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

253 lines
7.3 KiB
Lua

local SkillInstancePauseCtrl = class("SkillInstancePauseCtrl", BaseCtrl)
local GameCameraStackManager = CS.GameCameraStackManager.Instance
local AdventureModuleHelper = CS.AdventureModuleHelper
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
SkillInstancePauseCtrl._mapNodeConfig = {
goBlur = {
sNodeName = "t_fullscreen_blur_01"
},
aniBlur = {
sNodeName = "t_fullscreen_blur_01",
sComponentName = "Animator"
},
safeAreaRoot = {
sNodeName = "----SafeAreaRoot----"
},
imgBlocker = {},
btnBgClose = {
sComponentName = "Button",
callback = "OnBtnClick_Close"
},
aniWindow = {
sNodeName = "PauseWindow",
sComponentName = "Animator"
},
txtWindowTitle = {
sComponentName = "TMP_Text",
sLanguageId = "MainBattle_Pause"
},
btnClose = {
sComponentName = "UIButton",
callback = "OnBtnClick_Close"
},
btnGiveUp = {
sComponentName = "NaviButton",
callback = "OnBtnClick_GiveUp",
sAction = "Giveup",
sActionIconType = "Dark"
},
btnBack = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Close",
sAction = "Back",
sActionIconType = "Dark"
},
btnSettings = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Settings"
},
btnPopSkill = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Skill"
},
ActionBar = {
sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
},
txtGiveUp = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Pause_Btn_EndBattle"
},
txtBack = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Pause_Btn_ContinueBattle"
},
txtBtnSkill = {
sComponentName = "TMP_Text",
sLanguageId = "StarTowerMap_Btn_Skill"
},
txtBtnSettings = {
sComponentName = "TMP_Text",
sLanguageId = "StarTowerMap_Btn_Settings"
},
btnChar = {
nCount = 3,
sComponentName = "UIButton",
callback = "OnBtnClick_Char"
},
goChar = {
nCount = 3,
sNodeName = "btnChar",
sCtrlName = "Game.UI.TemplateEx.TemplateCharCtrl"
},
txtSubTitle1 = {
sComponentName = "TMP_Text",
sLanguageId = "MainBattle_Time"
},
txtSubTitle2 = {
sComponentName = "TMP_Text",
sLanguageId = "MainBattle_Task"
},
txtAim = {nCount = 3, sComponentName = "TMP_Text"},
goAim = {nCount = 3},
imgOff = {nCount = 3},
imgOn = {nCount = 3},
txtTime = {sComponentName = "TMP_Text"},
txtLeader = {
sComponentName = "TMP_Text",
sLanguageId = "Build_Leader"
},
txtSub = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Build_Sub"
}
}
SkillInstancePauseCtrl._mapEventConfig = {
Skill_Instance_Gameplay_Time = "OnEvent_Time",
OpenSkillInstancePause = "Pause",
GamepadUIReopen = "OnEvent_Reopen"
}
function SkillInstancePauseCtrl:Refresh()
local mapCfg = ConfigTable.GetData("SkillInstance", self.nLevelId)
if mapCfg == nil then
return
end
local curStar = PlayerData.SkillInstance:GetSkillInstanceStar(self.nLevelId)
local tbCond = {}
table.insert(tbCond, decodeJson(mapCfg.OneStarCondition))
table.insert(tbCond, decodeJson(mapCfg.TwoStarCondition))
table.insert(tbCond, decodeJson(mapCfg.ThreeStarCondition))
for i = 1, 3 do
self._mapNode.imgOn[i]:SetActive(curStar >= i)
self._mapNode.imgOff[i]:SetActive(curStar < i)
local cond = tbCond[i]
if cond == nil then
self._mapNode.goAim[i].gameObject:SetActive(false)
else
self._mapNode.goAim[i].gameObject:SetActive(true)
local _floorData = ConfigTable.GetData("SkillInstanceFloor", mapCfg.FloorId)
if _floorData then
if cond[1] == 1 then
NovaAPI.SetTMPText(self._mapNode.txtAim[i], orderedFormat(ConfigTable.GetUIText("SkillInstance_PassConfition_1"), _floorData.LevelTotalTime))
else
NovaAPI.SetTMPText(self._mapNode.txtAim[i], orderedFormat(ConfigTable.GetUIText("SkillInstance_PassConfition_2"), _floorData.LevelTotalTime - cond[2]))
end
end
end
end
for i = 1, 3 do
self._mapNode.goChar[i]:SetChar(self.tbChar[i])
end
end
function SkillInstancePauseCtrl:PlayInAni()
self._mapNode.goBlur:SetActive(true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.safeAreaRoot:SetActive(true)
self._mapNode.aniWindow:Play("t_window_04_t_in")
EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
end
cs_coroutine.start(wait)
end
function SkillInstancePauseCtrl:PlayCloseAni(bGiveUp)
self._mapNode.aniWindow:Play("t_window_04_t_out")
self._mapNode.aniBlur:SetTrigger("tOut")
EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
self:AddTimer(1, 0.2, "OnPanelClose", true, true, true, bGiveUp)
end
function SkillInstancePauseCtrl:OnPanelClose(_, bGiveUp)
PanelManager.InputEnable()
GamepadUIManager.DisableGamepadUI("SkillInstancePauseCtrl")
EventManager.Hit(EventId.BattleDashboardVisible, true)
self._mapNode.safeAreaRoot:SetActive(false)
self._mapNode.goBlur:SetActive(false)
self._mapNode.imgBlocker:SetActive(false)
if bGiveUp then
EventManager.Hit(EventId.AbandonBattle)
end
end
function SkillInstancePauseCtrl:Awake()
self._mapNode.safeAreaRoot:SetActive(false)
self.tbGamepadUINode = self:GetGamepadUINode()
NovaAPI.SetTMPText(self._mapNode.txtTime, string.format("%02d:%02d", 0, 0))
local tbConfig = {
{
sAction = "Skill",
sLang = "StarTowerMap_Btn_Skill"
},
{
sAction = "Settings",
sLang = "StarTowerMap_Btn_Settings"
}
}
self._mapNode.ActionBar:InitActionBar(tbConfig)
end
function SkillInstancePauseCtrl:OnEnable()
end
function SkillInstancePauseCtrl:OnDisable()
end
function SkillInstancePauseCtrl:OnDestroy()
end
function SkillInstancePauseCtrl:Pause(nLevelId, tbCharId)
self.tbChar = tbCharId
self.nLevelId = nLevelId
EventManager.Hit(EventId.BattleDashboardVisible, false)
PanelManager.InputDisable()
self:PlayInAni()
self:Refresh()
GamepadUIManager.EnableGamepadUI("SkillInstancePauseCtrl", self.tbGamepadUINode)
end
function SkillInstancePauseCtrl:OnEvent_Time(nTime)
local nMin = math.floor(nTime / 60)
local nSec = math.fmod(nTime, 60)
NovaAPI.SetTMPText(self._mapNode.txtTime, string.format("%02d:%02d", nMin, nSec))
end
function SkillInstancePauseCtrl:OnBtnClick_GiveUp(btn)
local sTip = ""
local mapCfg = ConfigTable.GetData("SkillInstance", self.nLevelId)
if mapCfg == nil then
printError("没有当前关卡信息")
sTip = "Level None"
else
local sAlert = orderedFormat(ConfigTable.GetUIText("RogueBoss_Pause_GiveUpTips") or "", mapCfg.Name, mapCfg.Difficulty)
sTip = sAlert
end
local confirmCallback = function()
self:PlayCloseAni(true)
self._mapNode.imgBlocker:SetActive(true)
end
local msg = {
nType = AllEnum.MessageBox.Confirm,
sContent = sTip,
callbackConfirm = confirmCallback,
bBlur = false
}
EventManager.Hit(EventId.OpenMessageBox, msg)
end
function SkillInstancePauseCtrl:OnBtnClick_Close(btn)
self:PlayCloseAni(false)
end
function SkillInstancePauseCtrl:OnBtnClick_Char(btn, nIndex)
end
function SkillInstancePauseCtrl:OnBtnClick_Skill(btn)
EventManager.Hit(EventId.OpenPanel, PanelId.PopupSkillPanel, self.tbChar)
self._mapNode.ActionBar.gameObject:SetActive(false)
end
function SkillInstancePauseCtrl:OnBtnClick_Settings(btn)
EventManager.Hit(EventId.OpenPanel, PanelId.BattleSettings)
self._mapNode.ActionBar.gameObject:SetActive(false)
end
function SkillInstancePauseCtrl:OnEvent_Reopen(sName)
if sName ~= "SkillInstancePauseCtrl" then
return
end
local nUIType = GamepadUIManager.GetCurUIType()
if nUIType == AllEnum.GamepadUIType.Other then
return
end
self._mapNode.ActionBar.gameObject:SetActive(true)
end
return SkillInstancePauseCtrl