Files
SL1900 5e0d58cfad Initial version - 1.2.0.60
EN: 1.2.0.60
CN: 1.2.0.61
JP: 1.2.0.63
KR: 1.2.0.67
2025-12-03 01:00:00 +09:00

137 lines
4.2 KiB
Lua

local CharFgTrialCtrl = class("CharFgTrialCtrl", BaseCtrl)
local MoveBarPos = {
-483.6,
-162,
159.6,
481.2
}
local PanelToTab = {
[PanelId.CharInfoTrial] = 1,
[PanelId.CharSkillTrial] = 2,
[PanelId.CharPotentialTrial] = 3,
[PanelId.CharTalentTrial] = 4
}
local TabTextKey = {
"CharacterInfo_Tab1",
"CharacterInfo_Tab2",
"CharacterInfo_Tab4",
"CharacterInfo_Tab5"
}
CharFgTrialCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
},
goBack = {},
goResBarAnimRoot = {},
btnTab = {
nCount = 4,
sComponentName = "UIButton",
callback = "OnBtnClick_Tab"
},
imgOn = {nCount = 4},
txtTabOn = {nCount = 4, sComponentName = "TMP_Text"},
txtTabOff = {nCount = 4, sComponentName = "TMP_Text"},
layoutOff = {nCount = 4},
imgMoveBar = {sComponentName = "Transform"},
Tab = {sNodeName = "--Tab--"},
aniSafeRoot = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "Animator"
}
}
CharFgTrialCtrl._mapEventConfig = {
RefreshCharFg = "OnEvent_RefreshFg",
RefreshCharTopBar = "RefreshTopBar",
RefreshCharTopBarText = "OnEvent_SetTopBarText",
ChangeCharFgTab = "OnEvent_ChangeTab",
ChangeCharTopBar = "OnEvent_ChangeTopBar"
}
function CharFgTrialCtrl:InitTab()
self.nTab = PanelToTab[self._panel.nPanelId]
self._mapNode.imgMoveBar.localPosition = Vector3(MoveBarPos[self.nTab], 4.5, 0)
for i = 1, 4 do
NovaAPI.SetTMPText(self._mapNode.txtTabOn[i], ConfigTable.GetUIText(TabTextKey[i]))
NovaAPI.SetTMPText(self._mapNode.txtTabOff[i], ConfigTable.GetUIText(TabTextKey[i]))
self._mapNode.imgOn[i]:SetActive(PanelToTab[self._panel.nPanelId] == i)
self._mapNode.txtTabOn[i].gameObject:SetActive(PanelToTab[self._panel.nPanelId] == i)
self._mapNode.layoutOff[i].gameObject:SetActive(PanelToTab[self._panel.nPanelId] ~= i)
end
end
function CharFgTrialCtrl:RefreshTopBar()
local nPanelId = self._panel.nPanelId
local panelCfg = self.tbPanelCfg[nPanelId]
if nil ~= panelCfg then
if panelCfg.bShowTopBar then
self._mapNode.TopBar.gameObject:SetActive(true)
self._mapNode.TopBar:InitTopBar(nPanelId)
if nPanelId == PanelId.CharTalent then
local mapCharCfg = ConfigTable.GetData_Character(self._panel.nCharId)
self._mapNode.TopBar:CreateCoin({
mapCharCfg.FragmentsId
})
end
else
self._mapNode.TopBar.gameObject:SetActive(false)
end
end
if self._panel.bSecondPanel then
self:OnEvent_ChangeTopBar(false, true)
end
end
function CharFgTrialCtrl:Awake()
self:InitTab()
end
function CharFgTrialCtrl:OnEnable()
self.tbPanelCfg = self._panel:GetPanelShowCfg()
local tbSubPanel = self._panel:GetSubPanel()
if tbSubPanel[self._panel.nPanelId] or self._panel.bSecondPanel then
self._mapNode.aniSafeRoot:Play("CharFgPanel_out", 0, 1)
else
self._mapNode.aniSafeRoot:Play("CharFgPanel_in")
end
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self:RefreshTopBar()
end
cs_coroutine.start(wait)
end
function CharFgTrialCtrl:OnDisable()
end
function CharFgTrialCtrl:OnDestroy()
end
function CharFgTrialCtrl:OnEvent_RefreshFg()
end
function CharFgTrialCtrl:OnEvent_ChangeTab(bOpen)
if bOpen then
self._mapNode.aniSafeRoot:Play("CharFgPanel_in")
else
self._mapNode.aniSafeRoot:Play("CharFgPanel_out")
end
end
function CharFgTrialCtrl:OnEvent_ChangeTopBar(bShowBack, bShowRes)
self._mapNode.goBack:SetActive(bShowBack)
self._mapNode.goResBarAnimRoot:SetActive(bShowRes)
end
function CharFgTrialCtrl:OnBtnClick_Tab(btn, nIndex)
if self.nTab == nIndex then
return
end
local nNextPanel = table.keyof(PanelToTab, nIndex)
self._mapNode.imgMoveBar:DOLocalMoveX(MoveBarPos[nIndex], 0.1):SetUpdate(true)
self._mapNode.imgOn[self.nTab]:SetActive(false)
self._mapNode.txtTabOn[self.nTab].gameObject:SetActive(false)
self._mapNode.layoutOff[self.nTab].gameObject:SetActive(true)
self._mapNode.imgOn[nIndex]:SetActive(true)
self._mapNode.txtTabOn[nIndex].gameObject:SetActive(true)
self._mapNode.layoutOff[nIndex].gameObject:SetActive(false)
self.nTab = nIndex
if nNextPanel then
EventManager.Hit(EventId.CharRelatePanelOpen, nNextPanel, self._panel.nCharId)
end
end
function CharFgTrialCtrl:OnEvent_SetTopBarText(sTitle)
self._mapNode.TopBar:SetTitleTxt(sTitle)
end
return CharFgTrialCtrl