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

180 lines
6.4 KiB
Lua

local BreakOutLevelCellCtrl = class("BreakOutLevelCellCtrl", BaseCtrl)
BreakOutLevelCellCtrl._mapNodeConfig = {
txt_Name = {sComponentName = "TMP_Text"},
img_FinishIcon = {
sNodeName = "Icon_Finish"
},
obj_TipTime = {
sNodeName = "TipTimeMask"
},
txt_Time = {sComponentName = "TMP_Text"},
obj_TipUnLock = {
sNodeName = "TipsUnLockMask"
},
txt_Lock = {sComponentName = "TMP_Text"},
obj_TipEndMask = {sNodeName = "TipEndMask"},
txt_TipEnd = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_End"
},
btnGrid = {
sNodeName = "btnGrid",
sComponentName = "UIButton",
callback = "OnBtnClick_SelectLevel"
},
eventActBannerDrag = {
sNodeName = "btnGrid",
sComponentName = "UIDrag",
callback = "OnDrag_Act"
},
redDotNew = {}
}
BreakOutLevelCellCtrl._mapEventConfig = {}
BreakOutLevelCellCtrl._mapRedDotConfig = {}
function BreakOutLevelCellCtrl:SetData(nActId, nLevelId, bIsActEnd)
self.ActId = nActId
self.bIsActEnd = bIsActEnd
self.nActivityGroupId = ConfigTable.GetData("Activity", nActId).MidGroupId
if self.levelData ~= nil then
RedDotManager.UnRegisterNode(RedDotDefine.Activity_BreakOut_DifficultyTap_Level, {
self.nActivityGroupId,
self.levelData.Id
}, self._mapNode.redDotNew)
end
self.LevelId = nLevelId
self.BreakOutData = PlayerData.Activity:GetActivityDataById(nActId)
if self.BreakOutData == nil or self.BreakOutData ~= nil and self.BreakOutData:GetLevelData() == nil then
printError("活动 id:" .. self.ActId .. " 数据为空 用本地临时数据初始化")
self:InitErrorSate()
self.levelData = ConfigTable.GetData("BreakOutLevel", self.LevelId)
NovaAPI.SetTMPText(self._mapNode.txt_Name, self.levelData.Name)
return
end
self.levelData = self.BreakOutData:GetDetailLevelDataById(self.LevelId)
NovaAPI.SetTMPText(self._mapNode.txt_Name, self.levelData.Name)
self:RefreshLevelState()
end
function BreakOutLevelCellCtrl:RefreshLevelState()
self._mapNode.obj_TipTime.gameObject:SetActive(false)
self._mapNode.obj_TipUnLock.gameObject:SetActive(false)
self._mapNode.obj_TipEndMask.gameObject:SetActive(false)
self._mapNode.img_FinishIcon.gameObject:SetActive(false)
self._mapNode.redDotNew:SetActive(false)
self.bIsTimeOpen = self:RefreshLevelTime()
if self.bIsTimeOpen == nil or not self.bIsTimeOpen then
return
end
self._mapNode.obj_TipEndMask.gameObject:SetActive(self.bIsActEnd)
if self.bIsActEnd then
RedDotManager.SetValid(RedDotDefine.Activity_BreakOut_DifficultyTap_Level, {
self.nActivityGroupId,
self.LevelId
}, false)
RedDotManager.UnRegisterNode(RedDotDefine.Activity_BreakOut_DifficultyTap_Level, {
self.nActivityGroupId,
self.LevelId
}, self._mapNode.redDotNew)
return
end
self:RefreshLevelLockState()
self:RefreshLevelFinishState()
RedDotManager.RegisterNode(RedDotDefine.Activity_BreakOut_DifficultyTap_Level, {
self.nActivityGroupId,
self.LevelId
}, self._mapNode.redDotNew)
end
function BreakOutLevelCellCtrl:RefreshLevelTime()
if self.levelData == nil then
return
end
if self.BreakOutData:IsLevelTimeUnlocked(self.LevelId) then
self._mapNode.obj_TipTime.gameObject:SetActive(false)
return true
else
local remainTime = self.BreakOutData:GetLevelStartTime(self.LevelId)
local sTime = self:GetTimeText(remainTime)
NovaAPI.SetTMPText(self._mapNode.txt_Time, orderedFormat(ConfigTable.GetUIText("TowerDef_TimeTips") or "", sTime))
self._mapNode.obj_TipTime.gameObject:SetActive(true)
return false
end
end
function BreakOutLevelCellCtrl:GetTimeText(remainTime)
local sTimeStr = ""
if remainTime <= 60 then
local sec = math.floor(remainTime)
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Sec") or "", sec)
elseif 60 < remainTime and remainTime <= 3600 then
local min = math.floor(remainTime / 60)
local sec = math.floor(remainTime - min * 60)
if sec == 0 then
min = min - 1
sec = 60
end
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Min") or "", min, sec)
elseif 3600 < remainTime and remainTime <= 86400 then
local hour = math.floor(remainTime / 3600)
local min = math.floor((remainTime - hour * 3600) / 60)
if min == 0 then
hour = hour - 1
min = 60
end
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Hour") or "", hour, min)
elseif 86400 < remainTime then
local day = math.floor(remainTime / 86400)
local hour = math.floor((remainTime - day * 86400) / 3600)
if hour == 0 then
day = day - 1
hour = 24
end
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Day") or "", day, hour)
end
return sTimeStr
end
function BreakOutLevelCellCtrl:RefreshLevelLockState()
if self.levelData == nil then
return
end
local bIsPreLevelComplete = self.BreakOutData:IsPreLevelComplete(self.LevelId)
if bIsPreLevelComplete or not self.bIsTimeOpen then
self._mapNode.obj_TipUnLock.gameObject:SetActive(false)
else
local PreLevelIdName = self.BreakOutData:GetBreakoutPreLevelIdName(self.LevelId)
local sTip = orderedFormat(ConfigTable.GetUIText("BreakOut_Act_OpenAfterClearingLevel") or "", PreLevelIdName)
NovaAPI.SetTMPText(self._mapNode.txt_Lock, sTip)
self._mapNode.obj_TipUnLock.gameObject:SetActive(true)
end
end
function BreakOutLevelCellCtrl:RefreshLevelFinishState()
self._mapNode.img_FinishIcon.gameObject:SetActive(self.BreakOutData:IsLevelComplete(self.LevelId))
end
function BreakOutLevelCellCtrl:OnBtnClick_SelectLevel()
if self.BreakOutData == nil or self.BreakOutData ~= nil and self.BreakOutData:GetLevelData() == nil then
return
end
local bTimeUnlock, bPreComplete = self.BreakOutData:IsLevelUnlocked(self.LevelId)
if not bTimeUnlock or self.bIsActEnd then
return
end
if not bPreComplete then
self.BreakOutData:EnterLevelSelect(self.LevelId)
return
end
self.BreakOutData:EnterLevelSelect(self.LevelId)
if self.BreakOutData:IsAllLevelComplete() then
self.SelectedTab = self.BreakOutData:GetBreakoutLevelDifficult(self.LevelId)
EventManager.Hit("SetSelectedTab", self.SelectedTab)
end
EventManager.Hit("JumpToLevelDetail", self.ActId, self.LevelId)
end
function BreakOutLevelCellCtrl:OnDrag_Act(mDrag)
EventManager.Hit("DragLevelList", mDrag)
end
function BreakOutLevelCellCtrl:InitErrorSate()
self._mapNode.obj_TipTime.gameObject:SetActive(false)
self._mapNode.obj_TipUnLock.gameObject:SetActive(false)
self._mapNode.img_FinishIcon.gameObject:SetActive(false)
self._mapNode.redDotNew:SetActive(false)
self._mapNode.obj_TipEndMask.gameObject:SetActive(true)
end
return BreakOutLevelCellCtrl