5e0d58cfad
EN: 1.2.0.60 CN: 1.2.0.61 JP: 1.2.0.63 KR: 1.2.0.67
94 lines
3.2 KiB
Lua
94 lines
3.2 KiB
Lua
local AdventureModuleHelper = CS.AdventureModuleHelper
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local LocalData = require("GameCore.Data.LocalData")
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local MainBattleCtrl = class("MainBattleCtrl", BaseCtrl)
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MainBattleCtrl._mapNodeConfig = {
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BossHUDPanel = {
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sNodeName = "BossHUDPanel",
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sCtrlName = "Game.UI.Battle.BossPanelCtrl"
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},
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CinemaModePanel = {
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sNodeName = "CinemaModePanel",
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sCtrlName = "Game.UI.Battle.CinemaModeCtrl"
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},
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PopupTipsPanel = {
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sNodeName = "PopupTipsPanel",
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sCtrlName = "Game.UI.Battle.TipsPanelCtrl"
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},
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JumpTimelinePanel = {
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sNodeName = "JumpTimelinePanel",
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sCtrlName = "Game.UI.Battle.JumpTimelineCtrl"
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},
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AutoBattlePanel = {
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sNodeName = "AutoBattlePanel",
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sCtrlName = "Game.UI.Battle.AutoBattleCtrl"
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},
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InfinityAutoPanel = {
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sNodeName = "InfinityAutoPanel",
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sCtrlName = "Game.UI.Battle.InfinityAutoCtrl"
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}
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}
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MainBattleCtrl._mapEventConfig = {
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OpenCinema = "OnEvent_OpenCinema",
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CloseCinema = "OnEvent_CloseCinema",
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OpenTipsPanel = "OnEvent_OpenTips",
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ShowJumpTimeline = "OnEvent_ShowJumpTimeline",
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HideJumpTimeline = "OnEvent_HideJumpTimeline",
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ChangeAutoBattleState = "OnEvent_ChangeAutoBattleState",
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ChangeAutoBattleStateClose = "OnEvent_ChangeAutoBattleStateClose"
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}
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function MainBattleCtrl:Awake()
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end
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function MainBattleCtrl:OnEnable()
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self._mapNode.PopupTipsPanel.gameObject:SetActive(false)
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self.battleType = self._panel.BattleType == nil and GameEnum.worldLevelType.Mainline or self._panel.BattleType
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self.dynamicType = self._panel.DynamicType
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self._mapNode.AutoBattlePanel:SetBattleType(self.battleType, self.dynamicType)
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if self.battleType == GameEnum.worldLevelType.InfinityTower then
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local sKey = "PlayerAutoBattleState" .. self.battleType
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local sData = LocalData.GetPlayerLocalData(sKey)
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local nState = tonumber(sData == nil and "0" or sData)
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self._mapNode.InfinityAutoPanel.gameObject:SetActive(nState == 1)
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end
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end
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function MainBattleCtrl:OnDisable()
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end
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function MainBattleCtrl:OnDestroy()
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end
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function MainBattleCtrl:SetBattleType(nType)
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end
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function MainBattleCtrl:OnEvent_OpenCinema()
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self._mapNode.CinemaModePanel:OpenUI()
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end
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function MainBattleCtrl:OnEvent_CloseCinema()
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self._mapNode.CinemaModePanel:CloseUI()
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end
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function MainBattleCtrl:OnEvent_ShowJumpTimeline()
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self._mapNode.JumpTimelinePanel:OpenUI()
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end
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function MainBattleCtrl:OnEvent_HideJumpTimeline()
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self._mapNode.JumpTimelinePanel:CloseUI()
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end
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function MainBattleCtrl:OnEvent_OpenTips(sTip)
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self._mapNode.PopupTipsPanel.gameObject:SetActive(true)
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self._mapNode.PopupTipsPanel:OpenUI(sTip)
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end
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function MainBattleCtrl:OnEvent_ChangeAutoBattleState(isAuto)
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if self.battleType == GameEnum.worldLevelType.InfinityTower then
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if isAuto then
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self._mapNode.InfinityAutoPanel.gameObject:SetActive(true)
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self._mapNode.InfinityAutoPanel:PlayAin(true)
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else
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PlayerData.InfinityTower:SetAutoNextLv(false)
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self._mapNode.InfinityAutoPanel:SetAutoLevelState(false)
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self._mapNode.InfinityAutoPanel:PlayAin(false)
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end
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end
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end
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function MainBattleCtrl:OnEvent_ChangeAutoBattleStateClose()
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if self.battleType == GameEnum.worldLevelType.InfinityTower then
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PlayerData.InfinityTower:SetAutoNextLv(false)
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self._mapNode.InfinityAutoPanel:SetAutoLevelState(false)
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end
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end
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return MainBattleCtrl
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