Files
SL1900 e0549005e1 Update - 1.9.0.103
EN: 1.9.0.103
CN: 1.9.0.104
JP: 1.9.0.106
KR: 1.9.0.108
2026-04-18 00:15:00 +09:00

187 lines
5.2 KiB
Lua

local SubSkillDisplayCtrl = class("SubSkillDisplayCtrl", BaseCtrl)
local Actor2DManager = require("Game.Actor2D.Actor2DManager")
local LocalData = require("GameCore.Data.LocalData")
local LocalSettingData = require("GameCore.Data.LocalSettingData")
local RapidJson = require("rapidjson")
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
SubSkillDisplayCtrl._mapNodeConfig = {
rtDisplay = {
nCount = 2,
sCtrlName = "Game.UI.Battle.SubSkillDisplay.UltimateDisplayCtrl"
},
rtSubSkill = {
nCount = 2,
sCtrlName = "Game.UI.Battle.SubSkillDisplay.SkillDisplayCtrl"
}
}
SubSkillDisplayCtrl._mapEventConfig = {
CastAssistSkill = "OnEvent_CastAssistSkill",
[EventId.SubSkillDisplayInit] = "OnEvent_Init",
InputEnable = "OnEvent_InputEnable"
}
function SubSkillDisplayCtrl:Awake()
local sSavedDate = LocalData.GetPlayerLocalData("SkillShowDate")
local sDate = os.date("%x")
self.mapCharShow = {}
if sDate ~= sSavedDate then
LocalData.SetPlayerLocalData("SkillShowDate", sDate)
LocalData.SetPlayerLocalData("SkillShowCount", RapidJson.encode({}))
else
local sJson = LocalData.GetPlayerLocalData("SkillShowCount")
local mapData = decodeJson(sJson)
if mapData ~= nil then
for _, nCharId in ipairs(mapData) do
self.mapCharShow[nCharId] = true
end
end
end
end
function SubSkillDisplayCtrl:FadeIn()
end
function SubSkillDisplayCtrl:FadeOut()
end
function SubSkillDisplayCtrl:OnEnable()
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
NovaAPI.ForceUpdateCanvases()
end
cs_coroutine.start(wait)
end
function SubSkillDisplayCtrl:OnDisable()
for _, mapData in pairs(self.mapChar) do
Actor2DManager.UnsetActor2D(false, mapData.Idx, true)
end
end
function SubSkillDisplayCtrl:OnDestroy()
end
function SubSkillDisplayCtrl:OnRelease()
end
function SubSkillDisplayCtrl:OnEvent_Init(tbTeam)
self.mapChar = {}
if #tbTeam < 3 then
printWarn("人数小于3")
return
end
for i = 2, 3 do
local charTid = tbTeam[i]
if charTid ~= nil and charTid ~= 0 then
local nSkillId = ConfigTable.GetData_Character(charTid).AssistSkillId
self.mapChar[charTid] = {
Idx = i,
nSkillId = nSkillId,
bPlaying = false,
rtIdx = i - 1,
nSkillShowIdx = 0
}
end
self._mapNode.rtDisplay[i - 1]:InitL2dRes(charTid, i)
end
end
function SubSkillDisplayCtrl:OnEvent_CastAssistSkill(nCharId)
if self.mapChar[nCharId] ~= nil then
local nSkillId = self.mapChar[nCharId].nSkillId
local checkType = self:CheckPlayType(nCharId)
if checkType == 0 then
return
elseif checkType == 1 then
self:UltimateDisplay(nCharId)
elseif checkType == 2 then
self:SkillDisplay(nCharId, nSkillId)
end
end
end
function SubSkillDisplayCtrl:OnEvent_InputEnable(bEnable)
if not bEnable then
self:InterrputAllDisplay()
end
end
function SubSkillDisplayCtrl:InterrputAllDisplay()
self._mapNode.rtDisplay[1]:InterrputAnim()
self._mapNode.rtDisplay[2]:InterrputAnim()
self._mapNode.rtSubSkill[1]:InterrputAnim()
self._mapNode.rtSubSkill[2]:InterrputAnim()
for _, mapSkill in pairs(self.mapChar) do
mapSkill.bPlaying = false
mapSkill.nSkillShowIdx = 0
end
end
function SubSkillDisplayCtrl:SkillDisplay(nCharId, nSkillId)
local mapData = self.mapChar[nCharId]
if mapData == nil then
return
end
local Callback = function()
mapData.nSkillShowIdx = 0
end
if mapData.nSkillShowIdx == 0 then
for nIdx, skillCtrl in ipairs(self._mapNode.rtSubSkill) do
if not skillCtrl.bPlaying then
skillCtrl:ShowSkillTips(nSkillId, nCharId, Callback)
mapData.nSkillShowIdx = nIdx
return
end
end
printError("没有槽位播放技能展示")
else
self._mapNode.rtSubSkill[mapData.nSkillShowIdx]:ShowSkillTips(nSkillId, nCharId, Callback)
WwiseAudioMgr:PostEvent("ui_tip_feadback")
end
end
function SubSkillDisplayCtrl:UltimateDisplay(nCharId)
local mapData = self.mapChar[nCharId]
if mapData == nil then
return
end
local Callback = function()
mapData.bPlaying = false
end
if mapData.bPlaying then
self._mapNode.rtDisplay[mapData.rtIdx]:ReShowSkill(Callback, mapData.Idx)
else
self._mapNode.rtDisplay[mapData.rtIdx]:ShowSkill(nCharId, mapData.Idx, Callback)
mapData.bPlaying = true
end
self._mapNode.rtDisplay[mapData.rtIdx % 2 + 1]:Set2SecondSkill()
end
function SubSkillDisplayCtrl:CheckPlayType(nCharId)
local bForce = self:CheckForcePlay()
local nType = LocalSettingData.GetLocalSettingData("AnimationSub")
if bForce then
nType = 2
end
if nType == 3 then
return 2
elseif nType == 2 then
if self.mapCharShow[nCharId] == nil then
self.mapCharShow[nCharId] = true
self:SetLocalData()
end
return 1
elseif nType == 1 then
if self.mapCharShow[nCharId] == nil then
self.mapCharShow[nCharId] = true
self:SetLocalData()
return 1
else
return 2
end
end
end
function SubSkillDisplayCtrl:SetLocalData()
local jsonData = {}
for nCharId, _ in pairs(self.mapCharShow) do
table.insert(jsonData, nCharId)
end
local sJson = RapidJson.encode(jsonData)
LocalData.SetPlayerLocalData("SkillShowCount", sJson)
return 1
end
function SubSkillDisplayCtrl:CheckForcePlay()
local tbDynamic = {
[GameEnum.dynamicLevelType.Trial] = true
}
local tbBattle = {}
return tbDynamic[self._panel.DynamicType] or tbBattle[self._panel.BattleType]
end
return SubSkillDisplayCtrl