Files
SL1900 7363298dc1 Update - 1.15.0.134
EN: 1.15.0.134
CN: 1.15.0.133
JP: 1.15.0.137
KR: 1.15.0.139
2026-09-08 12:00:00 +09:00

247 lines
8.1 KiB
Lua

local PenguinCardLogCtrl = class("PenguinCardLogCtrl", BaseCtrl)
local WwiseManger = CS.WwiseAudioManager.Instance
local _, Success = ColorUtility.TryParseHtmlString("#FFF9EF")
local _, Fail = ColorUtility.TryParseHtmlString("#CB698A")
PenguinCardLogCtrl._mapNodeConfig = {
blur = {
sNodeName = "t_fullscreen_blur_blue"
},
aniBlur = {
sNodeName = "t_fullscreen_blur_blue",
sComponentName = "Animator"
},
btnCloseBg = {
sNodeName = "snapshot",
sComponentName = "UIButton",
callback = "OnBtnClick_Close"
},
window = {},
txtTurn = {sComponentName = "TMP_Text"},
txtTurnScore = {sComponentName = "TMP_Text"},
txtTurnGet = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Log_OwnScore"
},
sv = {
sComponentName = "LoopScrollView"
},
txtAim = {sComponentName = "TMP_Text"},
txtComplete = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Endless_Complete"
},
txtFailDesc = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Endless_LossHP"
},
btnRight = {
sComponentName = "UIButton",
callback = "OnBtnClick_Right"
},
btnLeft = {
sComponentName = "UIButton",
callback = "OnBtnClick_Left"
},
txtClick = {
sComponentName = "TMP_Text",
sLanguageId = "Tips_Continue"
},
btnRetry = {
sComponentName = "UIButton",
callback = "OnBtnClick_Retry"
},
txtBtnRetry = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Btn_Retry"
},
btnQuit = {
sComponentName = "UIButton",
callback = "OnBtnClick_Quit"
},
txtBtnQuit = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Btn_Quit"
},
goHp = {nCount = 3, sComponentName = "Animator"},
txtHp = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Endless_HP"
}
}
PenguinCardLogCtrl._mapEventConfig = {PenguinCard_OpenLog = "Open"}
function PenguinCardLogCtrl:Open(nTurn, bAll, callback)
self.nMax = self._panel.mapLevel.nCurTurn
self.nTurn = nTurn
self.callback = callback
if self._panel.mapLevel.mapLog[self.nMax] == nil then
self.nMax = self.nMax - 1
if self.nTurn > self.nMax then
self.nTurn = self.nMax
end
end
self.bWin = self._panel.mapLevel.nScore >= self._panel.mapLevel:GetAimScore()
self._mapNode.btnRight.gameObject:SetActive(bAll and self.nMax > 1)
self._mapNode.btnLeft.gameObject:SetActive(bAll and self.nMax > 1)
self:PlayInAni()
self:Refresh()
end
function PenguinCardLogCtrl:Refresh()
local mapTurn = self._panel.mapLevel.mapLog[self.nTurn]
NovaAPI.SetTMPText(self._mapNode.txtTurn, orderedFormat(ConfigTable.GetUIText("PenguinCard_Endless_LevelTittle"), self._panel.mapLevel.nEndlessLevel))
local nBeforeScore = self._panel.mapLevel.nScore - mapTurn.nTurnScore
nBeforeScore = math.floor(nBeforeScore)
NovaAPI.SetTMPText(self._mapNode.txtTurnScore, self:ThousandsNumber(nBeforeScore))
self:AddTimer(1, 0.5, function()
DOTween.To(function()
return nBeforeScore
end, function(v)
local nScore = math.floor(v)
NovaAPI.SetTMPText(self._mapNode.txtTurnScore, self:ThousandsNumber(nScore))
end, self._panel.mapLevel.nScore, 0.5)
end, true, true, true)
NovaAPI.SetTMPColor(self._mapNode.txtTurnScore, self.bWin and Success or Fail)
local nScore = math.floor(self._panel.mapLevel:GetAimScore())
NovaAPI.SetTMPText(self._mapNode.txtAim, orderedFormat(ConfigTable.GetUIText("PenguinCard_Endless_AimScoreTitleShort"), self:ThousandsNumber(nScore)))
self.tbRound = mapTurn.tbRound
local nCount = #self.tbRound
self._mapNode.sv.gameObject:SetActive(0 < nCount)
if 0 < nCount then
self._mapNode.sv:SetAnim(0.08)
self._mapNode.sv:Init(nCount, self, self.OnGridRefresh)
end
local bBlockRetry = self._panel.mapLevel.bRetryLimit and not self._panel.mapLevel.bNewLevel
self._mapNode.btnRetry.gameObject:SetActive(not self.bWin and 0 < self._panel.mapLevel.nHp and not bBlockRetry)
self._mapNode.btnQuit.gameObject:SetActive(not self.bWin)
self._mapNode.txtClick.gameObject:SetActive(self.bWin)
self._mapNode.txtComplete.gameObject:SetActive(self.bWin)
self._mapNode.txtFailDesc.gameObject:SetActive(not self.bWin)
NovaAPI.SetButtonInteractable(self._mapNode.btnCloseBg, self.bWin)
self:RefreshHp()
end
function PenguinCardLogCtrl:RefreshHp()
for i = 1, 3 do
if i > self._panel.mapLevel.nCheckHp then
self._mapNode.goHp[i]:Play("PenguinCardHp_Null", 0, 0)
end
end
end
function PenguinCardLogCtrl:OnGridRefresh(goGrid, gridIndex)
local nIndex = gridIndex + 1
local mapRound = self.tbRound[nIndex]
local rtGrid = goGrid.transform:Find("btnGrid/AnimRoot")
local txtHandRank = rtGrid.transform:Find("txtHandRank"):GetComponent("TMP_Text")
local txtRoundScore = rtGrid.transform:Find("txtRoundScore"):GetComponent("TMP_Text")
local mapCfg = ConfigTable.GetData("PenguinCardHandRank", mapRound.nHandRankId)
if mapCfg then
NovaAPI.SetTMPText(txtHandRank, mapCfg.Title)
end
local nRoundScore = math.floor(mapRound.nRoundScore)
NovaAPI.SetTMPText(txtRoundScore, self:ThousandsNumber(nRoundScore))
local nAll = #mapRound.tbHandRank
for i = 1, 6 do
local imgSuit = rtGrid.transform:Find("goSuit/imgSuitCount" .. i):GetComponent("Image")
imgSuit.gameObject:SetActive(i <= nAll)
if i <= nAll then
local sName = AllEnum.PenguinCardSuitSprite[mapRound.tbHandRank[i]]
self:SetSprite(imgSuit, "UI/Play_PenguinCard/SpriteAtlas/Sprite/" .. sName .. "_small")
end
end
end
function PenguinCardLogCtrl:PlayInAni()
self.gameObject:SetActive(true)
self._mapNode.blur:SetActive(true)
self._mapNode.window:SetActive(true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
WwiseManger:PostEvent("Mode_Card_sum")
WwiseManger:PostEvent("Mode_Card_coin_stop")
end
cs_coroutine.start(wait)
local nAnimTime = NovaAPI.GetAnimClipLength(self.animator, {
"PengUinCard_Log_in"
})
EventManager.Hit(EventId.TemporaryBlockInput, nAnimTime)
self:AddTimer(1, nAnimTime, function()
local nChange = self._panel.mapLevel.nHp - self._panel.mapLevel.nCheckHp
if nChange < 0 then
for i = self._panel.mapLevel.nHp + 1, self._panel.mapLevel.nHp - nChange do
self._mapNode.goHp[i]:Play("PenguinCardHp_Del", 0, 0)
WwiseManger:PostEvent("Mode_Card_hurt")
end
else
for i = self._panel.mapLevel.nHp - nChange + 1, self._panel.mapLevel.nHp do
self._mapNode.goHp[i]:Play("PenguinCardHp_Add")
WwiseManger:PostEvent("Mode_Card_heal")
end
end
end, true, true, true)
end
function PenguinCardLogCtrl:PlayCloseAni(callbackOption)
self.animator:Play("PengUinCard_Log_out")
self._mapNode.aniBlur:SetTrigger("tOut")
EventManager.Hit(EventId.TemporaryBlockInput, 0.333)
self:AddTimer(1, 0.333, function()
self._mapNode.window:SetActive(false)
self.gameObject:SetActive(false)
if callbackOption then
callbackOption()
end
end, true, true, true)
end
function PenguinCardLogCtrl:Awake()
self._mapNode.window:SetActive(false)
self.animator = self.gameObject:GetComponent("Animator")
end
function PenguinCardLogCtrl:OnEnable()
end
function PenguinCardLogCtrl:OnDisable()
end
function PenguinCardLogCtrl:OnBtnClick_Right()
if self.nTurn == self.nMax then
self.nTurn = 1
else
self.nTurn = self.nTurn + 1
end
self:Refresh()
end
function PenguinCardLogCtrl:OnBtnClick_Left()
if self.nTurn == 1 then
self.nTurn = self.nMax
else
self.nTurn = self.nTurn - 1
end
self:Refresh()
end
function PenguinCardLogCtrl:OnBtnClick_Retry()
if self._panel.mapLevel.bRetryLimit and not self._panel.mapLevel.bNewLevel then
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
sSound = "Mode_Card_refresh_falied",
sContent = ConfigTable.GetUIText("PenguinCard_Tip_RetryLimit")
})
return
end
local callbackOption = function()
self._panel.mapLevel:CheckAllRound()
end
self:PlayCloseAni(callbackOption)
end
function PenguinCardLogCtrl:OnBtnClick_Quit()
local bBlockRetry = self._panel.mapLevel.bRetryLimit and not self._panel.mapLevel.bNewLevel
local callbackOption = function()
if self._panel.mapLevel.nHp <= 0 or bBlockRetry then
self._panel.mapLevel:SwitchGameState()
else
self._panel.mapLevel:CompleteGame()
end
end
self:PlayCloseAni(callbackOption)
end
function PenguinCardLogCtrl:OnBtnClick_Close()
local callbackOption = function()
self._panel.mapLevel:EnterNextLevel()
end
self:PlayCloseAni(callbackOption)
end
return PenguinCardLogCtrl