local FateCardSelectCtrl = class("FateCardSelectCtrl", BaseCtrl) local WwiseAudioMgr = CS.WwiseAudioManager.Instance local GamepadUIManager = require("GameCore.Module.GamepadUIManager") local LocalData = require("GameCore.Data.LocalData") local newDayTime = UTILS.GetDayRefreshTimeOffset() FateCardSelectCtrl._mapNodeConfig = { blurBg = {}, contentRoot = { sNodeName = "----SafeAreaRoot----" }, animCtrl = { sComponentName = "Animator", sNodeName = "----SafeAreaRoot----" }, imgTitleBg = {}, txtTitle = {sComponentName = "TMP_Text"}, imgCoinBg = {}, imgCoin = {sComponentName = "Image"}, txtCoinCount = {sComponentName = "TMP_Text"}, btnFateCard = { sComponentName = "NaviButton", nCount = 3, callback = "OnBtnClick_FateCardItem" }, rtBtnFateCard = { sNodeName = "btnFateCard", sComponentName = "RectTransform", nCount = 3 }, goFateCardItem = { nCount = 3, sCtrlName = "Game.UI.StarTower.FateCard.FateCardItemCtrl" }, btnConfirm = { sComponentName = "NaviButton", callback = "OnBtnClick_Confirm" }, txtBtnConfirm = { sComponentName = "TMP_Text", sLanguageId = "FateCard_Select_Confirm" }, rtBtnConfirm = { sNodeName = "btnConfirm", sComponentName = "RectTransform" }, btnAbandon = { sComponentName = "NaviButton", callback = "OnBtnClick_Abandon" }, btnDepot = { sComponentName = "NaviButton", callback = "OnBtnClick_Depot" }, fxEndPoint = {}, depotPoint = {}, cardFinishParticle = {nCount = 2}, RollButton = {}, btnRoll = { sComponentName = "NaviButton", callback = "OnBtnClick_Roll" }, imgRollCostIcon = {sComponentName = "Image"}, txtRollCostCount = {sComponentName = "TMP_Text"}, ActionBar = { sCtrlName = "Game.UI.ActionBar.ActionBarCtrl" } } FateCardSelectCtrl._mapEventConfig = { StarTowerSelectFateCard = "OnEvent_StarTowerSelectFateCard", RefreshStarTowerCoin = "OnEvent_SetCoin", GamepadUIChange = "OnEvent_GamepadUIChange", GamepadUIReopen = "OnEvent_Reopen" } FateCardSelectCtrl._mapRedDotConfig = {} function FateCardSelectCtrl:Refresh(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward, bAfterRoll) self.bReward = bReward if tbFateCard == nil or #tbFateCard == 0 then EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("StarTower_FateCard_Select_Empty_Tip")) self._mapNode.blurBg.gameObject:SetActive(false) self._mapNode.btnConfirm.gameObject:SetActive(false) EventManager.Hit("StarTowerSetButtonEnable", true, false) CS.GameCameraStackManager.Instance:OpenMainCamera() self:HidePanel() return end self._mapNode.RollButton:SetActive(mapRoll and mapRoll.CanReRoll) self.nEventId = nEventId self.nSelectIdx = 0 self.nCoin = nCoin NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(self.nCoin)) self.mapRoll = mapRoll self:RefreshCoin(nCoin, mapRoll) self:RefreshFateCardList(tbFateCard, tbNewIds, bAfterRoll) NovaAPI.SetTMPText(self._mapNode.txtTitle, bReward and ConfigTable.GetUIText("FateCard_Select_RewardTitle") or ConfigTable.GetUIText("FateCard_Select_Title")) 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 = "Back", sLang = "ActionBar_SkipReward" } } else tbConfig = { { sAction = "Confirm", sLang = "ActionBar_Confirm" }, { sAction = "Scroll", sLang = "ActionBar_Scroll" }, { sAction = "Depot", sLang = "ActionBar_Depot" }, { sAction = "Back", sLang = "ActionBar_SkipReward" } } end self._mapNode.ActionBar:InitActionBar(tbConfig) end function FateCardSelectCtrl: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 FateCardSelectCtrl:RefreshFateCardList(tbFateCard, tbNewIds, bAfterRoll) self._mapNode.btnConfirm.gameObject:SetActive(false) self.tbFateCardList = clone(tbFateCard) local tbCardObj, tbBtnObj = {}, {} for k, v in ipairs(self._mapNode.goFateCardItem) do v.gameObject:SetActive(false) self._mapNode.btnFateCard[k].gameObject:SetActive(self.tbFateCardList[k] ~= nil) if self.tbFateCardList[k] ~= nil then local bNew = false if tbNewIds ~= nil then for _, nId in ipairs(tbNewIds) do if nId == self.tbFateCardList[k] then bNew = true break end end end v:SetFateCardItem(self.tbFateCardList[k], bNew) v:ChangeWordRaycast(false) table.insert(tbCardObj, v) table.insert(tbBtnObj, self._mapNode.btnFateCard[k]) end end self:ResetSelect(tbBtnObj) local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, { "PotentialSelectPanel_in" }) EventManager.Hit(EventId.TemporaryBlockInput, animTime) if self.bReward then WwiseAudioMgr:PlaySound("ui_roguelike_luckeyCard_active") else WwiseAudioMgr:PlaySound("ui_roguelike_itemCard") 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 FateCardSelectCtrl:SelectComplete(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward) if nEventId == nil or nEventId == 0 then EventManager.Hit(EventId.BlockInput, true) self._mapNode.blurBg.gameObject:SetActive(false) self._mapNode.btnConfirm.gameObject:SetActive(false) EventManager.Hit("StarTowerSetButtonEnable", true, false) CS.GameCameraStackManager.Instance:OpenMainCamera() local bSelect = false for k, v in ipairs(self._mapNode.goFateCardItem) do if k == self.nSelectIdx then bSelect = true 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 bType1 = PanelManager.CheckPanelOpen(PanelId.StarTowerShop) or self:GetPanelId() == PanelId.StarTowerFastBattle local endPos, goCardFx if bType1 then endPos = self._mapNode.depotPoint.transform.position goCardFx = self._mapNode.cardFinishParticle[1] else endPos = self._mapNode.fxEndPoint.transform.position goCardFx = self._mapNode.cardFinishParticle[2] end 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 goCardFx.gameObject: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(-1, nEventId) end end cs_coroutine.start(wait) end self:SetAnimationCallback(animCtrl, OutAnimFinish) else v.gameObject:SetActive(false) end end self._mapNode.animCtrl:Play("PotentialSelectPanel_out") if not bSelect then local nAnimLen = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, { "PotentialSelectPanel_out" }) self:AddTimer(1, nAnimLen, function() EventManager.Hit(EventId.BlockInput, false) self:HidePanel() if nil ~= self.callback then self.callback(-1, nEventId) end end, true, true, true, nil) end EventManager.Hit("Guide_FateCard_SelectComplete") else self:Refresh(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward) if bReward then self._mapNode.animCtrl:Play("VampireFateCard_in1") end end end function FateCardSelectCtrl: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 FateCardSelectCtrl:HidePanel() self.bOpen = false PanelManager.InputEnable() EventManager.Hit("StarTowerSetButtonEnable", true, true) self._mapNode.contentRoot.gameObject:SetActive(false) self._mapNode.blurBg.gameObject:SetActive(false) NovaAPI.SetCanvasSortingOrder(self.canvas, self.nInitSortingOrder) GamepadUIManager.DisableGamepadUI("FateCardSelectCtrl") end function FateCardSelectCtrl:Awake() self.bOpen = false self.canvas = self.gameObject:GetComponent("Canvas") self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas) self.btnConfirmPosY = self._mapNode.rtBtnConfirm.localPosition.y self.bOpenDepot = false self._mapNode.contentRoot.gameObject:SetActive(false) self._mapNode.blurBg.gameObject:SetActive(false) self._mapNode.btnDepot.gameObject:SetActive(self._panel.nStarTowerId ~= 999) 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 FateCardSelectCtrl:OnEnable() self.handler = {} for k, v in ipairs(self._mapNode.btnFateCard) do self.handler[k] = ui_handler(self, self.OnBtnSelect_FateCardItem, v, k) v.onSelect:AddListener(self.handler[k]) end end function FateCardSelectCtrl:OnDisable() for k, v in ipairs(self._mapNode.btnFateCard) do v.onSelect:RemoveListener(self.handler[k]) end end function FateCardSelectCtrl:OnBtnClick_Confirm() if nil ~= self.callback then local completeFunc = function(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward) self:SelectComplete(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward) end self.callback(self.nSelectIdx, self.nEventId, completeFunc) end end function FateCardSelectCtrl: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, tbFateCard, tbNewIds, mapRoll, nCoin, bReward) self:Refresh(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward, true) end self.callback(self.nSelectIdx, self.nEventId, completeFunc, true) end function FateCardSelectCtrl:OnBtnClick_Abandon() local confirm = function() if nil ~= self.callback then self.nSelectIdx = 0 local abandonFunc = function(nEventId, tbFateCard, tbNewIds) self:SelectComplete(nEventId, tbFateCard, tbNewIds) end self.callback(1000, self.nEventId, abandonFunc) end if self.bReward then WwiseAudioMgr:PlaySound("ui_roguelike_perk_active_stop") end end local TipsTime = LocalData.GetPlayerLocalData("FateCard_Tips_Time") local _tipDay = 0 if TipsTime ~= nil then _tipDay = tonumber(TipsTime) end local curTimeStamp = CS.ClientManager.Instance.serverTimeStampWithTimeZone local fixedTimeStamp = curTimeStamp + newDayTime * 3600 local nYear = tonumber(os.date("!%Y", fixedTimeStamp)) local nMonth = tonumber(os.date("!%m", fixedTimeStamp)) local nDay = tonumber(os.date("!%d", fixedTimeStamp)) local nowD = nYear * 366 + nMonth * 31 + nDay if nowD == _tipDay then confirm() else local isSelectAgain = false local confirmCallback = function() if isSelectAgain then local _curTimeStamp = CS.ClientManager.Instance.serverTimeStampWithTimeZone local _fixedTimeStamp = _curTimeStamp + newDayTime * 3600 local _nYear = tonumber(os.date("!%Y", _fixedTimeStamp)) local _nMonth = tonumber(os.date("!%m", _fixedTimeStamp)) local _nDay = tonumber(os.date("!%d", _fixedTimeStamp)) local _nowD = _nYear * 366 + _nMonth * 31 + _nDay LocalData.SetPlayerLocalData("FateCard_Tips_Time", tostring(_nowD)) end confirm() end local againCallback = function(isSelect) isSelectAgain = isSelect end local msg = { nType = AllEnum.MessageBox.Confirm, sContent = orderedFormat(ConfigTable.GetUIText("FateCard_AbandonTip")), callbackConfirm = confirmCallback, callbackAgain = againCallback } EventManager.Hit(EventId.OpenMessageBox, msg) end end function FateCardSelectCtrl:OnBtnSelect_FateCardItem(btn, nIndex) local nUIType = GamepadUIManager.GetCurUIType() if nUIType ~= AllEnum.GamepadUIType.Other and nUIType ~= AllEnum.GamepadUIType.Mouse or self.bRecommended then self:OnBtnClick_FateCardItem(btn, nIndex) end end function FateCardSelectCtrl:OnBtnClick_FateCardItem(btn, nIndex) if nil == self.tbFateCardList[nIndex] or self.nSelectIdx == nIndex then return end WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_slide") self:MoveConfirmButton(btn) for k, v in ipairs(self._mapNode.goFateCardItem) 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 FateCardSelectCtrl:OnBtnClick_Depot() self.bOpenDepot = true EventManager.Hit("StarTowerSetButtonEnable", false, false) CS.GameCameraStackManager.Instance:OpenMainCamera() self._mapNode.contentRoot.gameObject:SetActive(false) self._mapNode.blurBg.gameObject:SetActive(false) EventManager.Hit(EventId.StarTowerDepot, AllEnum.StarTowerDepotTog.ItemList) end function FateCardSelectCtrl:OnEvent_StarTowerSelectFateCard(nEventId, tbFateCard, tbNewIds, callback, mapRoll, nCoin, bReward) self._panel:SetTop(self.canvas) self.callback = callback local bClosePanel = false if not self.bOpen then PanelManager.InputDisable() EventManager.Hit("StarTowerSetButtonEnable", false, false) bClosePanel = true GamepadUIManager.EnableGamepadUI("FateCardSelectCtrl", self.tbGamepadUINode) end self.bOpen = true self.nSelectIdx = 0 self.tbFateCardList = {} self._mapNode.contentRoot.gameObject:SetActive(false) self._mapNode.blurBg.gameObject:SetActive(true) self._mapNode.cardFinishParticle[1].gameObject:SetActive(false) self._mapNode.cardFinishParticle[2].gameObject: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 bClosePanel then CS.GameCameraStackManager.Instance:CloseMainCamera(0.1) end self._mapNode.contentRoot.gameObject:SetActive(true) if bReward then self._mapNode.animCtrl:Play("VampireFateCard_in1") else self._mapNode.animCtrl:Play("PotentialSelectPanel_in") end self:Refresh(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward) end cs_coroutine.start(wait) end function FateCardSelectCtrl: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.btnFateCard[nSelect].gameObject) EventManager.Hit(EventId.BlockInput, true) local wait = function() coroutine.yield(CS.UnityEngine.WaitForEndOfFrame()) EventManager.Hit(EventId.BlockInput, false) CS.GameCameraStackManager.Instance:CloseMainCamera(0.1) self._mapNode.contentRoot.gameObject:SetActive(true) if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then self.nSelectIdx = 1 self:MoveConfirmButton(self._mapNode.btnFateCard[self.nSelectIdx]) end for k, v in ipairs(self._mapNode.goFateCardItem) do if k == self.nSelectIdx then v:PlayAnim("tc_newperk_card_switch_up") v:ChangeWordRaycast(true) self:SelectScroll(self.nSelectIdx) end end end cs_coroutine.start(wait) end end function FateCardSelectCtrl:OnEvent_GamepadUIChange(sName, nBeforeType, nAfterType) if sName ~= "FateCardSelectCtrl" 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.btnFateCard[nSelect].gameObject) end end function FateCardSelectCtrl:OnEvent_Reopen(sName) if sName ~= "FateCardSelectCtrl" 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.btnFateCard[self.nSelectIdx].gameObject) self._mapNode.goFateCardItem[self.nSelectIdx]:ChangeWordRaycast(true) self:SelectScroll(self.nSelectIdx) end end function FateCardSelectCtrl: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 FateCardSelectCtrl:ResetSelect(tbUI) self.nSelectIdx = 0 self.bRecommended = false GamepadUIManager.SetNavigation(tbUI) local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, { "PotentialSelectPanel_in" }) + 0.1 self:AddTimer(1, animTime, function() if self.nSelectIdx == 0 then GamepadUIManager.ClearSelectedUI() GamepadUIManager.SetSelectedUI(self._mapNode.btnFateCard[1].gameObject) if GamepadUIManager.GetCurUIType() == AllEnum.GamepadUIType.Mouse then self:OnBtnClick_FateCardItem(self._mapNode.btnFateCard[1].gameObject, 1) end end EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_FateCardSelect") end, true, true, true) end function FateCardSelectCtrl:SelectScroll(nIndex) for _, v in ipairs(self._mapNode.goFateCardItem) do v:SetGamePadScrollEnable(false) end if nIndex then self._mapNode.goFateCardItem[nIndex]:SetGamePadScrollEnable(true) end end return FateCardSelectCtrl