local SoldierQuestCtrl = class("SoldierQuestCtrl", BaseCtrl) SoldierQuestCtrl._mapNodeConfig = { animator = {sNodeName = "WindowRoot", sComponentName = "Animator"}, btnClose = { sComponentName = "UIButton", callback = "OnBtnClick_Close" }, btn_close = { sComponentName = "UIButton", callback = "OnBtnClick_Close" }, txtWindowTitle = { sComponentName = "TMP_Text", sLanguageId = "Soldier_QuestPanelTitle" }, btnLeft = { sComponentName = "UIButton", callback = "OnBtnClick_Tab1" }, btnRight = { sComponentName = "UIButton", callback = "OnBtnClick_Tab2" }, sv = { sComponentName = "LoopScrollView" }, btn_GetAllReward = { sComponentName = "UIButton", callback = "OnBtnClick_GetReward" }, txt_GetAllReward = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Quest_GetAllReward" }, btn_GetAllReward_None = { sComponentName = "UIButton", callback = "OnBtnClick_GetReward_None" }, txt_GetAllReward_None = { sComponentName = "TMP_Text", sLanguageId = "Soldier_Quest_GetAllReward" } } SoldierQuestCtrl._mapEventConfig = {} SoldierQuestCtrl._mapRedDotConfig = {} function SoldierQuestCtrl:Awake() self._mapNode.animator:Play("t_window_04_t_in") EventManager.Hit(EventId.TemporaryBlockInput, 0.3) self.nTabIndex = 1 self.tbQuestGroup = {} self.tbAllQuestData = PlayerData.SoldierData:GetAllQuestData() self.nSelectedGroupId = 0 self.tbQuestList = {} end function SoldierQuestCtrl:OnEnable() self:InitQuestGroup() self:InitTab() self:CheckTabPriority() self:SelectTab(self.nTabIndex, true) end function SoldierQuestCtrl:OnDisable() end function SoldierQuestCtrl:OnDestroy() if self.tbItemCtrl ~= nil then for _, ctrl in pairs(self.tbItemCtrl) do self:UnbindCtrlByNode(ctrl) end end end function SoldierQuestCtrl:CheckTabPriority() local bIsLockRight = PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[2]) if bIsLockRight then self.nTabIndex = 1 return end local bHasRedDotLeft = RedDotManager.GetValid(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[1]) local bHasRedDotRight = RedDotManager.GetValid(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[2]) if bHasRedDotLeft then self.nTabIndex = 1 return elseif bHasRedDotRight then self.nTabIndex = 2 return end local tbQuestData = PlayerData.SoldierData:GetQuestDataByGroupId(self.tbQuestGroup[1]) self.tbQuestList = {} for _, questData in pairs(tbQuestData) do table.insert(self.tbQuestList, questData) end local nCompleteCount = 0 for _, questData in ipairs(self.tbQuestList) do if questData.nStatus == AllEnum.ActQuestStatus.Received then nCompleteCount = nCompleteCount + 1 end end if nCompleteCount == #self.tbQuestList then self.nTabIndex = 2 return end end function SoldierQuestCtrl:InitQuestGroup() local func_ForEach_QuestGroup = function(mapLineData) if mapLineData.ActivityId == self.nActId then table.insert(self.tbQuestGroup, mapLineData.Id) end end ForEachTableLine(DataTable.SoldierQuestGroup, func_ForEach_QuestGroup) table.sort(self.tbQuestGroup, function(a, b) return a < b end) end function SoldierQuestCtrl:InitTab() if #self.tbQuestGroup < 2 then return end local txtLeft1 = self._mapNode.btnLeft.transform:Find("AnimRoot/imgOff/txtLeft"):GetComponent("TMP_Text") local txtLeft2 = self._mapNode.btnLeft.transform:Find("AnimRoot/imgOn/txtLeft"):GetComponent("TMP_Text") local groupConfig1 = ConfigTable.GetData("SoldierQuestGroup", self.tbQuestGroup[1]) local groupConfig2 = ConfigTable.GetData("SoldierQuestGroup", self.tbQuestGroup[2]) NovaAPI.SetTMPText(txtLeft1, groupConfig1.Des) NovaAPI.SetTMPText(txtLeft2, groupConfig1.Des) local txtRight1 = self._mapNode.btnRight.transform:Find("AnimRoot/imgOn/txtRight"):GetComponent("TMP_Text") local txtRight2 = self._mapNode.btnRight.transform:Find("AnimRoot/imgOff/txtRight"):GetComponent("TMP_Text") NovaAPI.SetTMPText(txtRight1, groupConfig2.Des) NovaAPI.SetTMPText(txtRight2, groupConfig2.Des) self:RefreshRedDot() local bIsLockLeft = PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[1]) local bIsLockRight = PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[2]) self._mapNode.btnRight.transform:Find("AnimRoot/imgOff/imgLock").gameObject:SetActive(bIsLockRight) end function SoldierQuestCtrl:SelectTab(nTabIndex, bForce) if self.nTabIndex == nTabIndex and not bForce then return end self.nTabIndex = nTabIndex local imgOn1 = self._mapNode.btnLeft.transform:Find("AnimRoot/imgOn") local imgOff1 = self._mapNode.btnLeft.transform:Find("AnimRoot/imgOff") local imgOn2 = self._mapNode.btnRight.transform:Find("AnimRoot/imgOn") local imgOff2 = self._mapNode.btnRight.transform:Find("AnimRoot/imgOff") imgOn1.gameObject:SetActive(self.nTabIndex == 1) imgOff1.gameObject:SetActive(self.nTabIndex ~= 1) imgOn2.gameObject:SetActive(self.nTabIndex == 2) imgOff2.gameObject:SetActive(self.nTabIndex ~= 2) self.nSelectedGroupId = self.tbQuestGroup[self.nTabIndex] local tbQuestData = PlayerData.SoldierData:GetQuestDataByGroupId(self.nSelectedGroupId) if tbQuestData == nil then local actData = PlayerData.Activity:GetActivityDataByType(GameEnum.activityType.Soldier) actData:RefreshAllQuestData(function() self:SelectTab(self.nTabIndex, true) end) return end self.tbQuestList = {} for _, questData in pairs(tbQuestData) do table.insert(self.tbQuestList, questData) end table.sort(self.tbQuestList, function(a, b) if a.nStatus ~= b.nStatus then return a.nStatus < b.nStatus end return a.nId < b.nId end) self.tbItemCtrl = {} self._mapNode.sv:Init(#self.tbQuestList, self, self.OnRefreshQuestGrid) local bHasComplete = false for _, questData in pairs(self.tbQuestList) do if questData.nStatus == AllEnum.ActQuestStatus.Complete then bHasComplete = true break end end self._mapNode.btn_GetAllReward.gameObject:SetActive(bHasComplete) self._mapNode.btn_GetAllReward_None.gameObject:SetActive(not bHasComplete) PlayerData.SoldierData:SetViewedGroupId(self.nSelectedGroupId) self:RefreshRedDot() end function SoldierQuestCtrl:RefreshRedDot() local redDotLeft = self._mapNode.btnLeft.transform:Find("AnimRoot/redDotLeft") local redDotRight = self._mapNode.btnRight.transform:Find("AnimRoot/redDotRight") RedDotManager.RegisterNode(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[1], redDotLeft.gameObject) RedDotManager.RegisterNode(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[2], redDotRight.gameObject) local redDotLeftNew = self._mapNode.btnLeft.transform:Find("AnimRoot/redDotLeftNew") local redDotRightNew = self._mapNode.btnRight.transform:Find("AnimRoot/redDotRightNew") local bHasRedDotLeft = RedDotManager.GetValid(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[1]) local bHasRedDotRight = RedDotManager.GetValid(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[2]) local bHasNewQuestLeft = RedDotManager.GetValid(RedDotDefine.Solider_Quest_New_Group, self.tbQuestGroup[1]) local bHasNewQuestRight = RedDotManager.GetValid(RedDotDefine.Solider_Quest_New_Group, self.tbQuestGroup[2]) if bHasNewQuestLeft and not bHasRedDotLeft then redDotLeftNew.gameObject:SetActive(true) else redDotLeftNew.gameObject:SetActive(false) end if bHasNewQuestRight and not bHasRedDotRight then redDotRightNew.gameObject:SetActive(true) else redDotRightNew.gameObject:SetActive(false) end end function SoldierQuestCtrl:OnRefreshQuestGrid(goGrid, gridIndex) local nIndex = gridIndex + 1 local questData = self.tbQuestList[nIndex] local questConfig = ConfigTable.GetData("SoldierQuest", questData.nId) if questConfig == nil then return end for i = 1, 2 do do local index = i local btnItem = goGrid.transform:Find("DetailRoot/AnimRoot/btn_item" .. index):GetComponent("UIButton") local item = btnItem.transform:Find("AnimRoot/item") local instanceId = btnItem:GetInstanceID() if self.tbItemCtrl[instanceId] == nil then self.tbItemCtrl[instanceId] = self:BindCtrlByNode(item.gameObject, "Game.UI.TemplateEx.TemplateItemCtrl") end local itemId = questConfig["Reward" .. index] local itemCount = questConfig["RewardQty" .. index] if 0 < itemId then btnItem.gameObject:SetActive(true) else btnItem.gameObject:SetActive(false) end self.tbItemCtrl[instanceId]:SetItem(itemId, nil, itemCount, false, questData.nstatus == AllEnum.ActQuestStatus.Received, false, false) btnItem.onClick:RemoveAllListeners() btnItem.onClick:AddListener(function() UTILS.ClickItemGridWithTips(itemId, btnItem.transform, true, true, false) end) end end local txt_target = goGrid.transform:Find("DetailRoot/AnimRoot/txt_target"):GetComponent("TMP_Text") NovaAPI.SetTMPText(txt_target, questConfig.Desc) local barFill = goGrid.transform:Find("DetailRoot/AnimRoot/imgBarBg/imgMainBarFill"):GetComponent("Image") NovaAPI.SetImageFillAmount(barFill, questData.Progress[1].Cur / questData.Progress[1].Max) local txt_com = goGrid.transform:Find("DetailRoot/AnimRoot/txt_com"):GetComponent("TMP_Text") local img_Received = goGrid.transform:Find("DetailRoot/AnimRoot/img_Received") img_Received.gameObject:SetActive(questData.nStatus == AllEnum.ActQuestStatus.Received) if questData.nStatus == AllEnum.ActQuestStatus.UnComplete then NovaAPI.SetImageFillAmount(barFill, questData.Progress[1].Cur / questData.Progress[1].Max) NovaAPI.SetTMPText(txt_com, string.format("%d/%d", questData.Progress[1].Cur, questData.Progress[1].Max)) else NovaAPI.SetImageFillAmount(barFill, 1) NovaAPI.SetTMPText(txt_com, ConfigTable.GetUIText("Soldier_Quest_Complete")) end local btn_JumpTo = goGrid.transform:Find("DetailRoot/AnimRoot/btn_JumpTo"):GetComponent("UIButton") local txt_JumpTo = btn_JumpTo.transform:Find("AnimRoot/txtBtn"):GetComponent("TMP_Text") local btn_GetReward = goGrid.transform:Find("DetailRoot/AnimRoot/btn_GetReward"):GetComponent("UIButton") local txt_GetReward = btn_GetReward.transform:Find("AnimRoot/txtBtn"):GetComponent("TMP_Text") NovaAPI.SetTMPText(txt_JumpTo, ConfigTable.GetUIText("Soldier_Quest_JumpTo")) NovaAPI.SetTMPText(txt_GetReward, ConfigTable.GetUIText("Soldier_Quest_Receive")) btn_JumpTo.gameObject:SetActive(questData.nStatus == AllEnum.ActQuestStatus.UnComplete) btn_JumpTo.onClick:RemoveAllListeners() btn_JumpTo.onClick:AddListener(function() EventManager.Hit(EventId.OpenPanel, PanelId.SoldierLevelSelectPanel) self:OnBtnClick_Close() end) btn_GetReward.gameObject:SetActive(questData.nStatus == AllEnum.ActQuestStatus.Complete) btn_GetReward.onClick:RemoveAllListeners() btn_GetReward.onClick:AddListener(function() PlayerData.SoldierData:ReceiveQuestReward(self.nSelectedGroupId, questData.nId, function() self:SelectTab(self.nTabIndex, true) end) end) end function SoldierQuestCtrl:OnBtnClick_Close() EventManager.Hit(EventId.TemporaryBlockInput, 0.2) self._mapNode.animator:Play("t_window_04_t_out") self:AddTimer(1, 0.2, function() EventManager.Hit(EventId.ClosePanel, PanelId.SoldierQuestPanel) end, true, true, true) end function SoldierQuestCtrl:OnBtnClick_GetReward() PlayerData.SoldierData:ReceiveQuestReward(self.nSelectedGroupId, 0, function() self:SelectTab(self.nTabIndex, true) end) end function SoldierQuestCtrl:OnBtnClick_GetReward_None() EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Soldier_Quest_ReceiveNone")) end function SoldierQuestCtrl:OnBtnClick_Tab1() if PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[1]) then return end self:SelectTab(1) end function SoldierQuestCtrl:OnBtnClick_Tab2() if PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[2]) then return end self:SelectTab(2) end return SoldierQuestCtrl