eafd8f4088
EN: 1.9.0.107 CN: 1.9.0.108 JP: 1.9.0.112 KR: 1.9.0.112
508 lines
17 KiB
Lua
508 lines
17 KiB
Lua
local CharacterSkinCtrl = class("CharacterSkinCtrl", BaseCtrl)
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local PlayerCharData = PlayerData.Char
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local PlayerCharSkinData = PlayerData.CharSkin
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local Actor2DManager = require("Game.Actor2D.Actor2DManager")
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local tableInsert = table.insert
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local Animator = CS.UnityEngine.Animator
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local typeof = typeof
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CharacterSkinCtrl._mapNodeConfig = {
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TopBar = {
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sNodeName = "TopBarPanel",
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sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
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},
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rawImgActor2D = {
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sNodeName = "----Actor2D----",
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sComponentName = "RawImage"
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},
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rtRawImgActor2D = {
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sNodeName = "----Actor2D----",
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sComponentName = "RectTransform"
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},
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eventSkinDrag = {
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sNodeName = "btnSkin",
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sComponentName = "UIDrag",
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callback = "OnUIDrag_Drag"
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},
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eventSkinZoom = {
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sNodeName = "btnSkin",
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sComponentName = "UIZoom",
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callback = "OnUIZoom_Skin"
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},
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btnSkin = {
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sComponentName = "Button",
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callback = "OnBtnClick_Skin"
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},
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goSkinDesc = {},
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txtSkinDesc = {sComponentName = "TMP_Text"},
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goTheme = {},
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imgTheme = {sComponentName = "Image"},
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txtTheme = {sComponentName = "TMP_Text"},
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goPreview = {},
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btnFullScene = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_FullScene"
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},
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btnSwitchModel = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_SwitchModel"
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},
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goPortrait = {},
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go3D = {},
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sv = {
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sComponentName = "LoopScrollView"
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},
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trSv = {sNodeName = "sv", sComponentName = "Transform"},
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txtSkinName = {sComponentName = "TMP_Text"},
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btnGotoBuy = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_GotoBuy"
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},
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txtBtnGotoBuy = {
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sComponentName = "TMP_Text",
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sLanguageId = "CharacterSkin_GotoBuy"
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},
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btnUseSkin = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_UseSkin"
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},
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imgEquipped = {},
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txtSkinEquipped = {
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sComponentName = "TMP_Text",
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sLanguageId = "Skin_Equipped"
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},
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txtBtnUseSkin = {
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sComponentName = "TMP_Text",
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sLanguageId = "CharacterSkin_Use_Skin"
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},
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btnSwitchHalf = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_SwitchHalf"
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},
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txtPortrait = {
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sComponentName = "TMP_Text",
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sLanguageId = "CharacterSkin_Portrait"
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},
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txt3D = {
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sComponentName = "TMP_Text",
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sLanguageId = "CharacterSkin_3D"
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},
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goLeft = {sNodeName = "---Left---"},
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goRight = {
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sNodeName = "---Right---"
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},
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canvasGroupRight = {
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sNodeName = "---Right---",
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sComponentName = "CanvasGroup"
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},
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UIParallax3DStage = {
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sComponentName = "UIParallaxStageCameraController"
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},
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aniSafeAreaRoot = {
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sNodeName = "----SafeAreaRoot----",
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sComponentName = "Animator"
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},
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aniArrow = {sNodeName = "goArrow", sComponentName = "Animator"},
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topBarAnim = {sNodeName = "goBack", sComponentName = "Animator"}
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}
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CharacterSkinCtrl._mapEventConfig = {
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[EventId.UIBackConfirm] = "OnBtnClick_Back",
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[EventId.UIHomeConfirm] = "OnBtnClick_Home"
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}
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local show_mode_2d = 1
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local show_mode_3d = 2
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function CharacterSkinCtrl:SortSkinList()
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self.tbSortSkinList = {}
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for _, v in pairs(self.tbSkinList) do
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if true == v:CheckSkinShow() or true == v:CheckUnlock() then
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tableInsert(self.tbSortSkinList, v)
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end
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end
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table.sort(self.tbSortSkinList, function(a, b)
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return a:GetId() < b:GetId()
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end)
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end
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function CharacterSkinCtrl:RefreshSelectSkinInfo()
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local skinData = self.tbSortSkinList[self.nSelectIndex]
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if nil == skinData then
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return
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end
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local usingSkinId = PlayerCharData:GetCharUsedSkinId(self.nCharId)
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local skinCfg = skinData:GetCfgData()
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self.nSkinId = skinData:GetId()
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self._mapNode.goSkinDesc:SetActive(skinCfg.Desc ~= "")
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NovaAPI.SetTMPText(self._mapNode.txtSkinDesc, skinCfg.Desc)
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NovaAPI.SetTMPText(self._mapNode.txtSkinName, skinCfg.Name)
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self._mapNode.btnUseSkin.gameObject:SetActive(self.nSkinId ~= usingSkinId and skinData:CheckUnlock())
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local bEquipped = self.nSkinId == usingSkinId and skinData:CheckUnlock()
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local bNotHave = not skinData:CheckUnlock() and self.nSkinId ~= usingSkinId and skinCfg.SourceDesc ~= nil
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self._mapNode.imgEquipped.gameObject:SetActive(bEquipped or bNotHave)
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if bNotHave then
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local sText = AllEnum.CharSkinSource[skinCfg.SourceDesc]
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if sText ~= nil then
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NovaAPI.SetTMPText(self._mapNode.txtSkinEquipped, ConfigTable.GetUIText(sText))
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else
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self._mapNode.imgEquipped.gameObject:SetActive(false)
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end
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else
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NovaAPI.SetTMPText(self._mapNode.txtSkinEquipped, ConfigTable.GetUIText("Skin_Equipped"))
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end
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self._mapNode.goTheme.gameObject:SetActive(skinCfg.SkinTheme ~= 0)
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if skinCfg.SkinTheme ~= 0 then
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local themeCfg = ConfigTable.GetData("CharacterSkinTheme", skinCfg.SkinTheme)
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if nil ~= themeCfg then
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self:SetPngSprite(self._mapNode.imgTheme, themeCfg.Icon)
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NovaAPI.SetTMPText(self._mapNode.txtTheme, themeCfg.Name)
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end
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end
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if self.nShowMode == show_mode_2d then
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self:RefreshActor2D()
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elseif self.nShowMode == show_mode_3d then
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self:LoadCharacter()
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end
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end
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function CharacterSkinCtrl:RefreshActor2D()
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Actor2DManager.SetActor2D(self:GetPanelId(), self._mapNode.rawImgActor2D, self.nCharId, self.nSkinId)
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end
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function CharacterSkinCtrl:RefreshPreviewMode(bPreview)
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self.bPreview = bPreview
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self._mapNode.goPreview.gameObject:SetActive(true)
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self._mapNode.btnSkin.gameObject:SetActive(bPreview)
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self._mapNode.eventSkinZoom:SetZoomLock(not bPreview)
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if not bPreview then
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self:RefreshSelectSkinInfo()
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if self.nShowMode == show_mode_3d then
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self._mapNode.aniArrow:Play("CharacterSkin_3D_Out")
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self.curShowModel.transform.localEulerAngles = Vector3(0, 180, 0)
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end
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self._mapNode.aniSafeAreaRoot:Play("CharacterSkin_preview_in")
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NovaAPI.SetCanvasGroupBlocksRaycasts(self._mapNode.canvasGroupRight, true)
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Actor2DManager.ResetActor2DDragOffset(self.v3Offset)
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else
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if self.bUseFull then
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self:OnBtnClick_SwitchHalf()
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self:AddTimer(1, 0.7, function()
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NovaAPI.SetCanvasGroupBlocksRaycasts(self._mapNode.canvasGroupRight, false)
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self.v3Offset = Actor2DManager.SwitchActor2DDragOffset()
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end, true, true, true)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.7)
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else
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NovaAPI.SetCanvasGroupBlocksRaycasts(self._mapNode.canvasGroupRight, false)
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self.v3Offset = Actor2DManager.SwitchActor2DDragOffset()
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if self.nShowMode == show_mode_3d and self.bDragValid then
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self._mapNode.aniArrow:Play("CharacterSkin_3D_In")
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end
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end
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self._mapNode.aniSafeAreaRoot:Play("CharacterSkin_preview_out")
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end
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end
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function CharacterSkinCtrl:RefreshFullScene(bFullScene)
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self._mapNode.goPreview.gameObject:SetActive(not bFullScene)
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self._mapNode.TopBar.gameObject:SetActive(not bFullScene)
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if bFullScene and self.timerFullScene ~= nil then
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self.timerFullScene:Cancel()
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self.timerFullScene = nil
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end
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if not bFullScene and self.timerFullScene == nil then
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self.timerFullScene = self:AddTimer(1, 5, function()
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self._mapNode.TopBar.gameObject:SetActive(false)
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self.timerFullScene = nil
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end, true, true, true)
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end
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end
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function CharacterSkinCtrl:OnGridRefresh(goGrid, gridIndex)
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local nIndex = gridIndex + 1
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local nInstanceId = goGrid:GetInstanceID()
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if not self.tbGridCtrl[nInstanceId] then
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self.tbGridCtrl[nInstanceId] = self:BindCtrlByNode(goGrid, "Game.UI.TemplateEx.TemplateSkinCtrl")
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end
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self.tbGridCtrl[nInstanceId]:SetSkinData(self.tbSortSkinList[nIndex])
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if self.nSelectIndex == nIndex then
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self.tbGridCtrl[nInstanceId]:SetSelect(true)
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else
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self.tbGridCtrl[nInstanceId]:SetSelect(false)
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end
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end
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function CharacterSkinCtrl:OnGridBtnClick(goGrid, gridIndex)
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local nIndex = gridIndex + 1
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local nInstanceId = goGrid:GetInstanceID()
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local goSelect = self._mapNode.trSv:Find("Viewport/Content/" .. self.nSelectIndex - 1)
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if goSelect then
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self.tbGridCtrl[goSelect.gameObject:GetInstanceID()]:SetSelect(false)
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end
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self.tbGridCtrl[nInstanceId]:SetSelect(true)
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self._mapNode.sv:SetScrollGridPos(nIndex - 1, 0.1, 0)
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self.nSelectIndex = nIndex
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self:RefreshSelectSkinInfo()
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end
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function CharacterSkinCtrl:LoadCharacter()
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if self.nShowModelSkinId == self.nSkinId then
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return
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end
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self.nShowModelSkinId = self.nSkinId
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local bNeedLoad = true
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for skinId, v in pairs(self.tbModelList) do
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if skinId == self.nSkinId then
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bNeedLoad = false
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v.gameObject:SetActive(true)
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v.transform.localEulerAngles = Vector3(0, 180, 0)
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self.nModelDragRot = v.transform.localEulerAngles.y
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self.curShowModel = v
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self:WaitReadyClipFinish()
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NovaAPI.BindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, 0, v.gameObject)
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GameUIUtils.SetCustomModelMaterialVariant(v.gameObject, CS.CustomModelMaterialVariantComponent.VariantNames.FormationView)
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else
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v.gameObject:SetActive(false)
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end
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end
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if bNeedLoad then
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local mapSkin = ConfigTable.GetData_CharacterSkin(self.nSkinId)
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local sFullPath = string.format("%s.prefab", mapSkin.Model_Show)
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local LoadModelCallback = function(obj)
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if self.rtSceneOriginPos == nil then
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return
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end
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local go = instantiate(obj, self.rtSceneOriginPos)
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self.tbModelList[self.nSkinId] = go
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self.curShowModel = go
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self:WaitReadyClipFinish()
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NovaAPI.BindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, 0, go)
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GameUIUtils.SetCustomModelMaterialVariant(go, CS.CustomModelMaterialVariantComponent.VariantNames.FormationView)
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NovaAPI.ChangeAnimatorDefaultState(go.transform)
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go.transform.position = self.rtSceneOriginPos.position
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go.transform.localEulerAngles = Vector3(0, 180, 0)
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self.nModelDragRot = go.transform.localEulerAngles.y
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go.transform.localScale = Vector3.zero
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local animator = go:GetComponent(typeof(Animator))
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if animator ~= nil and animator:IsNull() == false then
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animator:SetBool("standby", true)
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end
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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go.transform.localScale = Vector3.one * (mapSkin.ModelShowScale / 10000)
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end
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cs_coroutine.start(wait)
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EventManager.Hit(EventId.BlockInput, false)
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end
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self:LoadAssetAsync(sFullPath, typeof(GameObject), LoadModelCallback)
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EventManager.Hit(EventId.BlockInput, true)
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end
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end
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function CharacterSkinCtrl:WaitReadyClipFinish()
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if self.waitReadyClipCor ~= nil then
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cs_coroutine.stop(self.waitReadyClipCor)
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end
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if self.curShowModel == nil then
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return
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end
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local director = self.curShowModel:GetComponent("PlayableDirector")
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if director == nil then
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return
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end
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local readyClipName = "_Ready"
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local wait = function()
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while CS.AdventureModuleHelper.CheckTimelineClipFinish(director, readyClipName) == false do
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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end
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self.bDragValid = true
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if self.bPreview and self.nShowMode == show_mode_3d then
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self._mapNode.aniArrow:Play("CharacterSkin_3D_In")
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end
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end
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self.bDragValid = false
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self.waitReadyClipCor = cs_coroutine.start(wait)
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end
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function CharacterSkinCtrl:DestroyCharacter()
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local sSceneName = ConfigTable.GetConfigValue("CharacterSkin_Scene")
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local callback = function()
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end
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CS.MainMenuModuleHelper.DeActiveScene(sSceneName, callback)
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NovaAPI.UnbindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, 1)
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for _, v in pairs(self.tbModelList) do
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destroy(v)
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end
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self.tbModelList = {}
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self.curShowModel = nil
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self.nModelDragRot = 0
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if nil ~= self.goSelectRolePrefab then
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destroy(self.goSelectRolePrefab)
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end
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self.goSelectRolePrefab = nil
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end
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function CharacterSkinCtrl:Awake()
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self.canvas = self.gameObject:GetComponent("Canvas")
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self.gameObject:SetActive(false)
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local param = self:GetPanelParam()
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if type(param) == "table" then
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self.nCharId = param[1]
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end
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self.tbGridCtrl = {}
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self.nSelectIndex = nil
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self.nShowModelSkinId = 0
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self.tbModelList = {}
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self.curShowModel = nil
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self.nModelDragRot = 0
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self.v3Offset = Vector3.zero
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self.nShowMode = show_mode_2d
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self.tbZoomRange = ConfigTable.GetConfigArray("SkinZoomRange")
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self.bUseFull = false
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end
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function CharacterSkinCtrl:OnEnable()
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self.bPreview = false
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self.bStartDrag = false
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self.bDragValid = true
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self.tbSkinList = PlayerCharSkinData:GetSkinListByCharacterId(self.nCharId)
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self:SortSkinList()
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self._mapNode.eventSkinZoom:SetZoomLock(true)
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self._mapNode.eventSkinZoom:SetZoomLimitValue(tonumber(self.tbZoomRange[1]), tonumber(self.tbZoomRange[2]))
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for insId, objCtrl in pairs(self.tbGridCtrl) do
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self:UnbindCtrlByNode(objCtrl)
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self.tbGridCtrl[insId] = nil
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end
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for nIndex = 1, #self.tbSortSkinList do
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local usingSkinId = PlayerCharData:GetCharUsedSkinId(self.nCharId)
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if usingSkinId == self.tbSortSkinList[nIndex]:GetId() then
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self.nSelectIndex = nIndex
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break
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end
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end
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if self.nSelectIndex == nil then
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self.nSelectIndex = 1
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end
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self._mapNode.sv:Init(#self.tbSortSkinList, self, self.OnGridRefresh, self.OnGridBtnClick)
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self._mapNode.goPreview.gameObject:SetActive(true)
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self._mapNode.btnSkin.gameObject:SetActive(false)
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self._mapNode.go3D.gameObject:SetActive(self.nShowMode == show_mode_3d)
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self._mapNode.goPortrait.gameObject:SetActive(self.nShowMode == show_mode_2d)
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local sSceneName = ConfigTable.GetConfigValue("CharacterSkin_Scene")
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NovaAPI.SetComponentEnable(self.canvas, false)
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local callback = function(bSuccess)
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NovaAPI.SetComponentEnable(self.canvas, true)
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if bSuccess == true then
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local sceneRoot = CS.MainMenuModuleHelper.GetMainMenuSceneRoot(sSceneName)
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self.rtSceneOriginPos = sceneRoot.transform:Find("==== Scene ====")
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self.goSelectRolePrefab = self:CreatePrefabInstance("UI/CharacterSkin/CharSkin3DShowPrefab.prefab", self.rtSceneOriginPos)
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local goSelectRoleCam = self.goSelectRolePrefab.transform:Find("Camera"):GetComponent("Camera")
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NovaAPI.SetupUIParallaxStageCameraControllerForModelView(self._mapNode.UIParallax3DStage, goSelectRoleCam)
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else
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self._mapNode.UIParallax3DStage.gameObject:SetActive(false)
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end
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self.gameObject:SetActive(true)
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self._mapNode.sv:SetScrollGridPos(self.nSelectIndex - 1, 0, 0)
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self:RefreshSelectSkinInfo()
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EventManager.Hit(EventId.SetTransition)
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end
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CS.MainMenuModuleHelper.GetActiveScene(sSceneName, callback)
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end
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function CharacterSkinCtrl:OnDisable()
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self.tbSkinList = nil
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self.tbSortSkinList = nil
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for insId, objCtrl in pairs(self.tbGridCtrl) do
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self:UnbindCtrlByNode(objCtrl)
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self.tbGridCtrl[insId] = nil
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end
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self.tbGridCtrl = {}
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self.bStartDrag = nil
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self.bDragValid = nil
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if self.waitReadyClipCor ~= nil then
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cs_coroutine.stop(self.waitReadyClipCor)
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end
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Actor2DManager.UnsetActor2D()
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self:DestroyCharacter()
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end
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function CharacterSkinCtrl:OnDestroy()
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end
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function CharacterSkinCtrl:OnBtnClick_FullScene()
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self:RefreshPreviewMode(true)
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self:RefreshFullScene(true)
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end
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function CharacterSkinCtrl:OnBtnClick_SwitchModel()
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self.nShowMode = self.nShowMode == show_mode_2d and show_mode_3d or show_mode_2d
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self._mapNode.btnSwitchHalf.gameObject:SetActive(self.nShowMode == show_mode_2d)
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self._mapNode.go3D.gameObject:SetActive(self.nShowMode == show_mode_3d)
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self._mapNode.goPortrait.gameObject:SetActive(self.nShowMode == show_mode_2d)
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if self.nShowMode == show_mode_2d then
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local tweener = NovaAPI.DoRawImageColor(self._mapNode.rawImgActor2D, Color(1, 1, 1, 1), 0.5)
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tweener:SetUpdate(true)
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self._mapNode.rtRawImgActor2D:DOScale(1, 0.5):SetUpdate(true)
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elseif self.nShowMode == show_mode_3d then
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local tweener = NovaAPI.DoRawImageColor(self._mapNode.rawImgActor2D, Color(1, 1, 1, 0), 0.5)
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tweener:SetUpdate(true)
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self._mapNode.rtRawImgActor2D:DOScale(1.5, 0.5):SetUpdate(true)
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end
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self:RefreshSelectSkinInfo()
|
|
end
|
|
function CharacterSkinCtrl:OnBtnClick_SkinPreview()
|
|
self:RefreshPreviewMode(true)
|
|
end
|
|
function CharacterSkinCtrl:OnBtnClick_Skin()
|
|
if not self.bStartDrag then
|
|
self:RefreshFullScene(false)
|
|
end
|
|
end
|
|
function CharacterSkinCtrl:OnBtnClick_GotoBuy()
|
|
end
|
|
function CharacterSkinCtrl:OnBtnClick_UseSkin()
|
|
local func_callback = function()
|
|
PlayerData.Char:SetCharSkinId(self.nCharId, self.nSkinId)
|
|
self:RefreshSelectSkinInfo()
|
|
end
|
|
local msgSend = {}
|
|
msgSend.CharId = self.nCharId
|
|
msgSend.SkinId = self.nSkinId
|
|
HttpNetHandler.SendMsg(NetMsgId.Id.char_skin_set_req, msgSend, nil, func_callback)
|
|
end
|
|
function CharacterSkinCtrl:OnBtnClick_Back(nPanelId)
|
|
if self._panel._nPanelId ~= nPanelId then
|
|
return
|
|
end
|
|
if self.bPreview then
|
|
self:RefreshPreviewMode(false)
|
|
if self.timerFullScene ~= nil then
|
|
self.timerFullScene:Cancel()
|
|
self.timerFullScene = nil
|
|
end
|
|
else
|
|
EventManager.Hit(EventId.CloesCurPanel)
|
|
end
|
|
end
|
|
function CharacterSkinCtrl:OnBtnClick_Home(nPanelId)
|
|
if self._panel._nPanelId ~= nPanelId then
|
|
return
|
|
end
|
|
PanelManager.Home()
|
|
end
|
|
function CharacterSkinCtrl:OnBtnClick_SwitchHalf()
|
|
self.bUseFull = not self.bUseFull
|
|
Actor2DManager.SwitchFullHalf()
|
|
end
|
|
function CharacterSkinCtrl:OnUIDrag_Drag(mDrag)
|
|
if not self.bDragValid then
|
|
return
|
|
end
|
|
if mDrag.DragEventType == AllEnum.UIDragType.DragStart then
|
|
self.bStartDrag = true
|
|
elseif mDrag.DragEventType == AllEnum.UIDragType.Drag then
|
|
if true == self.bStartDrag then
|
|
if self.nShowMode == show_mode_2d then
|
|
Actor2DManager.SyncLocalPos(mDrag.EventData.delta.x, mDrag.EventData.delta.y, nil, self._mapNode.rtRawImgActor2D)
|
|
elseif self.nShowMode == show_mode_3d and nil ~= self.curShowModel then
|
|
self.nModelDragRot = self.nModelDragRot - mDrag.EventData.delta.x * 0.5
|
|
self.curShowModel.transform.localEulerAngles = Vector3(0, self.nModelDragRot, 0)
|
|
end
|
|
end
|
|
elseif mDrag.DragEventType == AllEnum.UIDragType.DragEnd then
|
|
self.bStartDrag = false
|
|
end
|
|
end
|
|
function CharacterSkinCtrl:OnUIZoom_Skin(mZoom)
|
|
if mZoom.InZoom then
|
|
if mZoom.ZoomValue ~= 0 then
|
|
self.bDragValid = false
|
|
Actor2DManager.SyncLocalScale(mZoom.ZoomValue)
|
|
end
|
|
else
|
|
self.bDragValid = true
|
|
end
|
|
end
|
|
return CharacterSkinCtrl
|