Files
SL1900 46f967a584 Update - 1.6.0.84
EN: 1.6.0.84
CN: 1.6.0.87
JP: 1.6.0.88
KR: 1.6.0.91
2026-02-04 13:00:00 +09:00

711 lines
25 KiB
Lua

local Actor2DManager = require("Game.Actor2D.Actor2DManager")
local CharTalentCtrl = class("CharTalentCtrl", BaseCtrl)
local LayoutRebuilder = CS.UnityEngine.UI.LayoutRebuilder
local WwiseAudioManager = CS.WwiseAudioManager.Instance
local LocalData = require("GameCore.Data.LocalData")
local newDayTime = UTILS.GetDayRefreshTimeOffset()
CharTalentCtrl._mapNodeConfig = {
root_canvas_group = {
sComponentName = "CanvasGroup"
},
anim = {
sNodeName = "root_canvas_group",
sComponentName = "Animator"
},
rawImg = {
sNodeName = "----Actor2D----",
sComponentName = "RawImage"
},
btn_FullScreen_PlayBtnUIShowAnim = {},
btnUIShow = {
sComponentName = "UIButton",
callback = "OnBtnClick_UIShow"
},
btnUIHide = {
sComponentName = "UIButton",
callback = "OnBtnClick_UIHide"
},
tmpUIShow = {
sComponentName = "TMP_Text",
sLanguageId = "MainView_ShowUI"
},
KeyNode = {
nCount = 5,
sCtrlName = "Game.UI.CharacterInfoEx.TalentKeyNodeCtrl"
},
btnKey = {
nCount = 5,
sComponentName = "UIButton",
callback = "OnBtnClick_Key"
},
btnBack = {
sComponentName = "UIButton",
callback = "OnBtnClick_Back"
},
btnBackBlank = {
sComponentName = "UIButton",
callback = "OnBtnClick_Back"
},
btnHome = {
sComponentName = "UIButton",
callback = "OnBtnClick_Home"
},
animRoot = {sNodeName = "root", sComponentName = "Animator"},
tmpGroupName = {sComponentName = "TMP_Text"},
tmpGroupDesc = {sComponentName = "TMP_Text"},
tmpGroupDesc_Link = {
sNodeName = "tmpGroupDesc",
sComponentName = "TMPHyperLink",
callback = "OnBtnClick_Word"
},
animGroupNode = {sComponentName = "Animator"},
imgGroupNode = {sComponentName = "Image"},
tbImgNode = {
sNodeName = "imgNode",
nCount = 10,
sComponentName = "Image"
},
tbAnimNode = {
sNodeName = "imgNode",
nCount = 10,
sComponentName = "Animator"
},
btnPrev = {
sComponentName = "UIButton",
callback = "OnBtnClick_PrevGroup"
},
btnNext = {
sComponentName = "UIButton",
callback = "OnBtnClick_NextGroup"
},
animDetailText = {
sNodeName = "DetailTextAnim",
sComponentName = "Animator"
},
tmpProgress = {sComponentName = "TMP_Text"},
goNext = {
sNodeName = "imgNextDescDb"
},
tmpNextDesc = {sComponentName = "TMP_Text"},
tmpNextDesc_Link = {
sNodeName = "tmpNextDesc",
sComponentName = "TMPHyperLink",
callback = "OnBtnClick_Word"
},
btnMoreInfo = {
sComponentName = "UIButton",
callback = "OnBtnClick_MoreInfo"
},
btnRequireItem = {
sComponentName = "UIButton",
callback = "OnBtnClick_RequireItem"
},
rtBtnRequireItem = {
sNodeName = "btnRequireItem",
sComponentName = "RectTransform"
},
imgItemRare = {sComponentName = "Image"},
imgItemIcon = {sComponentName = "Image"},
tmpNum_Has_Require = {sComponentName = "TMP_Text"},
tmpAllDone = {
sComponentName = "TMP_Text",
sLanguageId = "CharTalent_Actived"
},
rtTmpAllDone = {
sNodeName = "tmpAllDone",
sComponentName = "RectTransform"
},
btnActivate = {
sComponentName = "UIButton",
callback = "OnBtnClick_Activate"
},
imgActivateDb = {sComponentName = "Image"},
tmpActivate = {
sComponentName = "TMP_Text",
sLanguageId = "CharTalent_Btn_Active"
},
tmpWindowTitle = {
sComponentName = "TMP_Text",
sLanguageId = "CharTalent_MoreInfoWindowTitle"
},
tbBtnTab = {
nCount = 6,
sNodeName = "btnTab",
sComponentName = "UIButton",
callback = "OnBtnClick_Tab"
},
tbImgIconDb = {
nCount = 6,
sNodeName = "imgIconDb",
sComponentName = "Image"
},
tbTmpTalentGroupName = {
nCount = 6,
sNodeName = "tmpTalentGroupName",
sComponentName = "TMP_Text"
},
tbSelect = {
nCount = 6,
sNodeName = "select",
sComponentName = "GameObject"
},
canvasGroup_All = {
sNodeName = "goRight_All",
sComponentName = "CanvasGroup"
},
tmpTitleAll = {
sComponentName = "TMP_Text",
sLanguageId = "CharTalentMoreInfo_AllGroupOn"
},
grid_all = {},
trContentAll = {sComponentName = "Transform"},
canvasGroup_TalentGroup = {
sNodeName = "goRight_TalentGroup",
sComponentName = "CanvasGroup"
},
tmpTitleGroup = {sComponentName = "TMP_Text"},
trListOn = {sNodeName = "list_on", sComponentName = "Transform"},
tmpTitleGroup_On = {
sComponentName = "TMP_Text",
sLanguageId = "CharTalentMoreInfo_SingleGroupOn"
},
tmpGroupProgress = {sComponentName = "TMP_Text"},
grid_on = {},
goSplitLine = {},
trListOff = {sNodeName = "list_off", sComponentName = "Transform"},
tmpTitleGroup_Off = {
sComponentName = "TMP_Text",
sLanguageId = "CharTalentMoreInfo_SingleGroupOff"
},
grid_off = {}
}
CharTalentCtrl._mapEventConfig = {
[EventId.CharRelatePanelOpen] = "OnEvent_CharRelatePanelOpen",
[EventId.CharBgRefresh] = "OnEvent_SwitchCurChar"
}
function CharTalentCtrl:Awake()
self:SetAllVisibale(false)
self.bUIVisible = true
self.nCurGroupIndex = 1
self.nGroupNum = #self._mapNode.KeyNode
end
function CharTalentCtrl:OnEnable()
if self._panel.nPanelId == PanelId.CharTalent then
self:SetAllVisibale(true)
self._mapNode.anim:Play("CharTalent_Root_in")
self:BuildUIData()
self:RefreshAll()
end
end
function CharTalentCtrl:OnDisable()
Actor2DManager.UnsetActor2D(false, 2, true)
end
function CharTalentCtrl:SetAllVisibale(bVisible)
NovaAPI.SetCanvasGroupAlpha(self._mapNode.root_canvas_group, bVisible == true and 1 or 0)
NovaAPI.SetCanvasGroupBlocksRaycasts(self._mapNode.root_canvas_group, bVisible == true)
NovaAPI.SetCanvasGroupInteractable(self._mapNode.root_canvas_group, bVisible == true)
end
function CharTalentCtrl:BuildUIData()
self.nCharId = self._panel.nCharId
self.tbGroup = PlayerData.Talent:GetSortedTalentGroup(self.nCharId)
local mapCfgData_Character = ConfigTable.GetData("Character", self.nCharId)
local mapCfgData_CharGrade = ConfigTable.GetData("CharGrade", mapCfgData_Character.Grade)
self.nItemId = mapCfgData_Character.FragmentsId
self.nItemNum = mapCfgData_CharGrade.FragmentsQty
self.tbAttr = {}
for i, v in ipairs(self.tbGroup) do
local nGroupId = v.nId
local nActivated = v.nNormalCount
local tbTalent = {}
local mapTalent = CacheTable.GetData("_Talent", nGroupId)
for kk, vv in pairs(mapTalent) do
if vv.Type == GameEnum.talentType.OrdinaryNode then
table.insert(tbTalent, {
nId = vv.Id,
nSort = vv.Sort
})
end
end
table.sort(tbTalent, function(a, b)
return a.nSort < b.nSort
end)
local tbTalentAttr_On, tbTalentAttr_Off = {}, {}
local mapTalentAttr_On, mapTalentAttr_Off = {}, {}
for iii, vvv in ipairs(tbTalent) do
local tbTalentEffectDesc = PlayerData.Talent:GetTalentAttributeDesc(vvv.nId)
local mapTalentAttr = nActivated >= iii and mapTalentAttr_On or mapTalentAttr_Off
for _, mapDesc in ipairs(tbTalentEffectDesc) do
if mapTalentAttr[mapDesc.nEftDescId] == nil then
mapTalentAttr[mapDesc.nEftDescId] = {
nEftDescId = mapDesc.nEftDescId,
nValueNum = mapDesc.nValueNum
}
else
mapTalentAttr[mapDesc.nEftDescId].nValueNum = mapTalentAttr[mapDesc.nEftDescId].nValueNum + mapDesc.nValueNum
end
end
end
for nEftDescId, mapAttr in pairs(mapTalentAttr_On) do
table.insert(tbTalentAttr_On, {
nEftDescId = mapAttr.nEftDescId,
nValueNum = mapAttr.nValueNum
})
end
for nEftDescId, mapAttr in pairs(mapTalentAttr_Off) do
table.insert(tbTalentAttr_Off, {
nEftDescId = mapAttr.nEftDescId,
nValueNum = mapAttr.nValueNum
})
end
table.sort(tbTalentAttr_On, function(a, b)
return a.nEftDescId < b.nEftDescId
end)
table.sort(tbTalentAttr_Off, function(a, b)
return a.nEftDescId < b.nEftDescId
end)
table.insert(self.tbAttr, {tbTalentAttr_On, tbTalentAttr_Off})
end
self:CheckL2DStatus()
end
function CharTalentCtrl:RefreshAll(nUIState)
self:SetL2D()
self:SetBtnUIShowHide()
self:SetOverview()
self:SetDetail(nUIState)
self:SetMoreInfo()
end
function CharTalentCtrl:CheckGroupState(bLock, nNormalCount, nNodeLimit)
local nState = 1
if bLock == true then
nState = 1
else
nState = nNodeLimit <= nNormalCount and 3 or 2
end
return nState
end
function CharTalentCtrl:GetCurTalentId(nGroupId, nNormalCount)
local tbTalent = {}
local mapTalent = CacheTable.GetData("_Talent", nGroupId)
for k, v in pairs(mapTalent) do
if v.Type == GameEnum.talentType.OrdinaryNode then
table.insert(tbTalent, {
nId = v.Id,
nSort = v.Sort
})
end
end
table.sort(tbTalent, function(a, b)
return a.nSort < b.nSort
end)
local mapTempTalentData = tbTalent[nNormalCount + 1]
if mapTempTalentData ~= nil then
return mapTempTalentData.nId
else
return nil
end
end
function CharTalentCtrl:CheckL2DStatus()
self.nL2DStatus = 0
for i, v in ipairs(self.tbGroup) do
local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", v.nId)
if v.nNormalCount == mapCfgData_TalentGroup.NodeLimit then
self.nL2DStatus = self.nL2DStatus + 1
end
end
end
function CharTalentCtrl:OnEvent_CharRelatePanelOpen(nNextPanel, nCharId)
local bIsThis = nNextPanel == PanelId.CharTalent
self:SetAllVisibale(bIsThis == true)
if bIsThis == true then
self._mapNode.anim:Play(bIsThis == true and "CharTalent_Root_in" or "CharTalent_Root_out")
self:BuildUIData()
self:RefreshAll()
end
end
function CharTalentCtrl:SetL2D()
Actor2DManager.SetActor2D(self:GetPanelId(), self._mapNode.rawImg, self.nCharId, nil, {
"TalentL2D",
self.nL2DStatus
}, 2)
end
function CharTalentCtrl:OnEvent_SwitchCurChar(nPanelId, nCharId)
if nPanelId == PanelId.CharTalent then
self:BuildUIData()
self:RefreshAll()
end
end
function CharTalentCtrl:SetBtnUIShowHide()
self._mapNode.btn_FullScreen_PlayBtnUIShowAnim:SetActive(self.bUIVisible == false)
self._mapNode.btnUIShow.gameObject:SetActive(self.bUIVisible == false)
self._mapNode.btnUIHide.gameObject:SetActive(self.bUIVisible == true)
end
function CharTalentCtrl:OnBtnClick_UIShow(btn)
if self.bUIVisible == false then
self.bUIVisible = true
self:SetBtnUIShowHide()
EventManager.Hit("ChangeCharTopBar", true)
EventManager.Hit("ChangeCharFgTab", true)
self._mapNode.anim:Play("CharTalent_Root_show")
EventManager.Hit(EventId.TemporaryBlockInput, 1)
end
end
function CharTalentCtrl:OnBtnClick_UIHide(btn)
if self.bUIVisible == true then
self.bUIVisible = false
self:SetBtnUIShowHide()
EventManager.Hit("ChangeCharTopBar", false)
EventManager.Hit("ChangeCharFgTab", false)
self._mapNode.anim:Play("CharTalent_Root_hide")
EventManager.Hit(EventId.TemporaryBlockInput, 1)
end
end
function CharTalentCtrl:SetOverview()
for i = 1, self.nGroupNum do
local mapGroupData = self.tbGroup[i]
local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", mapGroupData.nId)
local objCtrlKeyNode = self._mapNode.KeyNode[i]
if mapGroupData ~= nil and mapCfgData_TalentGroup ~= nil and objCtrlKeyNode ~= nil then
local nState = self:CheckGroupState(mapGroupData.bLock, mapGroupData.nNormalCount, mapCfgData_TalentGroup.NodeLimit)
objCtrlKeyNode:Refresh(mapGroupData.nId, i, nState)
end
end
end
function CharTalentCtrl:OnBtnClick_Key(btn, nIndex)
self.nCurGroupIndex = nIndex
self:SetDetail()
EventManager.Hit("ChangeCharFgTab", false)
EventManager.Hit("ChangeCharTopBar", false)
self._mapNode.anim:Play("CharTalent_Root_o2d")
end
function CharTalentCtrl:SetDetail(nUIState)
local mapGroupData = self.tbGroup[self.nCurGroupIndex]
self.nCurGroupId = mapGroupData.nId
local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", self.nCurGroupId)
local nHasNum = PlayerData.Item:GetItemCountByID(self.nItemId)
self.bEnoughNum = nHasNum >= self.nItemNum
local _n = math.floor(nHasNum / self.nItemNum)
if _n > mapCfgData_TalentGroup.NodeLimit - mapGroupData.nNormalCount then
_n = mapCfgData_TalentGroup.NodeLimit - mapGroupData.nNormalCount
end
local nCanActivateNum = self.bEnoughNum == true and _n or 1
local nAsPossibleAsCan = self.bEnoughNum == true and _n * self.nItemNum or self.nItemNum
self.nConsumeNum = nAsPossibleAsCan
if mapGroupData.bLock == true then
nAsPossibleAsCan = self.nItemNum * mapCfgData_TalentGroup.NodeLimit
end
NovaAPI.SetTMPText(self._mapNode.tmpGroupName, string.format("%02d %s", self.nCurGroupIndex, mapCfgData_TalentGroup.Title))
local nState = self:CheckGroupState(mapGroupData.bLock, mapGroupData.nNormalCount, mapCfgData_TalentGroup.NodeLimit)
self:SetAtlasSprite(self._mapNode.imgGroupNode, "11_ico", "zs_talent_star_l_" .. tostring(nState))
if nUIState ~= 1 then
self._mapNode.animGroupNode:Play("empty")
self._mapNode.imgGroupNode.transform:GetChild(0).localScale = Vector3.zero
end
for i = 1, mapCfgData_TalentGroup.NodeLimit do
if self._mapNode.tbImgNode[i] ~= nil then
local _name = "zs_talent_progress_1"
if mapGroupData.bLock ~= true then
if i <= mapGroupData.nNormalCount then
_name = "zs_talent_progress_3"
elseif nCanActivateNum >= i - mapGroupData.nNormalCount then
_name = "zs_talent_progress_2"
end
end
self:SetAtlasSprite(self._mapNode.tbImgNode[i], "11_ico", _name)
if nUIState ~= 1 then
self._mapNode.tbAnimNode[i]:Play("empty")
self._mapNode.tbImgNode[i].transform:GetChild(0).localScale = Vector3.zero
end
end
end
local mapCfgData_Talent = ConfigTable.GetData("Talent", mapGroupData.nKeyTalent)
NovaAPI.SetTMPText(self._mapNode.tmpGroupDesc, UTILS.ParseDesc(mapCfgData_Talent))
local s = string.format(" %s/%s", tostring(mapGroupData.nNormalCount), tostring(mapCfgData_TalentGroup.NodeLimit))
NovaAPI.SetTMPText(self._mapNode.tmpProgress, ConfigTable.GetUIText("CharTalent_ConditionDesc") .. s)
self._mapNode.goNext:SetActive(nState == 2)
self._mapNode.btnRequireItem.gameObject:SetActive(nState ~= 3)
self._mapNode.btnActivate.gameObject:SetActive(nState == 2)
if nState ~= 3 then
self.nCurTalentId = self:GetCurTalentId(self.nCurGroupId, mapGroupData.nNormalCount)
if self.nCurTalentId ~= nil then
mapCfgData_Talent = ConfigTable.GetData("Talent", self.nCurTalentId)
NovaAPI.SetTMPText(self._mapNode.tmpNextDesc, ConfigTable.GetUIText("CharTalent_NextNode") .. UTILS.ParseDesc(mapCfgData_Talent))
end
end
local mapCfgData_Item = ConfigTable.GetData("Item", self.nItemId)
self:SetSprite_FrameColor(self._mapNode.imgItemRare, mapCfgData_Item.Rarity, AllEnum.FrameType_New.Item, false)
self:SetPngSprite(self._mapNode.imgItemIcon, mapCfgData_Item.Icon)
if mapGroupData.bLock == true then
NovaAPI.SetTMPText(self._mapNode.tmpNum_Has_Require, tostring(self.nItemNum * mapCfgData_TalentGroup.NodeLimit))
else
local sItemNumFormat = self.bEnoughNum == true and "%s/%s" or "<color=#BD3059>%s</color>/%s"
NovaAPI.SetTMPText(self._mapNode.tmpNum_Has_Require, string.format(sItemNumFormat, tostring(nHasNum), tostring(self.nItemNum)))
end
local sBtnDb = mapGroupData.bLock ~= true and self.bEnoughNum == true and "btn_common_db_m_1" or "btn_common_db_m_2"
self:SetAtlasSprite(self._mapNode.imgActivateDb, "06_btn", sBtnDb)
local _, color = ColorUtility.TryParseHtmlString(mapGroupData.bLock ~= true and self.bEnoughNum == true and "#FFFFFF" or "#94AAC0")
NovaAPI.SetTMPColor(self._mapNode.tmpActivate, color)
NovaAPI.SetTMPText(self._mapNode.tmpAllDone, ConfigTable.GetUIText(nState == 1 and "CharTalent_PreNodeLocked" or "CharTalent_Actived"))
self._mapNode.rtTmpAllDone.anchoredPosition = nState == 1 and Vector2(12, -282) or Vector2(0, -438)
self._mapNode.rtBtnRequireItem.anchoredPosition = nState == 1 and Vector2(0, -406) or Vector2(0, -293)
self._mapNode.tmpAllDone.transform.localScale = nState ~= 2 and Vector3.one or Vector3.zero
if nUIState == 1 then
self._mapNode.animDetailText:Play("CharTalent_Text_in")
end
if nUIState == 2 then
self._mapNode.animRoot:Play("CharTalent_Switch_in")
end
end
function CharTalentCtrl:PlaySwitchGroupPrevNxtAnim()
local sequence = DOTween.Sequence()
sequence:AppendInterval(0.1)
sequence:AppendCallback(dotween_callback_handler(self, self._PlayFX, self._mapNode.animRoot, 4))
sequence:AppendInterval(0.1)
sequence:AppendCallback(dotween_callback_handler(self, self.SetDetail, 2))
EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
end
function CharTalentCtrl:OnBtnClick_Back(btn)
EventManager.Hit("ChangeCharFgTab", true)
EventManager.Hit("ChangeCharTopBar", true)
self._mapNode.anim:Play("CharTalent_Root_d2o")
end
function CharTalentCtrl:OnBtnClick_Home(btn)
PanelManager.Home()
end
function CharTalentCtrl:OnBtnClick_PrevGroup(btn)
self.nCurGroupIndex = self.nCurGroupIndex - 1
if self.nCurGroupIndex < 1 then
self.nCurGroupIndex = self.nGroupNum
end
self:PlaySwitchGroupPrevNxtAnim()
end
function CharTalentCtrl:OnBtnClick_NextGroup(btn)
self.nCurGroupIndex = self.nCurGroupIndex + 1
if self.nCurGroupIndex > self.nGroupNum then
self.nCurGroupIndex = 1
end
self:PlaySwitchGroupPrevNxtAnim()
end
function CharTalentCtrl:SetMoreInfo()
for i = 1, 6 do
if i == 1 then
NovaAPI.SetTMPText(self._mapNode.tbTmpTalentGroupName[i], ConfigTable.GetUIText("Filter_All"))
else
local mapGroupData = self.tbGroup[i - 1]
local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", mapGroupData.nId)
self:SetAtlasSprite(self._mapNode.tbImgIconDb[i], "11_ico", mapGroupData.bLock == true and "zs_talent info_title_dis" or "zs_talent info_title")
NovaAPI.SetTMPText(self._mapNode.tbTmpTalentGroupName[i], mapCfgData_TalentGroup.Title)
end
end
self:OnBtnClick_Tab(nil, 1)
end
function CharTalentCtrl:_DelChildFromTheLast(tr, nEndIdx)
local nChildCount = tr.childCount - 1
for i = nChildCount, nEndIdx, -1 do
destroy(tr:GetChild(i).gameObject)
end
end
function CharTalentCtrl:_SetGridAttr(goTemplate, trParent, mapAttr)
local go = instantiate(goTemplate, trParent)
local tr = go.transform
tr:SetAsLastSibling()
local mapCfgData_EffectDesc = ConfigTable.GetData("EffectDesc", mapAttr.nEftDescId)
local sValue = FormatEffectValue(mapAttr.nValueNum, mapCfgData_EffectDesc.isPercent, mapCfgData_EffectDesc.Format)
if mapAttr.nValueNum > 0 then
sValue = "+" .. sValue
end
self:SetPngSprite(tr:Find("imgIcon"):GetComponent("Image"), mapCfgData_EffectDesc.Icon)
NovaAPI.SetTMPText(tr:Find("tmpName"):GetComponent("TMP_Text"), mapCfgData_EffectDesc.Desc)
NovaAPI.SetTMPText(tr:Find("tmpValue"):GetComponent("TMP_Text"), sValue)
go:SetActive(true)
end
function CharTalentCtrl:OnBtnClick_MoreInfo(btn)
self:OnBtnClick_Tab(nil, 1)
end
function CharTalentCtrl:OnBtnClick_Tab(btn, nIndex)
for i = 1, 6 do
self._mapNode.tbSelect[i]:SetActive(i == nIndex)
end
if self.tw ~= nil then
self.tw:Kill()
self.tw = nil
end
NovaAPI.SetCanvasGroupAlpha(self._mapNode.canvasGroup_All, 0)
NovaAPI.SetCanvasGroupAlpha(self._mapNode.canvasGroup_TalentGroup, 0)
self.tw = NovaAPI.SetCanvasGroupDoFade(nIndex == 1 and self._mapNode.canvasGroup_All or self._mapNode.canvasGroup_TalentGroup, 1, 0.5, true)
local tbAttrOn, tbAttrOff, mapAttrOn, mapAttrOff = {}, {}, {}, {}
if nIndex == 1 then
for nGroupIndex, tbOnOff in ipairs(self.tbAttr) do
local tbTalentAttr_On = tbOnOff[1]
for nEftIndex, mapEftData in ipairs(tbTalentAttr_On) do
if mapAttrOn[mapEftData.nEftDescId] == nil then
mapAttrOn[mapEftData.nEftDescId] = {
nEftDescId = mapEftData.nEftDescId,
nValueNum = mapEftData.nValueNum
}
else
mapAttrOn[mapEftData.nEftDescId].nValueNum = mapAttrOn[mapEftData.nEftDescId].nValueNum + mapEftData.nValueNum
end
end
local tbTalentAttr_Off = tbOnOff[2]
for nEftIndex, mapEftData in ipairs(tbTalentAttr_Off) do
if mapAttrOn[mapEftData.nEftDescId] == nil then
mapAttrOff[mapEftData.nEftDescId] = {
nEftDescId = mapEftData.nEftDescId,
nValueNum = 0
}
end
end
end
for nEftDescId, mapEftData in pairs(mapAttrOn) do
table.insert(tbAttrOn, mapEftData)
end
table.sort(tbAttrOn, function(a, b)
return a.nEftDescId < b.nEftDescId
end)
for nEftDescId, mapEftData in pairs(mapAttrOff) do
table.insert(tbAttrOff, mapEftData)
end
table.sort(tbAttrOff, function(a, b)
return a.nEftDescId < b.nEftDescId
end)
for _nOffIdx, _mapOffData in ipairs(tbAttrOff) do
table.insert(tbAttrOn, _mapOffData)
end
self:_DelChildFromTheLast(self._mapNode.trContentAll, 0)
for _, mapAttr in ipairs(tbAttrOn) do
self:_SetGridAttr(self._mapNode.grid_all, self._mapNode.trContentAll, mapAttr)
end
LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.trContentAll)
else
local mapGroupData = self.tbGroup[nIndex - 1]
local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", mapGroupData.nId)
NovaAPI.SetTMPText(self._mapNode.tmpTitleGroup, mapCfgData_TalentGroup.Title)
local s = string.format(" %s/%s", tostring(mapGroupData.nNormalCount), tostring(mapCfgData_TalentGroup.NodeLimit))
NovaAPI.SetTMPText(self._mapNode.tmpGroupProgress, ConfigTable.GetUIText("CharTalent_ConditionDesc") .. s)
tbAttrOn = self.tbAttr[nIndex - 1][1]
tbAttrOff = self.tbAttr[nIndex - 1][2]
self:_DelChildFromTheLast(self._mapNode.trListOn, 2)
self:_DelChildFromTheLast(self._mapNode.trListOff, 2)
for _, mapAttr in ipairs(tbAttrOn) do
self:_SetGridAttr(self._mapNode.grid_on, self._mapNode.trListOn, mapAttr)
end
for _, mapAttr in ipairs(tbAttrOff) do
self:_SetGridAttr(self._mapNode.grid_off, self._mapNode.trListOff, mapAttr)
end
LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.trListOn)
LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.trListOff)
self._mapNode.trListOn.gameObject:SetActive(0 < #tbAttrOn)
self._mapNode.goSplitLine:SetActive(0 < #tbAttrOn and 0 < #tbAttrOff)
self._mapNode.trListOff.gameObject:SetActive(0 < #tbAttrOff)
end
end
function CharTalentCtrl:OnBtnClick_Word(link, sWordId)
UTILS.ClickWordLink(link, sWordId)
end
function CharTalentCtrl:OnBtnClick_RequireItem(btn)
UTILS.ClickItemGridWithTips(self.nItemId, self._mapNode.btnRequireItem.transform, true)
end
function CharTalentCtrl:OnBtnClick_Activate(btn)
local mapGroupData = self.tbGroup[self.nCurGroupIndex]
if mapGroupData == nil then
printLog("Talent group data error.")
return
end
if mapGroupData.bLock == true then
printLog("This talent group need unlock.")
return
end
local mapCfgData_Item = ConfigTable.GetData("Item", self.nItemId)
if self.bEnoughNum ~= true then
WwiseAudioManager:PostEvent("ui_common_button_error")
EventManager.Hit(EventId.OpenMessageBox, orderedFormat(ConfigTable.GetUIText("CharTalent_NotEnoughItem"), mapCfgData_Item.Title))
printLog("Not enough item number.")
return
end
local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", self.nCurGroupId)
WwiseAudioManager:PostEvent("ui_charInfo_talent_click")
local nPlayFxFrom = mapGroupData.nNormalCount + 1
local confirmCallback = function()
local callback = function()
self:BuildUIData()
self._mapNode.btnActivate.gameObject:SetActive(false)
local nPlayFxTo = self.tbGroup[self.nCurGroupIndex].nNormalCount
local nDuration = 0
local nInterval = 0.1
local sequence = DOTween.Sequence()
sequence:AppendInterval(nInterval)
WwiseAudioManager:PostEvent(nPlayFxTo >= mapCfgData_TalentGroup.NodeLimit and "ui_charInfo_talent_active_large_part1" or "ui_charInfo_talent_active_small")
for i = nPlayFxFrom, nPlayFxTo do
sequence:AppendCallback(dotween_callback_handler(self, self._PlayFX, self._mapNode.tbAnimNode[i], 1))
sequence:AppendInterval(nInterval)
nDuration = nDuration + nInterval
end
sequence:AppendCallback(dotween_callback_handler(self, self._PlayFX, self._mapNode.animDetailText, 3))
if nPlayFxTo >= mapCfgData_TalentGroup.NodeLimit then
sequence:AppendCallback(dotween_callback_handler(self, self._PlayFX, self._mapNode.animGroupNode, 2))
end
sequence:AppendInterval(0.7)
nDuration = nDuration + 0.7
sequence:AppendCallback(dotween_callback_handler(self, self.RefreshAll, 1))
EventManager.Hit(EventId.TemporaryBlockInput, nDuration)
end
PlayerData.Talent:SendTalentGroupUnlockSetReq(self.nCharId, mapGroupData.nId, callback)
end
if self.nConsumeNum == self.nItemNum then
confirmCallback()
return
end
local TipsTime = LocalData.GetPlayerLocalData("CharTalentActivate")
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
confirmCallback()
else
local isSelectAgain = false
local _tempCallback = 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("CharTalentActivate", tostring(_nowD))
end
confirmCallback()
end
local againCallback = function(isSelect)
isSelectAgain = isSelect
end
local msg = {
nType = AllEnum.MessageBox.Confirm,
sContent = orderedFormat(ConfigTable.GetUIText("CharTalent_ActivateConfirm"), tostring(self.nConsumeNum), mapCfgData_Item.Title, mapCfgData_TalentGroup.Title),
callbackConfirm = _tempCallback,
sAgain = ConfigTable.GetUIText("MessageBox_TodayWarning"),
callbackAgain = againCallback
}
EventManager.Hit(EventId.OpenMessageBox, msg)
end
end
function CharTalentCtrl:_PlayFX(anim, n)
local tbAnimName = {
"TalentNode_Unlock",
"TalentGroupNode_Unlock",
"CharTalent_Text_out",
"CharTalent_Switch_out"
}
anim:Play(tbAnimName[n])
if n == 2 then
WwiseAudioManager:PostEvent("ui_charInfo_talent_active_large_part2")
end
end
return CharTalentCtrl