local TowerDefensePotentialSelectCtrl = class("TowerDefensePotentialSelectCtrl", BaseCtrl) local WwiseAudioMgr = CS.WwiseAudioManager.Instance local GamepadUIManager = require("GameCore.Module.GamepadUIManager") TowerDefensePotentialSelectCtrl._mapNodeConfig = { blurBg = {}, contentRoot = { sNodeName = "----SafeAreaRoot----" }, animCtrl = { sComponentName = "Animator", sNodeName = "----SafeAreaRoot----" }, btnMask = {}, imgUpgradeTitle = {}, txtUpgrade = {sComponentName = "TMP_Text"}, btnPotential = { sComponentName = "NaviButton", nCount = 2, callback = "OnBtnClick_PotentialItem" }, rtBtnPotential = { sNodeName = "btnPotential", sComponentName = "RectTransform", nCount = 2 }, potentialCard = { nCount = 2, sCtrlName = "Game.UI.TowerDefense.TowerDefensePotentialCardItemCtrl" }, ScrollView = { nCount = 2, sComponentName = "GamepadScroll" }, SpScrollView = { nCount = 2, sComponentName = "GamepadScroll" }, btnConfirm = { sComponentName = "NaviButton", callback = "OnBtnClick_Confirm" }, txtBtnConfirm = { sComponentName = "TMP_Text", sLanguageId = "Potential_Select_Confirm" }, rtBtnConfirm = { sNodeName = "btnConfirm", sComponentName = "RectTransform" }, ActionBar = { sCtrlName = "Game.UI.ActionBar.ActionBarCtrl" } } TowerDefensePotentialSelectCtrl._mapEventConfig = { GamepadUIChange = "OnEvent_GamepadUIChange", GamepadUIReopen = "OnEvent_Reopen" } TowerDefensePotentialSelectCtrl._mapRedDotConfig = {} function TowerDefensePotentialSelectCtrl:SetData(nActId) self.TowerDefenseData = PlayerData.Activity:GetActivityDataById(nActId) end function TowerDefensePotentialSelectCtrl:Refresh(nCharId, tbPotential, nLevel, callback) self.nCharId = nCharId self.callback = callback local config = ConfigTable.GetData("TowerDefenseCharacter", self.nCharId) if config == nil then return end if tbPotential == nil or #tbPotential == 0 then return end self.nSelectIdx = 0 NovaAPI.SetTMPText(self._mapNode.txtUpgrade, orderedFormat(ConfigTable.GetUIText("TowerDef_Text_LevelUp"), config.Name, nLevel)) self._mapNode.btnConfirm.gameObject:SetActive(false) self:RefreshPotentialList(tbPotential) end function TowerDefensePotentialSelectCtrl:RefreshPotentialList(tbPotential) self.tbPotential = {} for _, v in pairs(tbPotential) do table.insert(self.tbPotential, v) end local tbCardObj, tbBtnObj = {}, {} for k, v in pairs(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] local potentialCfg = ConfigTable.GetData("TowerDefensePotential", nTid) if nil ~= potentialCfg then v:ChangeWordRaycast(false) table.insert(tbCardObj, v) table.insert(tbBtnObj, self._mapNode.btnPotential[k]) v:SetPotentialItem(nTid, AllEnum.PotentialCardType.TowerDefense) end end end self:ResetSelect(tbBtnObj) local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, { "PotentialSelectPanel_in" }) EventManager.Hit(EventId.TemporaryBlockInput, animTime) 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) cardObj:PlayAnim("tc_newperk_card_in") end frameCount = 0 else frameCount = frameCount + 1 coroutine.yield(CS.UnityEngine.WaitForEndOfFrame()) end end end cs_coroutine.start(wait) end end function TowerDefensePotentialSelectCtrl: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 TowerDefensePotentialSelectCtrl:ShowPanel() self.bOpen = true self._mapNode.blurBg.gameObject:SetActive(true) local wait = function() coroutine.yield(CS.UnityEngine.WaitForEndOfFrame()) self._mapNode.contentRoot.gameObject:SetActive(true) local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, { "PotentialSelectPanel_in" }) EventManager.Hit(EventId.TemporaryBlockInput, animTime) self._mapNode.animCtrl:Play("PotentialSelectPanel_in") end cs_coroutine.start(wait) local tbConfig = { { sAction = "Confirm", sLang = "ActionBar_Confirm" }, { sAction = "Scroll", sLang = "ActionBar_Scroll" } } self._mapNode.ActionBar:InitActionBar(tbConfig) GamepadUIManager.EnableGamepadUI("TowerDefensePotentialSelectCtrl", self.tbGamepadUINode) end function TowerDefensePotentialSelectCtrl:HidePanel() self.bOpen = false self._mapNode.blurBg.gameObject:SetActive(false) self._mapNode.contentRoot.gameObject:SetActive(false) GamepadUIManager.DisableGamepadUI("TowerDefensePotentialSelectCtrl") end function TowerDefensePotentialSelectCtrl:Awake() 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.btnMask.gameObject:SetActive(false) self.tbGamepadUINode = self:GetGamepadUINode() end function TowerDefensePotentialSelectCtrl: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 end function TowerDefensePotentialSelectCtrl:OnDisable() for k, v in ipairs(self._mapNode.btnPotential) do v.onSelect:RemoveListener(self.handler[k]) end end function TowerDefensePotentialSelectCtrl:OnBtnClick_Confirm() if self.nSelectIdx ~= 0 and self.callback ~= nil then EventManager.Hit(EventId.BlockInput, true) for i = 1, 2 do if self.nSelectIdx ~= i then self._mapNode.potentialCard[i].gameObject:SetActive(false) end end self._mapNode.btnConfirm.gameObject:SetActive(false) local cardAnim = self._mapNode.potentialCard[self.nSelectIdx].gameObject:GetComponent("Animator") cardAnim:Play("tc_newperk_card_out1") WwiseAudioMgr:PostEvent("mode_TD_skill_select_fx") self:AddTimer(1, 0.5, function() local nAnimLen = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, { "PotentialSelectPanel_out" }) self._mapNode.animCtrl:Play("PotentialSelectPanel_out") self:AddTimer(1, nAnimLen, function() EventManager.Hit(EventId.BlockInput, false) self:HidePanel() if nil ~= self.callback then self.callback(self.tbPotential[self.nSelectIdx]) end end, true, true, true, nil) end, true, true, true, nil) end end function TowerDefensePotentialSelectCtrl: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 TowerDefensePotentialSelectCtrl: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 TowerDefensePotentialSelectCtrl:OnEvent_GamepadUIChange(sName, nBeforeType, nAfterType) if sName ~= "TowerDefensePotentialSelectCtrl" then return end if nBeforeType == AllEnum.GamepadUIType.Other or nBeforeType == AllEnum.GamepadUIType.Mouse then local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or 1 GamepadUIManager.ClearSelectedUI() GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject) end end function TowerDefensePotentialSelectCtrl:OnEvent_Reopen(sName) if sName ~= "TowerDefensePotentialSelectCtrl" then return end 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 function TowerDefensePotentialSelectCtrl:ResetSelect(tbUI) self.nSelectIdx = 0 GamepadUIManager.SetNavigation(tbUI) local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, { "PotentialSelectPanel_in" }) + 0.1 self:AddTimer(1, animTime, function() if self.nSelectIdx == 0 then local nSelect = 1 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 end, true, true, true) end function TowerDefensePotentialSelectCtrl: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 TowerDefensePotentialSelectCtrl