Files
SL1900 eafd8f4088 Update - 1.9.0.107
EN: 1.9.0.107
CN: 1.9.0.108
JP: 1.9.0.112
KR: 1.9.0.112
2026-05-14 16:00:00 +09:00

435 lines
14 KiB
Lua

local CharacterInfoCtrl = class("CharacterInfoCtrl", BaseCtrl)
local CharacterAttrData = require("GameCore.Data.DataClass.CharacterAttrData")
local Actor2DManager = require("Game.Actor2D.Actor2DManager")
local LayoutRebuilder = CS.UnityEngine.UI.LayoutRebuilder
local typeof = typeof
local PropertyIndexList = {
Simple = {
1,
2,
3
},
Detail = {
1,
2,
3,
4,
5,
6,
13,
7,
8,
9,
10,
11,
12
}
}
local talent_skill_bg_fold = 76
local talent_skill_bg_unFold = 351.6
CharacterInfoCtrl._mapNodeConfig = {
safeAreaRoot = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "RectTransform"
},
Drag = {},
txtCharLevel = {sComponentName = "TMP_Text"},
txtTitleRank = {
sComponentName = "TMP_Text",
sLanguageId = "Template_CharRank"
},
txtLevelMax = {sComponentName = "TMP_Text"},
goStarAdvance = {
sNodeName = "tc_star_advance",
sCtrlName = "Game.UI.TemplateEx.TemplateStarAdvanceCtrl"
},
goProperty = {
nCount = 3,
sCtrlName = "Game.UI.TemplateEx.TemplatePropertyCtrl"
},
txtTitleProperty = {
sComponentName = "TMP_Text",
sLanguageId = "CharacterInfo_Property"
},
txtBtnProperty = {
sComponentName = "TMP_Text",
sLanguageId = "CharacterInfo_Btn_Property"
},
btnProperty = {
sComponentName = "UIButton",
callback = "OnBtnClick_Property"
},
btnDevelopment = {
sComponentName = "UIButton",
callback = "OnBtnClick_Development"
},
txtBtnDevelopment = {
sComponentName = "TMP_Text",
sLanguageId = "CharacterInfo_Btn_Development"
},
txtCharDesc = {sComponentName = "TMP_Text"},
ScrollView = {sComponentName = "ScrollRect"},
txtFavorCn = {
sComponentName = "TMP_Text",
sLanguageId = "CharacterInfo_Favor"
},
tc_affinity_level = {
sCtrlName = "Game.UI.TemplateEx.TemplateAffinityLevelCtrl"
},
txtName = {sComponentName = "TMP_Text"},
imgRareName = {sComponentName = "Image"},
imgCharColor = {sComponentName = "Image"},
imgTag = {nCount = 3},
txtTag = {nCount = 3, sComponentName = "TMP_Text"},
txtElement = {sComponentName = "TMP_Text"},
imgElementIcon = {sComponentName = "Image"},
btnSkin = {
sComponentName = "UIButton",
callback = "OnBtnClick_OpenSkinPanel"
},
btnCloseWordTip = {
sComponentName = "Button",
callback = "OnBtnClick_CloseWordTip"
},
btnSetFavorite = {
sComponentName = "Button",
callback = "OnBtnClick_btnSetFavorite"
},
favorite_on = {
sNodeName = "Favorite_on",
sComponentName = "CanvasGroup"
},
imgWordTipBg = {},
TMPWordDesc = {sComponentName = "TMP_Text"},
TMPWordTipsTitle = {sComponentName = "TMP_Text"},
reddot = {}
}
CharacterInfoCtrl._mapEventConfig = {
[EventId.ShowCharacterSkillTips] = "ShowCharacterSkillTips",
[EventId.CharBgRefresh] = "OnEvent_RefreshPanel",
[EventId.CharRelatePanelAdvance] = "OnEvent_PanelAdvance",
[EventId.CharRelatePanelBack] = "OnEvent_PanelBack"
}
function CharacterInfoCtrl:PlayOpenAnim(nClosePanelId)
if nClosePanelId == PanelId.CharUpPanel then
self.ani:Play("CharacterInfoPanel_out", 0, 0)
else
self.ani:Play("CharacterInfoPanel_in", 0, 0)
end
EventManager.Hit(EventId.TemporaryBlockInput, 0.4)
end
function CharacterInfoCtrl:PlayCloseAnim()
end
function CharacterInfoCtrl:RefreshContent()
local nCurPanelId = self._panel.nPanelId
if nCurPanelId ~= PanelId.CharInfo then
return
end
self.characterId = self._panel.nCharId
self.characterIdList = self._panel.tbCharList
local tempCharacterId = PlayerData.Char:TempGetCharInfoData()
if type(tempCharacterId) == "number" then
self.characterId = tempCharacterId
PlayerData.Char:TempClearCharInfoData()
end
if type(self.characterId) ~= "number" then
return
end
self.configData = ConfigTable.GetData_Character(self.characterId)
for index, characterId in ipairs(self.characterIdList) do
if self.characterId == characterId then
self.curCharacterIndex = index
break
end
end
self.showDetail = false
self:RefreshShow()
end
function CharacterInfoCtrl:InitBg()
EventManager.Hit(EventId.CharBgRefresh, PanelId.CharInfo, self.characterId)
end
function CharacterInfoCtrl:RefreshShow()
self:CalculateCharacterInfo()
self:RefreshCharacterInfo()
self:RefreshProperty()
end
function CharacterInfoCtrl:CalculateCharacterInfo()
self:CalculateProperty()
end
function CharacterInfoCtrl:CalculateProperty()
if not self.attrData then
self.attrData = CharacterAttrData.new(self.characterId)
else
self.attrData:SetCharacter(self.characterId)
end
end
function CharacterInfoCtrl:RefreshCharacterInfo()
local data = PlayerData.Char._mapChar[self.characterId]
local rankLevel = PlayerData.Char:GetCharLv(data.nId)
local MaxLevel = PlayerData.Char:CalCharMaxLevel(data.nId)
NovaAPI.SetTMPText(self._mapNode.txtCharLevel, rankLevel)
NovaAPI.SetTMPText(self._mapNode.txtLevelMax, "/" .. MaxLevel)
local tbAdvanceLevel = PlayerData.Char:GetAdvanceLevelTable()
local nMaxAdvance = #tbAdvanceLevel[self.configData.Grade] - 1
self._mapNode.goStarAdvance:SetStar(data.nAdvance, nMaxAdvance)
local mapConfigDesc = ConfigTable.GetData("CharacterDes", self.configData.Id)
local sDesc
if mapConfigDesc ~= nil then
sDesc = mapConfigDesc.CharDes
else
sDesc = ""
end
NovaAPI.SetTMPText(self._mapNode.txtCharDesc, sDesc)
NovaAPI.SetVerticalNormalizedPosition(self._mapNode.ScrollView, 1)
local affinityData = PlayerData.Char:GetCharAffinityData(self.characterId)
self._mapNode.tc_affinity_level:SetInfo(affinityData.Level)
NovaAPI.SetTMPText(self._mapNode.txtName, self.configData.Name)
self:SetSprite_FrameColor(self._mapNode.imgRareName, self.configData.Grade, AllEnum.FrameType_New.Text)
NovaAPI.SetImageNativeSize(self._mapNode.imgRareName)
local mapCharDescCfg = ConfigTable.GetData("CharacterDes", self.characterId)
local sColor, tbTag
if mapCharDescCfg ~= nil then
sColor = mapCharDescCfg.CharColor
tbTag = mapCharDescCfg.Tag
else
sColor = ""
tbTag = {}
end
local _, colorChar = ColorUtility.TryParseHtmlString(sColor)
NovaAPI.SetImageColor(self._mapNode.imgCharColor, colorChar)
for i = 1, 3 do
local nTag = tbTag[i]
if nTag then
self._mapNode.imgTag[i]:SetActive(true)
NovaAPI.SetTMPText(self._mapNode.txtTag[i], ConfigTable.GetData("CharacterTag", nTag).Title)
else
self._mapNode.imgTag[i]:SetActive(false)
end
end
local sName = AllEnum.ElementIconType.Icon .. self.configData.EET
self:SetAtlasSprite(self._mapNode.imgElementIcon, "12_rare", sName)
NovaAPI.SetTMPColor(self._mapNode.txtElement, AllEnum.ElementColor[self.configData.EET])
NovaAPI.SetTMPText(self._mapNode.txtElement, ConfigTable.GetUIText("T_Element_Attr_" .. self.configData.EET))
self:RefreshFavoriteState()
end
function CharacterInfoCtrl:RefreshProperty()
local attrList = self.attrData:GetAttrList()
for i = 1, #PropertyIndexList.Simple do
local index = PropertyIndexList.Simple[i]
local mapCharAttr = AllEnum.CharAttr[index]
self._mapNode.goProperty[i]:SetCharProperty(mapCharAttr, attrList[index], true)
end
end
function CharacterInfoCtrl:RefreshActor2D()
EventManager.Hit(EventId.CharBgRefresh, PanelId.CharInfo, self.characterId)
end
function CharacterInfoCtrl:PlaySwitchAnim(nClosePanelId, nOpenPanelId, bBack)
if nClosePanelId == PanelId.CharInfo then
self._mapNode.safeAreaRoot.gameObject:SetActive(false)
end
if nOpenPanelId == PanelId.CharInfo then
self._mapNode.safeAreaRoot.gameObject:SetActive(true)
self:PlayOpenAnim(nClosePanelId)
end
end
function CharacterInfoCtrl:AddEventTrigger()
local EventTrigger = CS.UnityEngine.EventSystems.EventTrigger
local EventTriggerType = CS.UnityEngine.EventSystems.EventTriggerType
local et = self._mapNode.Drag:GetComponent(typeof(EventTrigger))
local cb_Begin = ui_handler(self, self.OnEventTrigger_BeginDrag, et)
local entryBegin = EventTrigger.Entry()
entryBegin.eventID = EventTriggerType.BeginDrag
entryBegin.callback:AddListener(cb_Begin)
et.triggers:Add(entryBegin)
local cb_End = ui_handler(self, self.OnEvnetTrigger_EndDrag, et)
local entryEnd = EventTrigger.Entry()
entryEnd.eventID = EventTriggerType.EndDrag
entryEnd.callback:AddListener(cb_End)
et.triggers:Add(entryEnd)
self.tbTestEventTrigger = {
et,
cb_Begin,
cb_End
}
end
function CharacterInfoCtrl:RemoveEventTrigger()
if type(self.tbTestEventTrigger) == "table" then
local EventTriggerType = CS.UnityEngine.EventSystems.EventTriggerType
local et = self.tbTestEventTrigger[1]
local cb_Begin = self.tbTestEventTrigger[2]
local cb_End = self.tbTestEventTrigger[3]
local nCount = et.triggers.Count - 1
for i = nCount, 0, -1 do
local entry = et.triggers[i]
if entry.eventID == EventTriggerType.BeginDrag then
entry.callback:RemoveListener(cb_Begin)
elseif entry.eventID == EventTriggerType.EndDrag then
entry.callback:RemoveListener(cb_End)
end
et.triggers:Remove(entry)
end
self.tbTestEventTrigger = nil
end
end
function CharacterInfoCtrl:RegisterRedDot()
RedDotManager.RegisterNode(RedDotDefine.Role_Upgrade, self.characterId, self._mapNode.reddot)
end
function CharacterInfoCtrl:FadeIn()
end
function CharacterInfoCtrl:Awake()
self.ani = self.gameObject:GetComponent("Animator")
self.characterId = nil
self.configData = nil
self.characterIdList = nil
self.curCharacterIndex = nil
self.attrData = nil
self.attrList = nil
self.skillLevelList = nil
self.skillIdList = nil
self.power = nil
self.playEnterAnim = true
self.showDetail = false
end
function CharacterInfoCtrl:OnEnable()
self:RefreshContent()
if self._panel.nPanelId == PanelId.CharInfo then
self:PlayOpenAnim()
else
self._mapNode.safeAreaRoot.gameObject:SetActive(false)
end
self:AddEventTrigger()
self:RegisterRedDot()
end
function CharacterInfoCtrl:OnDisable()
self:RemoveEventTrigger()
end
function CharacterInfoCtrl:OnDestroy()
end
function CharacterInfoCtrl:OnBtnClick_Left()
if #self.characterIdList <= 1 then
return
end
self.curCharacterIndex = self.curCharacterIndex - 1
if 1 > self.curCharacterIndex then
self.curCharacterIndex = #self.characterIdList
end
self.characterId = self.characterIdList[self.curCharacterIndex]
self.configData = ConfigTable.GetData_Character(self.characterId)
self:RefreshShow()
self:RefreshActor2D()
end
function CharacterInfoCtrl:OnBtnClick_Right()
if #self.characterIdList <= 1 then
return
end
self.curCharacterIndex = self.curCharacterIndex + 1
if self.curCharacterIndex > #self.characterIdList then
self.curCharacterIndex = 1
end
self.characterId = self.characterIdList[self.curCharacterIndex]
self.configData = ConfigTable.GetData_Character(self.characterId)
self:RefreshShow()
self:RefreshActor2D()
end
function CharacterInfoCtrl:OnBtnClick_Property()
local attrList = self.attrData:GetAttrList()
local mapCfg = ConfigTable.GetData_Character(self.characterId)
if not mapCfg then
return
end
EventManager.Hit(EventId.OpenPanel, PanelId.CharAttrDetail, attrList, mapCfg.EET)
end
function CharacterInfoCtrl:OnBtnClick_TempSwitchSkin()
local mapCfgData_Char = ConfigTable.GetData_Character(self.characterId)
local nCurCharAdvance = PlayerData.Char:GetCharAdvance(self.characterId)
local bCanSwitch = nCurCharAdvance >= mapCfgData_Char.AdvanceSkinUnlockLevel
if bCanSwitch == true then
local nSkinId = PlayerData.Char:GetCharSkinId(self.characterId)
if nSkinId == mapCfgData_Char.DefaultSkinId then
nSkinId = mapCfgData_Char.AdvanceSkinId
elseif nSkinId == mapCfgData_Char.AdvanceSkinId then
nSkinId = mapCfgData_Char.DefaultSkinId
else
return
end
local func_callback = function()
PlayerData.Char:SetCharSkinId(self.characterId, nSkinId)
end
local msgSend = {}
msgSend.CharId = self.characterId
msgSend.SkinId = nSkinId
HttpNetHandler.SendMsg(NetMsgId.Id.char_skin_set_req, msgSend, nil, func_callback)
end
end
function CharacterInfoCtrl:OnBtnClick_OpenSkinPanel()
local func = function()
EventManager.Hit(EventId.OpenPanel, PanelId.CharacterSkinPanel, self.characterId)
end
EventManager.Hit(EventId.SetTransition, 5, func)
end
function CharacterInfoCtrl:OnBtnClick_CloseWordTip()
self._mapNode.btnCloseWordTip.gameObject:SetActive(false)
self._mapNode.imgWordTipBg:SetActive(false)
end
function CharacterInfoCtrl:OnBtnClick_Development()
EventManager.Hit(EventId.CharRelatePanelOpen, PanelId.CharUpPanel, self._panel.nCharId)
end
function CharacterInfoCtrl:OnBtnClick_btnSetFavorite()
local bOnFavorite = PlayerData.Char:GetCharFavoriteState(self.characterId)
bOnFavorite = not bOnFavorite
local func_callback = function()
PlayerData.Char:SetCharFavoriteState(self.characterId, bOnFavorite)
if bOnFavorite then
local sTip = ConfigTable.GetUIText("SetCharacterCommon_Tip")
EventManager.Hit(EventId.OpenMessageBox, sTip)
EventManager.Hit(EventId.TemporaryBlockInput, 0.5)
end
self:RefreshFavoriteState()
end
local msgSend = {
Value = self.characterId
}
HttpNetHandler.SendMsg(NetMsgId.Id.char_favorite_set_req, msgSend, nil, func_callback)
end
function CharacterInfoCtrl:RefreshFavoriteState()
local bOnFavorite = PlayerData.Char:GetCharFavoriteState(self.characterId)
if bOnFavorite then
NovaAPI.SetCanvasGroupAlpha(self._mapNode.favorite_on, 1)
else
NovaAPI.SetCanvasGroupAlpha(self._mapNode.favorite_on, 0)
end
end
function CharacterInfoCtrl:OnEvent_RefreshPanel()
if self._panel.nPanelId ~= PanelId.CharInfo then
return
end
self:RefreshContent()
self:RegisterRedDot()
end
function CharacterInfoCtrl:OnEvent_PanelAdvance(nClosePanelId, nOpenPanelId)
self:PlaySwitchAnim(nClosePanelId, nOpenPanelId, false)
self:RefreshContent()
end
function CharacterInfoCtrl:OnEvent_PanelBack(nClosePanelId, nOpenPanelId)
self:PlaySwitchAnim(nClosePanelId, nOpenPanelId, true)
self:RefreshContent()
end
function CharacterInfoCtrl:OnEventTrigger_BeginDrag(eventTrigger, eventData)
self.nBeginX = eventData.position.x
self.nBeginTS = CS.UnityEngine.Time.time
end
function CharacterInfoCtrl:OnEvnetTrigger_EndDrag(eventTrigger, eventData)
if type(self.nBeginTS) == "number" and type(self.nBeginX) == "number" then
local nDelX = eventData.position.x - self.nBeginX
local nDelTS = CS.UnityEngine.Time.time - self.nBeginTS
if nDelTS < 0.3 then
if nDelX < 0 then
self:OnBtnClick_Right()
elseif 0 < nDelX then
self:OnBtnClick_Left()
end
end
end
end
return CharacterInfoCtrl