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

139 lines
4.7 KiB
Lua

local MainlineLevelCtrl = class("MainlineLevelCtrl", BaseCtrl)
local LayoutRebuilder = CS.UnityEngine.UI.LayoutRebuilder
MainlineLevelCtrl._mapNodeConfig = {
txtLevelIndex = {sComponentName = "TMP_Text"},
txtLevelName = {sComponentName = "TMP_Text"},
goAvg = {},
goNormal = {},
imgLevel = {sComponentName = "Image"},
imgLevel1 = {sComponentName = "Image"},
imgStar = {nCount = 3, sComponentName = "Button"},
imgJade = {sComponentName = "Image"},
txtCount = {sComponentName = "TMP_Text"},
btnSelect = {
sComponentName = "UIButton",
callback = "OnBtnClick_Select"
},
btnSelectComplete = {
sComponentName = "UIButton",
callback = "OnBtnClick_Select"
},
goJade = {
sComponentName = "RectTransform"
},
imgComplete = {},
goMask = {},
goMaskBlack = {},
TMP_UnlockCount = {sComponentName = "TMP_Text"},
imgUnlockIcon = {sComponentName = "Image"},
btnUnlock = {
sComponentName = "UIButton",
callback = "OnBtnClick_Unlock"
},
unlockAnim = {sComponentName = "Animator", sNodeName = "lockAnim"},
TMPGo = {
sComponentName = "TMP_Text",
sLanguageId = "Maninline_Btn_Go",
nCount = 2
}
}
MainlineLevelCtrl._mapEventConfig = {}
function MainlineLevelCtrl:Awake()
end
function MainlineLevelCtrl:FadeOut(callback)
if type(callback) == "function" then
callback()
end
end
function MainlineLevelCtrl:OnEnable()
end
function MainlineLevelCtrl:OnDisable()
end
function MainlineLevelCtrl:OnDestroy()
end
function MainlineLevelCtrl:OnRelease()
end
function MainlineLevelCtrl:Refresh(mapData, nStar, unLock, nTid, nCount, tbTarget)
self.nStar = nStar
self.levelData = mapData
if not unLock then
self.gameObject:SetActive(false)
self.gameObject.transform.localScale = Vector3.zero
return
end
self.gameObject.transform.localScale = Vector3.one
self.gameObject:SetActive(true)
NovaAPI.SetTMPText(self._mapNode.txtLevelIndex, mapData.Num)
NovaAPI.SetTMPText(self._mapNode.txtLevelName, mapData.Name)
if mapData.AvgId == "" or mapData.AvgId == nil then
self._mapNode.goAvg:SetActive(false)
self._mapNode.goNormal:SetActive(true)
for index = 1, 3 do
self._mapNode.imgStar[index].interactable = tbTarget[index]
end
self:SetPngSprite(self._mapNode.imgLevel1, mapData.MainlineImg)
else
self._mapNode.goAvg:SetActive(true)
self._mapNode.goNormal:SetActive(false)
self:SetPngSprite(self._mapNode.imgLevel, mapData.MainlineImg)
end
self._mapNode.goJade.gameObject:SetActive(nStar < 1)
self._mapNode.imgComplete.gameObject:SetActive(1 <= nStar)
if nTid == 0 then
self._mapNode.imgJade.gameObject:SetActive(false)
self._mapNode.txtCount.gameObject:SetActive(false)
else
self._mapNode.imgJade.gameObject:SetActive(true)
self._mapNode.txtCount.gameObject:SetActive(true)
local itemCfgData = ConfigTable.GetData_Item(nTid)
self:SetPngSprite(self._mapNode.imgJade, itemCfgData.Icon)
NovaAPI.SetTMPText(self._mapNode.txtCount, nCount)
end
local _, unlockCoin = PlayerData.Mainline:IsMainlineLevelUnlock(self.levelData.Id)
if not unlockCoin and 0 < self.levelData.UnlockItem then
self._mapNode.goMask:SetActive(true)
self._mapNode.goMaskBlack:SetActive(true)
self._mapNode.btnUnlock.gameObject:SetActive(true)
self._mapNode.btnSelect.gameObject:SetActive(false)
self._mapNode.btnSelectComplete.gameObject:SetActive(false)
NovaAPI.SetTMPText(self._mapNode.TMP_UnlockCount, self.levelData.UnlockQty)
self:SetSprite_Coin(self._mapNode.imgUnlockIcon, self.levelData.UnlockItem)
else
self._mapNode.goMask:SetActive(false)
self._mapNode.btnSelect.gameObject:SetActive(nStar < 1)
self._mapNode.btnSelectComplete.gameObject:SetActive(1 <= nStar)
end
LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.goJade)
end
function MainlineLevelCtrl:OnBtnClick_Unlock(btn)
local callback = function()
local wait = function()
self._mapNode.goMask:SetActive(false)
end
local wait1 = function()
self._mapNode.goMaskBlack:SetActive(false)
end
local wait2 = function()
self:OnBtnClick_Select()
end
self._mapNode.unlockAnim:Play("unlock_in")
CS.WwiseAudioManager.Instance:PostEvent("ui_mainline_unlock")
self._mapNode.btnSelect.gameObject:SetActive(self.nStar < 1)
self._mapNode.btnSelectComplete.gameObject:SetActive(self.nStar >= 1)
self._mapNode.btnUnlock.gameObject:SetActive(false)
self:AddTimer(1, 1.3, wait, true, true, true, nil)
self:AddTimer(1, 0.3, wait1, true, true, true, nil)
self:AddTimer(1, 0.7, wait2, true, true, true, nil)
end
local curCount = PlayerData.Item:GetItemCountByID(self.levelData.UnlockItem)
if curCount >= self.levelData.UnlockQty then
PlayerData.Mainline:NetMsg_UnlockMainline(self.levelData.Id, callback)
else
EventManager.Hit(EventId.OpenMessageBox, "解锁道具不足")
end
end
function MainlineLevelCtrl:OnBtnClick_Select(btn)
EventManager.Hit("SelectLevel", self.levelData.Id)
end
return MainlineLevelCtrl