self._mapNode.btnMask.gameObject:SetActive(false) self.tbGamepadUINode = self:GetGamepadUINode() self.nCoin = 0 self:SetSprite_Coin(self._mapNode.imgCoin, AllEnum.CoinItemId.FixedRogCurrency) NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self.nCoin) end function PotentialSelectCtrl:OnEnable() self.handler = {} for k, v in ipairs(self._mapNode.btnPotential) do self.handler[k] = ui_handler(self, self.OnBtnSelect_PotentialItem, v, k) v.onSelect:AddListener(self.handler[k]) end if self._panel.nStarTowerId ~= nil and self._panel.nStarTowerId == 999 then self._mapNode.btnDepot.gameObject:SetActive(false) else self._mapNode.btnDepot.gameObject:SetActive(true) end end function PotentialSelectCtrl:OnDisable() for k, v in ipairs(self._mapNode.btnPotential) do v.onSelect:RemoveListener(self.handler[k]) end end function PotentialSelectCtrl:OnBtnClick_Depot() self.bOpenDepot = true EventManager.Hit("StarTowerSetButtonEnable", false, false) CS.GameCameraStackManager.Instance:OpenMainCamera() for k, v in ipairs(self._mapNode.potentialCard) do v:ChangeWordRaycast(false) end self._mapNode.contentRoot.gameObject:SetActive(false) self._mapNode.blurBg.gameObject:SetActive(false) EventManager.Hit(EventId.StarTowerDepot, AllEnum.StarTowerDepotTog.Potential) end function PotentialSelectCtrl:OnBtnClick_ChangeDesc() self.bSimple = not self.bSimple PlayerData.StarTower:SetPotentialDescSimple(self.bSimple) self:SetSimpleState() for _, v in ipairs(self._mapNode.potentialCard) do v:ChangeDesc(self.bSimple) end end function PotentialSelectCtrl:OnBtnClick_Confirm() if self.nSelectIdx ~= 0 and self.callback ~= nil then local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend) EventManager.Hit(EventId.BlockInput, false) self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend) if self.nPanelType == 2 then PlayerData.Voice:PlayCharVoice("thankLvup", 9133, nil, true) end end EventManager.Hit(EventId.BlockInput, true) self.callback(self.nSelectIdx, self.nEventId, completeFunc) end end function PotentialSelectCtrl:OnBtnClick_Roll() if not self.callback then return end if self.nCoin < self.mapRoll.ReRollPrice then EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("StarTower_ReRoll_NotEnoughCoin")) return end local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend) EventManager.Hit(EventId.BlockInput, false) self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, true, tbRecommend) end EventManager.Hit(EventId.BlockInput, true) self.callback(self.nSelectIdx, self.nEventId, completeFunc, true) end function PotentialSelectCtrl:OnBtnSelect_PotentialItem(btn, nIndex) local nUIType = GamepadUIManager.GetCurUIType() if nUIType ~= AllEnum.GamepadUIType.Other and nUIType ~= AllEnum.GamepadUIType.Mouse or self.bRecommended then self:OnBtnClick_PotentialItem(btn, nIndex) end end function PotentialSelectCtrl:OnBtnClick_PotentialItem(btn, nIndex) if nil == self.tbPotential[nIndex] or self.nSelectIdx == nIndex then return end WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_slide") self:MoveConfirmButton(btn) for k, v in ipairs(self._mapNode.potentialCard) do if k == nIndex then v:PlayAnim("tc_newperk_card_switch_up") v:ChangeWordRaycast(true) elseif k == self.nSelectIdx then v:PlayAnim("tc_newperk_card_switch_down") v:ChangeWordRaycast(false) end end self:SelectScroll(nIndex) self.nSelectIdx = nIndex end function PotentialSelectCtrl:OnEvent_StarTowerPotentialSelect(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, callback, mapRoll, nCoin, tbLuckyIds, tbRecommend) self.callback = callback if tbPotential == nil or #tbPotential == 0 then self.bSkip = true local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, tbRecommend) self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, tbRecommend) end self.callback(1000, nEventId, completeFunc) traceback("潜能卡选择列表为空!!!") return end self._panel:SetTop(self.canvas) self.bSkip = false local bCloseCamera = false if not self.bOpen then PanelManager.InputDisable() EventManager.Hit("StarTowerSetButtonEnable", false, false) bCloseCamera = true GamepadUIManager.EnableGamepadUI("PotentialSelectCtrl", self.tbGamepadUINode) end self.bOpen = true self.tbPotential = {} self._mapNode.contentRoot.gameObject:SetActive(false) self._mapNode.blurBg.gameObject:SetActive(true) self._mapNode.menuBg.gameObject:SetActive(false) self._mapNode.cardFinishParticle:SetActive(false) self._mapNode.RollButton:SetActive(false) EventManager.Hit(EventId.BlockInput, true) local wait = function() coroutine.yield(CS.UnityEngine.WaitForEndOfFrame()) EventManager.Hit(EventId.BlockInput, false) if bCloseCamera then CS.GameCameraStackManager.Instance:CloseMainCamera(0.1) end self._mapNode.contentRoot.gameObject:SetActive(true) self._mapNode.animCtrl:Play("PotentialSelectPanel_in") self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, false, tbRecommend) end cs_coroutine.start(wait) self._mapNode.btnConfirm.gameObject:SetActive(false) self.nSelectIdx = 0 self.bSimple = PlayerData.StarTower:GetPotentialDescSimple() end function PotentialSelectCtrl:OnEvent_CloseStarTowerDepot() if self.bOpenDepot then self.bOpenDepot = false EventManager.Hit("StarTowerSetButtonEnable", false, false) self._mapNode.blurBg.gameObject:SetActive(true) local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or 1 GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject) EventManager.Hit(EventId.BlockInput, true) local wait = function() coroutine.yield(CS.UnityEngine.WaitForEndOfFrame()) CS.GameCameraStackManager.Instance:CloseMainCamera(0.1) self._mapNode.contentRoot.gameObject:SetActive(true) coroutine.yield(CS.UnityEngine.WaitForEndOfFrame()) EventManager.Hit(EventId.BlockInput, false) for k, v in ipairs(self._mapNode.potentialCard) do v:CloseBgEffect() end if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then self.nSelectIdx = 1 self:MoveConfirmButton(self._mapNode.btnPotential[self.nSelectIdx]) end if self.nSelectIdx ~= 0 then for k, v in ipairs(self._mapNode.potentialCard) do if k == self.nSelectIdx then v:PlayAnim("tc_newperk_card_switch_up") v:ChangeWordRaycast(true) self:SelectScroll(self.nSelectIdx) end end end end cs_coroutine.start(wait) end end function PotentialSelectCtrl:OnEvent_GamepadUIChange(sName, nBeforeType, nAfterType) if sName ~= "PotentialSelectCtrl" then return end if nBeforeType == AllEnum.GamepadUIType.Other or nBeforeType == AllEnum.GamepadUIType.Mouse then local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or self.nRecommendIdx GamepadUIManager.ClearSelectedUI() GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject) end end function PotentialSelectCtrl:OnEvent_Reopen(sName) if sName ~= "PotentialSelectCtrl" then return end if self.bOpenDepot then self:OnEvent_CloseStarTowerDepot() else if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then self.nSelectIdx = 1 end if self.nSelectIdx == 0 then return end GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[self.nSelectIdx].gameObject) self._mapNode.potentialCard[self.nSelectIdx]:ChangeWordRaycast(true) self:SelectScroll(self.nSelectIdx) end end function PotentialSelectCtrl:OnEvent_SetCoin(nCount) if self.mapRoll ~= nil and self.mapRoll.CanReRoll and nCount then if nCount > self.nCoin then local twCoin = DOTween.To(function() return self.nCoin end, function(v) NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(math.floor(v))) end, nCount, 1) local _cb = function() self.nCoin = nCount end twCoin.onComplete = dotween_callback_handler(self, _cb) else NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(nCount)) self.nCoin = nCount end end end function PotentialSelectCtrl:ResetSelect(tbUI) self.nSelectIdx = 0 self.bRecommended = self.nRecommendIdx ~= 0 GamepadUIManager.SetNavigation(tbUI) local nCardAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.potentialCard[1].animCtrl, { "tc_newperk_card_in" }) local nPanelAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, { "PotentialSelectPanel_in" }) local nAnimTime = nCardAnimTime > nPanelAnimTime and nCardAnimTime or nPanelAnimTime nAnimTime = nAnimTime + 0.4 self:AddTimer(1, nAnimTime, function() if self.nSelectIdx == 0 then local nSelect = self.nRecommendIdx == 0 and 1 or self.nRecommendIdx GamepadUIManager.ClearSelectedUI() GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject) if GamepadUIManager.GetCurUIType() == AllEnum.GamepadUIType.Mouse then self:OnBtnClick_PotentialItem(self._mapNode.btnPotential[nSelect].gameObject, nSelect) end end if self._panel.nStarTowerId ~= 999 then if self.bSpecialPotential then EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PotentialSelectSpecial") else EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PotentialSelect") end end end, true, true, true) end function PotentialSelectCtrl:SelectScroll(nIndex) for _, v in ipairs(self._mapNode.ScrollView) do NovaAPI.SetComponentEnable(v, false) end if nIndex then NovaAPI.SetComponentEnable(self._mapNode.ScrollView[nIndex], true) end for _, v in ipairs(self._mapNode.SpScrollView) do NovaAPI.SetComponentEnable(v, false) end if nIndex then NovaAPI.SetComponentEnable(self._mapNode.SpScrollView[nIndex], true) end end return PotentialSelectCtrl