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

217 lines
5.8 KiB
Lua

local GuideGroup_10 = class("GuideGroup_10")
local mapEventConfig = {
OnEvent_PanelOnEnableById = "OnEvent_PanelOnEnableById",
Positioning_Char_Grid = "OnEvent_PositioningCharGrid",
[EventId.ClosePanel] = "OnEvent_ClosePanel"
}
local groupId = 10
local totalStep = 5
local current = 1
function GuideGroup_10:Init(parent, runStep)
self:BindEvent()
self.tabChar = {}
self.parent = parent
current = 1
local funName = "Step_" .. current
local func = handler(self, self[funName])
func()
end
function GuideGroup_10:BindEvent()
if type(mapEventConfig) ~= "table" then
return
end
for nEventId, sCallbackName in pairs(mapEventConfig) do
local callback = self[sCallbackName]
if type(callback) == "function" then
EventManager.Add(nEventId, self, callback)
end
end
end
function GuideGroup_10:UnBindEvent()
if type(mapEventConfig) ~= "table" then
return
end
for nEventId, sCallbackName in pairs(mapEventConfig) do
local callback = self[sCallbackName]
if type(callback) == "function" then
EventManager.Remove(nEventId, self, callback)
end
end
end
function GuideGroup_10:SendGuideStep(step)
self.parent:SendGuideStep(groupId, step)
end
function GuideGroup_10:Clear()
self.runGuide = false
self:UnBindEvent()
self.parent = nil
self.tabChar = nil
end
function GuideGroup_10:Step_1()
current = 1
self.parent:ActiveHide(true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForSeconds(0.5))
local tbOption = {
AllEnum.ChooseOption.Char_Element,
AllEnum.ChooseOption.Char_Rarity,
AllEnum.ChooseOption.Char_PowerStyle,
AllEnum.ChooseOption.Char_AffiliatedForces,
AllEnum.ChooseOption.Char_TacticalStyle
}
PlayerData.Filter:Reset(tbOption)
coroutine.yield(CS.UnityEngine.WaitForSeconds(0.1))
EventManager.Hit(EventId.FilterConfirm)
self:Step_2()
end
cs_coroutine.start(wait)
end
function GuideGroup_10:Step_2()
self.msg = {
BindIcon = "CharacterListPanel/----SafeAreaRoot----/goList/sv/Viewport/Content/0/btnGrid",
Deviation = {0, 0},
Desc = "Guide_10_1",
DescDeviation = {300, -400},
HandDeviation = {0, -260},
Type = GameEnum.guidetype.ForcedClick
}
self.parent:ActiveHide(true)
self.charId = 112
current = 2
EventManager.Hit("Guide_PositionCharPos", self.charId)
end
function GuideGroup_10:Step_3()
self.msg = {
BindIcon = "CharacterInfoPanel/----SafeAreaRoot----/---Right---/btnDevelopment",
Deviation = {0, 2},
Desc = "Guide_10_2",
DescDeviation = {-730, 0},
HandDeviation = {0, -120},
Type = GameEnum.guidetype.ForcedClick
}
self.parent:ActiveHide(true)
current = 3
self.openPanelId = PanelId.CharBgPanel
self.waitAnimTime = 0.24
end
function GuideGroup_10:Step_4()
current = 4
self.nEntryId = 100201
EventManager.Hit(EventId.OpenPanel, PanelId.DictionaryEntry, self.nEntryId)
end
function GuideGroup_10:Step_5()
self.msg = {
BindIcon = "CharDevelopmentPanel/----SafeAreaRoot----/---Upgrade---/NotMax/rtMat",
Size = {800, 440},
Deviation = {0, -56},
Desc = "Guide_10_3",
DescDeviation = {-1000, -140},
Type = GameEnum.guidetype.Introductory,
isShowHand = true,
HandDeviation = {-450, 0},
HandRotation = -90
}
self.parent:ActiveHide(true)
current = 5
self.parent:PlayTypeMask(self.msg)
end
function GuideGroup_10:OnEvent_PanelOnEnableById(_panelId)
if self.openPanelId and self.openPanelId == _panelId and self.waitAnimTime ~= 0 then
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime + 0.5))
self.parent:PlayTypeMask(self.msg)
end
cs_coroutine.start(wait)
end
end
function GuideGroup_10:OnEvent_PositioningCharGrid(charId, gridName)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
if current == 2 then
self.msg.BindIcon = "CharacterListPanel/----SafeAreaRoot----/goList/sv/Viewport/Content/" .. gridName .. "/btnGrid"
local tmpIndex = (gridName + 1) % 6
if tmpIndex == 5 then
self.msg.DescDeviation = {
0,
self.msg.DescDeviation[2]
}
elseif tmpIndex == 0 then
self.msg.DescDeviation = {
-300,
self.msg.DescDeviation[2]
}
end
local charCount = PlayerData.Char:GetAllCharCount()
if 6 < charCount then
local totalLine = math.ceil(charCount / 6)
local curLine = math.ceil((gridName + 1) / 6)
if totalLine == curLine then
self.msg.DescDeviation = {
self.msg.DescDeviation[1],
-self.msg.DescDeviation[2]
}
self.msg.HandDeviation = {0, 260}
self.msg.HandRotation = 180
end
end
self.parent:PlayTypeMask(self.msg)
end
end
cs_coroutine.start(wait)
end
function GuideGroup_10:OnEvent_ClosePanel(nPanelId)
if type(nPanelId) == "number" and nPanelId == PanelId.DictionaryEntry and current == 4 then
self:Step_5()
end
end
function GuideGroup_10:FinishCurrentStep()
self.msg = nil
self.openPanelId = nil
self.waitAinEnd = nil
self.runGuide = false
self.waitAnimTime = 0
if current == 2 then
local tab = {}
table.insert(tab, {
"role_id",
tostring(PlayerData.Base._nPlayerId)
})
table.insert(tab, {"action", "0"})
table.insert(tab, {
"normal_tutorial_id",
"1"
})
NovaAPI.UserEventUpload("normal_tutorial", tab)
elseif current == 5 then
local tab = {}
table.insert(tab, {
"role_id",
tostring(PlayerData.Base._nPlayerId)
})
table.insert(tab, {"action", "1"})
table.insert(tab, {
"normal_tutorial_id",
"1"
})
NovaAPI.UserEventUpload("normal_tutorial", tab)
end
if current == totalStep then
self:SendGuideStep(-1)
self.parent:ClearCurGuide(true)
return
elseif current < totalStep then
self:SendGuideStep(current)
end
local funName = "Step_" .. current + 1
local func = handler(self, self[funName])
func()
if self.openPanelId == nil and self.waitAnimTime ~= 0 then
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime + 0.2))
self.parent:PlayTypeMask(self.msg)
end
cs_coroutine.start(wait)
end
end
return GuideGroup_10