Files
SL1900 08b515afd9 Major Update - 2.0.0.143
EN: 2.0.0.143
CN: 2.0.0.142
JP: 2.0.0.145
KR: 2.0.0.150
2026-10-20 13:00:00 +09:00

235 lines
7.4 KiB
Lua

local GuideGroup_505 = class("GuideGroup_505")
local mapEventConfig = {
SoldierSandtableCharItemDragStart = "OnEvent_SoldierSandtableCharItemDragStart",
SoldierSandtableCharItemDragEnd = "OnEvent_SoldierSandtableCharItemDragEnd",
Guide_SwapSoldierSuccess = "OnEvent_Guide_SwapSoldierSuccess"
}
local groupId = 505
local totalStep = 6
local current = 1
function GuideGroup_505:Init(parent, runStep)
self.isDragSuccess = false
self:BindEvent()
self.parent = parent
current = 1
local funName = "Step_" .. current
local func = handler(self, self[funName])
func()
end
function GuideGroup_505: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_505: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_505:SendGuideStep(step)
local seasonId = PlayerData.SoldierData:GetCurSelectSeasonId()
self.parent:SendGuideStep(groupId, step, AllEnum.GuideType.Soldier, seasonId)
if step == -1 and self.fingerFx ~= nil then
self.fingerFx:SetActive(false)
self.posFx:SetActive(false)
end
end
function GuideGroup_505:Clear()
self.runGuide = false
self:UnBindEvent()
self.parent = nil
self.posFx = nil
self.fingerFx = nil
end
function GuideGroup_505:Step_1()
local levelData = PlayerData.SoldierData:GetCurLevelData()
local tabM, tabS, tabO = levelData:GetDeploy()
local nId = 0
for _, v in ipairs(tabS) do
nId = v.nId
break
end
local soldierCharConfig = ConfigTable.GetData("SoldierCharacter", nId)
local tempRoot = GameObject.Find("---- UI ----").transform
local tmpObj = tempRoot:Find("SoldierSandtablePanel/----SafeAreaRoot----/DownContainer/WaitingContainer/WaitingCardsLayout/WaitingCardItemTemplate1/HaveStatus/btn_char").gameObject
tmpObj:SetActive(false)
self.CharType = soldierCharConfig.Type
local tmpDes = ""
self.posFx = ""
self.fingerFx = tempRoot:Find("SoldierSandtablePanel/rtGuide").gameObject
self.fingerFx:SetActive(true)
if soldierCharConfig.Type == GameEnum.ChessType.Balance or soldierCharConfig.Type == GameEnum.ChessType.Vanguard then
tmpDes = "Guide_22_2"
self.posFx = tempRoot:Find("SoldierSandtablePanel/----SafeAreaRoot----/MiddleContainer/EntranceContainer/EntranceItemTemplate1/ImgGuide").gameObject
self.fingerFx:GetComponent("Animator"):Play("CardGuide_Pos1")
else
tmpDes = "Guide_22_2"
self.posFx = tempRoot:Find("SoldierSandtablePanel/----SafeAreaRoot----/MiddleContainer/UpportingContainer/UpportingLayout/UpportingItemTemplate1/ImgGuide").gameObject
self.fingerFx:GetComponent("Animator"):Play("CardGuide_Pos2")
end
self.posFx:SetActive(true)
self.parent.GuideUIHelpCS:AddCanvas(self.posFx)
self.parent.GuideUIHelpCS:AddCanvas(self.fingerFx)
self.msg = {
BindIcon = "SoldierSandtablePanel/----SafeAreaRoot----/DownContainer/WaitingContainer/WaitingCardsLayout/WaitingCardItemTemplate1",
Size = {40, 56},
Deviation = {-20, -28},
Desc = "Guide_505_1",
DescDeviation = {800, 800},
HandDeviation = {0, 120},
HandRotation = 180,
Type = GameEnum.guidetype.PopPicture
}
self.parent:ActiveHide(true)
current = 1
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForSeconds(0.2))
self.parent:PlayTypeMask_505(self.msg)
end
cs_coroutine.start(wait)
end
function GuideGroup_505:Step_2()
self.msg = {
BindIcon = "SoldierSandtablePanel/----SafeAreaRoot----/LeftContainer/PartnerList",
Size = {300, 500},
AutoDeviationCenter = true,
Deviation = {120, -240},
Desc = "Guide_505_2",
DescDeviation = {921.0, -379.0},
Type = GameEnum.guidetype.Introductory
}
self.parent:ActiveHide(true)
current = 2
self.parent:PlayTypeMask(self.msg)
end
function GuideGroup_505:Step_3()
self.msg = {
BindIcon = "SoldierSandtablePanel/----SafeAreaRoot----/LeftContainer/PartnerList/PartnerContainer/Viewport/Content/0",
Size = {220, 100},
Deviation = {170, -40},
Desc = "Guide_505_3",
DescDeviation = {920, -140},
HandDeviation = {0, 120},
HandRotation = 180,
Type = GameEnum.guidetype.ForcedClick
}
self.parent:ActiveHide(true)
current = 3
self.parent:PlayTypeMask(self.msg)
end
function GuideGroup_505:Step_4()
self.msg = {
BindIcon = "SoldierPartnerTipsPanel/----SafeAreaRoot----/rtContent/rtTipsPoint/imgTipsBg",
Deviation = {0, 0},
Desc = "Guide_505_4",
DescDeviation = {900, 400},
Type = GameEnum.guidetype.Introductory,
isUITop = true,
AutoDeviationTop = true
}
self.parent:ActiveHide(true)
current = 4
self.waitAnimTime = 0.3
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime))
self.parent:PlayTypeMask(self.msg)
end
cs_coroutine.start(wait)
end
function GuideGroup_505:Step_5()
self.msg = {
BindIcon = "SoldierSandtablePanel/----SafeAreaRoot----/MiddleContainer/ImgSandboxChess",
Size = {1150, 620},
Deviation = {0, 0},
Desc = "Guide_505_5",
DescDeviation = {350, 400},
Type = GameEnum.guidetype.Introductory
}
self.parent:ActiveHide(true)
current = 5
self.parent:PlayTypeMask(self.msg)
end
function GuideGroup_505:Step_6()
self.msg = {
BindIcon = "SoldierSandtablePanel/----SafeAreaRoot----/RightContainer/btnGo",
Deviation = {0, 0},
Desc = "Guide_505_6",
DescDeviation = {-700, 300},
HandDeviation = {0, 120},
HandRotation = 180,
Type = GameEnum.guidetype.ForcedClick
}
self.parent:ActiveHide(true)
current = 6
self.parent:PlayTypeMask(self.msg)
end
function GuideGroup_505:FinishCurrentStep()
self.msg = nil
self.openPanelId = nil
self.waitAinEnd = nil
self.runGuide = false
if current == 4 then
EventManager.Hit(EventId.ClosePanel, PanelId.SoldierPartnerTips)
end
if current == totalStep then
self.parent:ClearCurGuide(true)
return
end
local funName = "Step_" .. current + 1
local func = handler(self, self[funName])
func()
end
function GuideGroup_505:OnEvent_SoldierSandtableCharItemDragStart()
self.parent:ActiveHide(false)
self.parent._mapNode.typeMask:SetActive(false)
self.parent._mapNode.btnCount.gameObject:SetActive(false)
self.fingerFx:SetActive(false)
if self.CharType == GameEnum.ChessType.Balance or self.CharType == GameEnum.ChessType.Vanguard then
EventManager.Hit("Guide_505_EnableDrag", false, AllEnum.SoldierPositionType.Fight)
else
EventManager.Hit("Guide_505_EnableDrag", false, AllEnum.SoldierPositionType.Support)
end
end
function GuideGroup_505:OnEvent_SoldierSandtableCharItemDragEnd()
self.parent:ActiveHide(true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForSeconds(0.2))
if self.isDragSuccess then
else
self.parent._mapNode.btnCount.gameObject:SetActive(true)
self.parent._mapNode.typeMask:SetActive(true)
self.fingerFx:SetActive(true)
self:Step_1()
end
end
cs_coroutine.start(wait)
end
function GuideGroup_505:OnEvent_Guide_SwapSoldierSuccess()
self.isDragSuccess = true
EventManager.Hit("Guide_505_EnableDrag", true, AllEnum.SoldierPositionType.Other)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForSeconds(0.2))
if self.isDragSuccess then
self:SendGuideStep(-1)
self:Step_2()
self.parent.GuideUIHelpCS:RemoveCanvas(self.posFx)
self.posFx:SetActive(false)
self.fingerFx:SetActive(false)
end
end
cs_coroutine.start(wait)
end
return GuideGroup_505