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

666 lines
23 KiB
Lua

local EquipmentRollCtrl = class("EquipmentRollCtrl", BaseCtrl)
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
local GameResourceLoader = require("Game.Common.Resource.GameResourceLoader")
EquipmentRollCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
},
goCoinOther = {},
btnEquipmentSlot = {
nCount = 3,
sComponentName = "UIButton",
callback = "OnBtnClick_EquipmentSlot"
},
imgLockBg = {nCount = 3},
txtLockDesc = {nCount = 3, sComponentName = "TMP_Text"},
imgLockType = {nCount = 3, sComponentName = "Image"},
imgChoose = {nCount = 3},
imgSlotIcon = {nCount = 3, sComponentName = "Transform"},
imgCharHead = {sComponentName = "Image"},
tab = {
nCount = 4,
sCtrlName = "Game.UI.TemplateEx.TemplateTabCtrl"
},
btnTab = {
nCount = 4,
sComponentName = "UIButton",
callback = "OnBtnClick_Tab"
},
imgLayerLock = {nCount = 4},
txtEquipOn = {
nCount = 4,
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Equipped"
},
imgTabMask = {},
rtTabMak = {
sNodeName = "imgTabMask",
sComponentName = "RectTransform"
},
imgEquipmentIcon = {nCount = 2, sComponentName = "Transform"},
txtEquipmentName = {nCount = 2, sComponentName = "TMP_Text"},
imgEquipmentUp = {nCount = 2},
txtEquipmentDesc = {sComponentName = "TMP_Text"},
ScrollView = {sComponentName = "ScrollRect"},
txtLockSwitch = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Roll_LockRoll"
},
btnSwitch = {
nCount = 2,
sComponentName = "UIButton",
callback = "OnBtnClick_Switch"
},
aniIconMask = {sNodeName = "IconMask", sComponentName = "Animator"},
goSwitch = {},
imgBgOn = {},
imgBgOff = {},
txtEmpty = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Roll_EmptyTitle"
},
txtLockLimit = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Roll_LockAttrTitle"
},
txtLockLimitCount = {sComponentName = "TMP_Text"},
txtTitleCurAttr = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Roll_CurAttr"
},
goProperty = {
nCount = 4,
sCtrlName = "Game.UI.TemplateEx.TemplateRandomPropertyCtrl"
},
btnUnlock = {
nCount = 4,
sComponentName = "UIButton",
callback = "OnBtnClick_Unlock"
},
btnLock = {
nCount = 4,
sComponentName = "UIButton",
callback = "OnBtnClick_Lock"
},
txtAlterEmpty = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Roll_NoneRolled"
},
goAlter = {},
goPropertyAlter = {
nCount = 4,
sCtrlName = "Game.UI.TemplateEx.TemplateRandomPropertyCtrl"
},
btnConfirm = {
sComponentName = "UIButton",
callback = "OnBtnClick_Confirm"
},
btnRoll = {
sComponentName = "UIButton",
callback = "OnBtnClick_Roll"
},
txtBtnConfirm = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Btn_ConfirmRollResult"
},
txtBtnRoll = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Btn_Reroll"
},
imgConfirmMask = {},
imgCostIcon = {nCount = 2, sComponentName = "Image"},
txtCostCount = {nCount = 2, sComponentName = "TMP_Text"},
goCost2 = {},
btnActive = {
sComponentName = "UIButton",
callback = "OnBtnClick_Active"
},
txtBtnActive = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Btn_Active"
},
imgActiveCostIcon = {sComponentName = "Image"},
txtActiveCostCount = {sComponentName = "TMP_Text"},
btnEquip = {
sComponentName = "UIButton",
callback = "OnBtnClick_Equip"
},
btnUnload = {
sComponentName = "UIButton",
callback = "OnBtnClick_Unload"
},
txtBtnEquip = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Btn_EquipShort"
},
txtBtnUnload = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Btn_UnloadShort"
},
Replace = {
sNodeName = "----Replace----",
sCtrlName = "Game.UI.Equipment.EquipmentAttrReplaceCtrl"
},
FX = {sNodeName = "--FX--"}
}
EquipmentRollCtrl._mapEventConfig = {}
function EquipmentRollCtrl:Refresh()
self:RefreshPresetData()
self:RefreshPresetSlot()
self:RefreshSlot()
end
function EquipmentRollCtrl:RefreshSlot()
for i = 1, 2 do
delChildren(self._mapNode.imgEquipmentIcon[i])
end
self.tbEquipmentIcon = {}
self:RefreshSlotData()
self:RefreshTab()
self:RefreshIndexGem()
end
function EquipmentRollCtrl:RefreshIndexGem(bAfterActive)
self:RefreshSelectData()
self:RefreshEquipmentInfo()
self:RefreshEquipmentTop()
self:RefreshEquipmentState(bAfterActive)
self:RefreshAttr()
self:RefreshAlterAttr()
self:RefreshCoin()
self:RefreshConfirm()
end
function EquipmentRollCtrl:RefreshPresetData()
local nSelect = PlayerData.Equipment:GetSelectPreset(self._panel.nCharId)
self.tbSlot = PlayerData.Equipment:GetSlotWithIndex(self._panel.nCharId, nSelect)
end
function EquipmentRollCtrl:RefreshPresetSlot()
for i = 1, 3 do
local mapSlot = self.tbSlot[i]
local bUnlock = mapSlot.bUnlock
self._mapNode.imgLockBg[i].gameObject:SetActive(not bUnlock)
self._mapNode.imgSlotIcon[i].gameObject:SetActive(bUnlock)
self._mapNode.imgChoose[i].gameObject:SetActive(self._panel.nSlotId == mapSlot.nSlotId)
local nGemId = PlayerData.Equipment:GetGemIdBySlot(self._panel.nCharId, mapSlot.nSlotId)
local mapGemCfg = ConfigTable.GetData("CharGem", nGemId)
if mapGemCfg then
if not bUnlock then
self:SetPngSprite(self._mapNode.imgLockType[i], mapGemCfg.IconBg)
NovaAPI.SetTMPText(self._mapNode.txtLockDesc[i], orderedFormat(ConfigTable.GetUIText("Equipment_SlotActiveLevel"), mapSlot.nLevel))
else
delChildren(self._mapNode.imgSlotIcon[i])
local equipPrefab
local sPrefab = mapGemCfg.Icon .. ".prefab"
if GameResourceLoader.ExistsAsset(Settings.AB_ROOT_PATH .. sPrefab) == true then
equipPrefab = self:LoadAsset(sPrefab)
end
if equipPrefab then
local goEquip = instantiate(equipPrefab, self._mapNode.imgSlotIcon[i])
goEquip.transform:Find("goFx").gameObject:SetActive(false)
end
end
end
end
local nCharSkinId = PlayerData.Char:GetCharSkinId(self._panel.nCharId)
local sIcon = ConfigTable.GetData_CharacterSkin(nCharSkinId).Icon
self:SetPngSprite(self._mapNode.imgCharHead, sIcon, AllEnum.CharHeadIconSurfix.L)
end
function EquipmentRollCtrl:RefreshSlotData()
local nGemId = PlayerData.Equipment:GetGemIdBySlot(self._panel.nCharId, self._panel.nSlotId)
self.mapGemCfg = ConfigTable.GetData("CharGem", nGemId)
self.mapSlotCfg = ConfigTable.GetData("CharGemSlotControl", self._panel.nSlotId)
self._mapNode.TopBar:CreateCoin({
self.mapGemCfg.RefreshCostTid,
self.mapSlotCfg.LockItemTid
})
self.nSubSelectIndex = 1
end
function EquipmentRollCtrl:RefreshSelectData()
local tbEquipment = PlayerData.Equipment:GetEquipmentBySlot(self._panel.nCharId, self._panel.nSlotId)
self.mapEquipment = tbEquipment[self._panel.nSelectGemIndex]
self.tbLockAttr = {}
end
function EquipmentRollCtrl:RefreshTab()
for i = 1, 4 do
local nState = self:GetTabState(i)
self._mapNode.tab[i]:SetSelect(i == self._panel.nSelectGemIndex, nState)
self._mapNode.tab[i]:SetText(ConfigTable.GetUIText("RomanNumeral_" .. i))
if i == self._panel.nSelectGemIndex and 1 < i then
self._mapNode.tab[i - 1]:SetLine(false)
end
end
self:RefreshTabState()
end
function EquipmentRollCtrl:GetTabState(nCurTab)
local nState = 2
if nCurTab == 1 then
nState = 1
elseif nCurTab == 4 then
nState = 3
end
return nState
end
function EquipmentRollCtrl:RefreshTabState()
local tbEquipment = PlayerData.Equipment:GetEquipmentBySlot(self._panel.nCharId, self._panel.nSlotId)
for i = 1, 4 do
local mapEquipment = tbEquipment[i]
self._mapNode.imgLayerLock[i]:SetActive(mapEquipment and mapEquipment.bLock)
self._mapNode.txtEquipOn[i].gameObject:SetActive(self._panel.nEquipedGemIndex == i)
end
local bMask = tbEquipment and #tbEquipment < self.mapSlotCfg.MaxAlterNum - 1
self._mapNode.imgTabMask:SetActive(bMask)
self.nFirstEmpty = 0
if bMask then
for i = 1, self.mapSlotCfg.MaxAlterNum do
local mapEquipment = tbEquipment[i]
local bEmpty = mapEquipment == nil
if bEmpty then
self.nFirstEmpty = i
break
end
end
local tbPos = {
521.2937,
352.58,
183.4057
}
local nWidth = tbPos[self.nFirstEmpty] or 0
self._mapNode.rtTabMak.sizeDelta = Vector2(nWidth, 74)
end
end
function EquipmentRollCtrl:RefreshEquipmentTop()
local sRoman = ConfigTable.GetUIText("RomanNumeral_" .. self._panel.nSelectGemIndex)
local sSuf = orderedFormat(ConfigTable.GetUIText("Equipment_NameIndexSuffix"), sRoman)
NovaAPI.SetTMPText(self._mapNode.txtEquipmentName[self.nSubSelectIndex], self.mapGemCfg.Title .. sSuf)
local bUpgrade = self.mapEquipment and self.mapEquipment:GetUpgradeCount() > 0
self._mapNode.imgEquipmentUp[self.nSubSelectIndex]:SetActive(bUpgrade)
if self.tbEquipmentIcon[self.nSubSelectIndex] then
self.tbEquipmentIcon[self.nSubSelectIndex].transform:Find("goFx").gameObject:SetActive(bUpgrade)
end
end
function EquipmentRollCtrl:RefreshEquipmentInfo()
for i = 1, 2 do
if self.tbEquipmentIcon[i] == nil then
local equipPrefab
local sPrefab = self.mapGemCfg.Icon .. ".prefab"
if GameResourceLoader.ExistsAsset(Settings.AB_ROOT_PATH .. sPrefab) == true then
equipPrefab = self:LoadAsset(sPrefab)
end
if equipPrefab then
self.tbEquipmentIcon[i] = instantiate(equipPrefab, self._mapNode.imgEquipmentIcon[i])
end
end
end
NovaAPI.SetTMPText(self._mapNode.txtEquipmentDesc, self.mapGemCfg.Desc)
NovaAPI.SetVerticalNormalizedPosition(self._mapNode.ScrollView, 1)
local nLockAttr = self:GetAttrLockCount()
NovaAPI.SetTMPText(self._mapNode.txtLockLimitCount, orderedFormat(ConfigTable.GetUIText("Equipment_Roll_LockAttrCount"), nLockAttr, self.mapSlotCfg.LockableNum))
self:RefreshLock()
end
function EquipmentRollCtrl:RefreshEquipmentState(bAfterActive)
local bEmpty = self.mapEquipment == nil
self._mapNode.goSwitch:SetActive(not bEmpty)
self._mapNode.btnConfirm.gameObject:SetActive(not bEmpty)
self._mapNode.btnRoll.gameObject:SetActive(not bEmpty)
self._mapNode.btnActive.gameObject:SetActive(bEmpty)
self._mapNode.btnEquip.gameObject:SetActive(not bEmpty and self._panel.nEquipedGemIndex ~= self._panel.nSelectGemIndex)
self._mapNode.btnUnload.gameObject:SetActive(not bEmpty and self._panel.nEquipedGemIndex == self._panel.nSelectGemIndex)
if bAfterActive then
self._mapNode.FX:SetActive(false)
self._mapNode.FX:SetActive(true)
local callback = function()
self._mapNode.imgBgOff:SetActive(bEmpty)
self._mapNode.imgBgOn:SetActive(not bEmpty)
WwiseAudioMgr:PostEvent("ui_charInfo_equipment_coagulate_ani")
end
self:AddTimer(1, 0.07, callback, true, true, true)
else
self._mapNode.imgBgOff:SetActive(bEmpty)
self._mapNode.imgBgOn:SetActive(not bEmpty)
end
end
function EquipmentRollCtrl:GetAttrLockCount()
local nLockAttr = 0
for _, v in pairs(self.tbLockAttr) do
if v == true then
nLockAttr = nLockAttr + 1
end
end
return nLockAttr
end
function EquipmentRollCtrl:RefreshLock()
if not self.mapEquipment then
return
end
self._mapNode.btnSwitch[1].gameObject:SetActive(not self.mapEquipment.bLock)
self._mapNode.btnSwitch[2].gameObject:SetActive(self.mapEquipment.bLock)
end
function EquipmentRollCtrl:RefreshAttr()
if not self.mapEquipment then
return
end
for i = 1, 4 do
self._mapNode.goProperty[i]:SetProperty(self.mapEquipment.tbAffix[i], self._panel.nCharId, false, self.mapEquipment.tbUpgradeCount[i])
self:RefreshAttrLock(i)
end
end
function EquipmentRollCtrl:RefreshAttrLock(nIndex)
local bAttrLock = self.tbLockAttr[nIndex] == true
self._mapNode.btnUnlock[nIndex].gameObject:SetActive(bAttrLock)
self._mapNode.btnLock[nIndex].gameObject:SetActive(not bAttrLock)
end
function EquipmentRollCtrl:RefreshAlterAttr(bRoll)
if bRoll then
self._mapNode.goAlter.gameObject:SetActive(false)
end
local bEmpty = not self.mapEquipment or self.mapEquipment:CheckAlterEmpty()
self._mapNode.txtAlterEmpty.gameObject:SetActive(bEmpty)
self._mapNode.goAlter.gameObject:SetActive(not bEmpty)
if not bEmpty then
for i = 1, 4 do
self._mapNode.goPropertyAlter[i]:SetProperty(self.mapEquipment.tbAlterAffix[i], self._panel.nCharId, self.tbLockAttr[i], self.mapEquipment.tbAlterUpgradeCount[i])
end
end
end
function EquipmentRollCtrl:RefreshCoin()
local nLockAttr = self:GetAttrLockCount()
local bUseLock = 0 < nLockAttr
self._mapNode.goCost2.gameObject:SetActive(bUseLock)
self._mapNode.imgCostIcon[2].gameObject:SetActive(bUseLock)
self._mapNode.txtCostCount[2].gameObject:SetActive(bUseLock)
if bUseLock then
self:SetSprite_Coin(self._mapNode.imgCostIcon[2], self.mapSlotCfg.LockItemTid)
local nHas1 = PlayerData.Item:GetItemCountByID(self.mapSlotCfg.LockItemTid)
NovaAPI.SetTMPText(self._mapNode.txtCostCount[2], self.mapSlotCfg.LockItemQty * nLockAttr)
NovaAPI.SetTMPColor(self._mapNode.txtCostCount[2], nHas1 < self.mapSlotCfg.LockItemQty * nLockAttr and Red_Unable or Blue_Normal)
end
self:SetSprite_Coin(self._mapNode.imgCostIcon[1], self.mapGemCfg.RefreshCostTid)
local nHas2 = PlayerData.Item:GetItemCountByID(self.mapGemCfg.RefreshCostTid)
NovaAPI.SetTMPText(self._mapNode.txtCostCount[1], self.mapSlotCfg.RefreshCostQty)
NovaAPI.SetTMPColor(self._mapNode.txtCostCount[1], nHas2 < self.mapSlotCfg.RefreshCostQty and Red_Unable or Blue_Normal)
self:SetSprite_Coin(self._mapNode.imgActiveCostIcon, self.mapGemCfg.GenerateCostTid)
local nHas3 = PlayerData.Item:GetItemCountByID(self.mapGemCfg.GenerateCostTid)
NovaAPI.SetTMPText(self._mapNode.txtActiveCostCount, self.mapSlotCfg.GeneratenCostQty)
NovaAPI.SetTMPColor(self._mapNode.txtActiveCostCount, nHas3 < self.mapSlotCfg.GeneratenCostQty and Red_Unable or Blue_Normal)
end
function EquipmentRollCtrl:RefreshConfirm()
local bEmpty = not self.mapEquipment or self.mapEquipment:CheckAlterEmpty()
self._mapNode.imgConfirmMask:SetActive(bEmpty)
end
function EquipmentRollCtrl:GetRareCount(tbAffix)
local nRareCount = 0
for _, v in ipairs(tbAffix) do
if v ~= 0 then
local mapCfg = ConfigTable.GetData("CharGemAttrValue", v)
if mapCfg and mapCfg.Rarity == GameEnum.itemRarity.SSR then
nRareCount = nRareCount + 1
end
end
end
return nRareCount
end
function EquipmentRollCtrl:FadeIn()
self.animator = self.gameObject.transform:GetComponent("Animator")
self.animator:Play("EquipmentSelectPanel_in1")
end
function EquipmentRollCtrl:Awake()
end
function EquipmentRollCtrl:OnEnable()
self:Refresh()
end
function EquipmentRollCtrl:OnDisable()
if self.timer ~= nil then
self.timer:Cancel()
end
end
function EquipmentRollCtrl:OnDestroy()
end
function EquipmentRollCtrl:OnBtnClick_Switch(btn, nIndex)
local bLock = nIndex == 1
local callback = function()
self:RefreshLock()
self:RefreshTabState()
end
PlayerData.Equipment:SendCharGemUpdateGemLockStatusReq(self._panel.nCharId, self._panel.nSlotId, self._panel.nSelectGemIndex, bLock, callback)
end
function EquipmentRollCtrl:OnBtnClick_Unlock(btn, nIndex)
self.tbLockAttr[nIndex] = false
self:RefreshAttrLock(nIndex)
local nLockAttr = self:GetAttrLockCount()
self:RefreshCoin()
NovaAPI.SetTMPText(self._mapNode.txtLockLimitCount, orderedFormat(ConfigTable.GetUIText("Equipment_Roll_LockAttrCount"), nLockAttr, self.mapSlotCfg.LockableNum))
end
function EquipmentRollCtrl:OnBtnClick_Lock(btn, nIndex)
local nLockAttr = self:GetAttrLockCount()
if nLockAttr >= self.mapSlotCfg.LockableNum then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_LockAttrMax"))
return
end
self.tbLockAttr[nIndex] = true
self:RefreshAttrLock(nIndex)
self:RefreshCoin()
NovaAPI.SetTMPText(self._mapNode.txtLockLimitCount, orderedFormat(ConfigTable.GetUIText("Equipment_Roll_LockAttrCount"), nLockAttr + 1, self.mapSlotCfg.LockableNum))
end
function EquipmentRollCtrl:OnBtnClick_Confirm(btn)
local bEmpty = not self.mapEquipment or self.mapEquipment:CheckAlterEmpty()
if bEmpty then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_ConfirmRoll_AlterEmpty"))
return
end
if self.mapEquipment.bLock then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_ConfirmRoll_EquipmentLock"))
return
end
local callback = function()
self:RefreshAttr()
self:RefreshAlterAttr()
self:RefreshCoin()
self:RefreshConfirm()
self.animator:Play("EquipmentSelectPanel_in", 0, 0)
end
local sRoman = ConfigTable.GetUIText("RomanNumeral_" .. self._panel.nSelectGemIndex)
local sSuf = orderedFormat(ConfigTable.GetUIText("Equipment_NameIndexSuffix"), sRoman)
local sName = self.mapGemCfg.Title .. sSuf
self._mapNode.Replace:Open(sName, self.mapEquipment, self._panel.nCharId, self._panel.nSlotId, self._panel.nSelectGemIndex, callback)
end
function EquipmentRollCtrl:OnBtnClick_Roll(btn)
if self.mapEquipment.bLock then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_Roll_EquipmentLock"))
return
end
local bHasUpgrade = false
for k, v in pairs(self.mapEquipment.tbUpgradeCount) do
if 0 < v and not self.tbLockAttr[k] then
bHasUpgrade = true
break
end
end
local tbLockAttrId = {}
for k, v in pairs(self.tbLockAttr) do
if v == true then
table.insert(tbLockAttrId, self.mapEquipment.tbAffix[k])
end
end
local bEnough = false
local nHasRefresh = PlayerData.Item:GetItemCountByID(self.mapGemCfg.RefreshCostTid)
local nLockAttr = self:GetAttrLockCount()
local bUseLock = 0 < nLockAttr
if bUseLock then
local nHasLock = PlayerData.Item:GetItemCountByID(self.mapSlotCfg.LockItemTid)
bEnough = nHasLock >= self.mapSlotCfg.LockItemQty * nLockAttr and nHasRefresh >= self.mapSlotCfg.RefreshCostQty
else
bEnough = nHasRefresh >= self.mapSlotCfg.RefreshCostQty
end
if not bEnough then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_MatNotEnough_Roll"))
if nHasRefresh < self.mapSlotCfg.RefreshCostQty then
self._mapNode.TopBar:OnBtnClick_CoinFirstTips(self._mapNode.goCoinOther)
end
return
end
local step1 = function(next)
local isSelectAgain = false
local confirmCallback = function()
PlayerData.Equipment:SetRollUpgradeWarning(not isSelectAgain)
next()
end
local againCallback = function(isSelect)
isSelectAgain = isSelect
end
local msg = {
nType = AllEnum.MessageBox.Confirm,
sContent = ConfigTable.GetUIText("Equipment_RollWarning_HasUpgrade"),
callbackConfirm = confirmCallback,
callbackAgain = againCallback,
sAgain = ConfigTable.GetUIText("MessageBox_LoginWarning")
}
EventManager.Hit(EventId.OpenMessageBox, msg)
end
local step2 = function()
local roll = function()
local callback = function()
self:RefreshAlterAttr(true)
self:RefreshCoin()
self:RefreshConfirm()
WwiseAudioMgr:PostEvent("ui_charInfo_equipment_reforge_ani")
end
PlayerData.Equipment:SendCharGemRefreshReq(self._panel.nCharId, self._panel.nSlotId, self._panel.nSelectGemIndex, tbLockAttrId, callback)
end
local warning = function()
local isSelectAgain = false
local confirmCallback = function()
PlayerData.Equipment:SetRollWarning(not isSelectAgain)
roll()
end
local againCallback = function(isSelect)
isSelectAgain = isSelect
end
local msg = {
nType = AllEnum.MessageBox.Confirm,
sContent = ConfigTable.GetUIText("Equipment_RollWarning_HighQuality"),
callbackConfirm = confirmCallback,
callbackAgain = againCallback,
sAgain = ConfigTable.GetUIText("MessageBox_LoginWarning")
}
EventManager.Hit(EventId.OpenMessageBox, msg)
end
local bWarn = PlayerData.Equipment:GetRollWarning()
if self.mapEquipment.tbAlterAffix and bWarn then
local nRareCount = self:GetRareCount(self.mapEquipment.tbAffix)
local nAlterRareCount = self:GetRareCount(self.mapEquipment.tbAlterAffix)
local bLock = false
for k, v in pairs(self.tbLockAttr) do
if v == true then
bLock = true
break
end
end
local bHasHQ = PlayerData.Equipment:CheckAlterHighQualityAffix(self.mapEquipment.tbAlterAffix, tbLockAttrId)
if not bLock and nAlterRareCount >= ConfigTable.GetConfigNumber("CharGemHighQualityNum") then
warning()
elseif bLock and nRareCount < nAlterRareCount then
warning()
elseif bHasHQ then
warning()
else
roll()
end
else
roll()
end
end
local bWarn = PlayerData.Equipment:GetRollUpgradeWarning()
if bHasUpgrade and bWarn then
step1(step2)
else
step2()
end
end
function EquipmentRollCtrl:OnBtnClick_EquipmentSlot(_, nIndex)
if not self.tbSlot[nIndex].bUnlock then
EventManager.Hit(EventId.OpenMessageBox, orderedFormat(ConfigTable.GetUIText("Equipment_SlotLock"), self.tbSlot[nIndex].nLevel))
return
end
if self.tbSlot[nIndex].nSlotId == self._panel.nSlotId then
return
end
self._panel.nSlotId = self.tbSlot[nIndex].nSlotId
self._panel.nEquipedGemIndex = self.tbSlot[nIndex].nGemIndex
self._panel.nSelectGemIndex = self.tbSlot[nIndex].nGemIndex == 0 and 1 or self.tbSlot[nIndex].nGemIndex
PlayerData.Equipment:CacheEquipmentSelect(self._panel.nSlotId, self._panel.nSelectGemIndex, self._panel.nCharId)
for i = 1, 3 do
self._mapNode.imgChoose[i].gameObject:SetActive(self._panel.nSlotId == self.tbSlot[i].nSlotId)
end
self.animator:Play("EquipmentSelectPanel_in", 0, 0)
self:RefreshSlot()
end
function EquipmentRollCtrl:OnBtnClick_Tab(btn, nIndex)
if nIndex == self._panel.nSelectGemIndex then
return
end
if self.nFirstEmpty > 0 and nIndex > self.nFirstEmpty then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_SlotGemEmpty"))
return
end
if self.timer ~= nil then
self.timer:Cancel()
end
local nState = self:GetTabState(self._panel.nSelectGemIndex)
self._mapNode.tab[self._panel.nSelectGemIndex]:SetSelect(false, nState)
if self._panel.nSelectGemIndex > 1 then
self._mapNode.tab[self._panel.nSelectGemIndex - 1]:SetLine(true)
end
nState = self:GetTabState(nIndex)
self._mapNode.tab[nIndex]:SetSelect(true, nState)
if 1 < nIndex then
self._mapNode.tab[nIndex - 1]:SetLine(false)
end
local sAnimName = nIndex > self._panel.nSelectGemIndex and "IconMaskSwitch1_R" or "IconMaskSwitch1_L"
self.nSubSelectIndex = 2
self._mapNode.aniIconMask:Play(sAnimName)
self._panel.nSelectGemIndex = nIndex
PlayerData.Equipment:CacheEquipmentSelect(self._panel.nSlotId, self._panel.nSelectGemIndex, self._panel.nCharId)
self:RefreshIndexGem()
self.animator:Play("EquipmentSelectPanel_in", 0, 0)
local callback = function()
self.nSubSelectIndex = 1
self:RefreshEquipmentTop()
end
local nAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.aniIconMask, {sAnimName})
self.timer = self:AddTimer(1, nAnimTime, callback, true, true, true)
end
function EquipmentRollCtrl:OnBtnClick_Active()
local nHas = PlayerData.Item:GetItemCountByID(self.mapGemCfg.GenerateCostTid)
if nHas < self.mapSlotCfg.GeneratenCostQty then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_MatNotEnough_Active"))
self._mapNode.TopBar:OnBtnClick_CoinFirstTips(self._mapNode.goCoinOther)
return
end
local callback = function()
PlayerData.Equipment:CacheEquipmentSelect(self._panel.nSlotId, self._panel.nSelectGemIndex, self._panel.nCharId)
self:RefreshTab()
self:RefreshIndexGem(true)
end
PlayerData.Equipment:SendCharGemGenerateReq(self._panel.nCharId, self._panel.nSlotId, self._panel.nSelectGemIndex, callback)
end
function EquipmentRollCtrl:OnBtnClick_Unload()
local nSelectPreset = PlayerData.Equipment:GetSelectPreset(self._panel.nCharId)
local callback = function()
self._panel.nEquipedGemIndex = 0
self:RefreshPresetData()
self:RefreshTab()
self:RefreshIndexGem()
end
PlayerData.Equipment:SendCharGemEquipGemReq(self._panel.nCharId, self._panel.nSlotId, 0, nSelectPreset, callback)
end
function EquipmentRollCtrl:OnBtnClick_Equip()
local nSelectPreset = PlayerData.Equipment:GetSelectPreset(self._panel.nCharId)
local callback = function()
self._panel.nEquipedGemIndex = self._panel.nSelectGemIndex
self:RefreshPresetData()
self:RefreshTab()
self:RefreshIndexGem()
end
PlayerData.Equipment:SendCharGemEquipGemReq(self._panel.nCharId, self._panel.nSlotId, self._panel.nSelectGemIndex, nSelectPreset, callback)
end
return EquipmentRollCtrl