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

160 lines
5.3 KiB
Lua

local SoldierAddBuffItemCtrl = class("SoldierAddBuffItemCtrl", BaseCtrl)
local CHAR_CTRL = "Game.UI.Soldier.Template.Character.SoldierCharItemCtrl"
SoldierAddBuffItemCtrl._mapNodeConfig = {
btnItem = {
sComponentName = "UIButton",
callback = "OnBtnClick_Select"
},
TextDes = {sComponentName = "TMP_Text"},
TextName = {sComponentName = "TMP_Text"},
imgIcon = {sComponentName = "Image"},
btnConfirm = {
sComponentName = "UIButton",
callback = "OnBtnClick_Confirm"
},
txtConfirm = {
sComponentName = "TMP_Text",
sLanguageId = "Avg_Btn_Select"
},
animBuffItem = {sComponentName = "Animator"},
BgNormal = {sComponentName = "Image"},
imgbg_copper = {},
imgbg_silver = {},
imgbg_gold = {},
goRewardRoot = {sNodeName = "RewardRoot"},
goRewardItem = {},
goRewardContent = {
sComponentName = "RectTransform"
},
txtCharTitle = {
sComponentName = "TMP_Text",
sLanguageId = "Soldier_Detail_CharTitle"
}
}
SoldierAddBuffItemCtrl._mapEventConfig = {}
SoldierAddBuffItemCtrl._mapRedDotConfig = {}
function SoldierAddBuffItemCtrl:Awake()
self.tbRewardItems = {}
if self._mapNode.goRewardItem ~= nil then
self._mapNode.goRewardItem:SetActive(false)
end
end
function SoldierAddBuffItemCtrl:OnEnable()
self._bSelected = nil
end
function SoldierAddBuffItemCtrl:OnDisable()
if self.timerBtnConfirm ~= nil then
self.timerBtnConfirm:Cancel()
self.timerBtnConfirm = nil
end
end
function SoldierAddBuffItemCtrl:SetItemData(tbItem)
self._nCardId = tbItem.id or -1
self._nIndex = tbItem.index or 0
self._mapNode.btnConfirm.gameObject:SetActive(false)
local cfg = ConfigTable.GetData("SoldierStrategyCard", self._nCardId)
if cfg == nil then
return
end
self:_SetIcon(cfg.Icon)
NovaAPI.SetTMPText(self._mapNode.TextName, cfg.Name or "")
NovaAPI.SetTMPText(self._mapNode.TextDes, cfg.Des or "")
self:SetPngSprite(self._mapNode.BgNormal, "Icon/SoldierOtherIcon/" .. AllEnum.SoldierStrategyCardRarityIcon[cfg.Rarity] .. AllEnum.SoldierChessIconSurfix.L)
self._mapNode.imgbg_gold:SetActive(cfg.Rarity == GameEnum.itemRarity.R)
self._mapNode.imgbg_silver:SetActive(cfg.Rarity == GameEnum.itemRarity.M)
self._mapNode.imgbg_copper:SetActive(cfg.Rarity == GameEnum.itemRarity.N)
local hasReward = cfg.CharacterShow and 0 < #cfg.CharacterShow
self._mapNode.goRewardRoot:SetActive(hasReward)
if hasReward then
self:_RefreshCharItems(cfg.CharacterShow)
end
end
function SoldierAddBuffItemCtrl:GetCardId()
return self._nCardId
end
function SoldierAddBuffItemCtrl:GetIndex()
return self._nIndex
end
function SoldierAddBuffItemCtrl:SetSelected(bSelected)
if self.timerBtnConfirm ~= nil then
self.timerBtnConfirm:Cancel()
self.timerBtnConfirm = nil
end
local sSwitchAnimName = ""
if bSelected == true then
self._mapNode.btnConfirm.gameObject:SetActive(bSelected)
sSwitchAnimName = "BuffItem_up"
elseif self._bSelected == true then
sSwitchAnimName = "BuffItem_down"
local nAnimLength = NovaAPI.GetAnimClipLength(self._mapNode.animBuffItem, {sSwitchAnimName})
self.timerBtnConfirm = self:AddTimer(1, nAnimLength, function()
self._mapNode.btnConfirm.gameObject:SetActive(false)
end, true, true, true)
elseif self._bSelected == false then
self._mapNode.btnConfirm.gameObject:SetActive(false)
end
if sSwitchAnimName ~= "" then
self._mapNode.animBuffItem:Play(sSwitchAnimName)
end
self._bSelected = bSelected == true
end
function SoldierAddBuffItemCtrl:IsSelected()
return self._bSelected
end
function SoldierAddBuffItemCtrl:_SetIcon(sIconPath)
if self._mapNode.imgIcon == nil then
return
end
if sIconPath ~= nil and sIconPath ~= "" then
self:SetPngSprite(self._mapNode.imgIcon, "Icon/SoldierBuffCard/" .. sIconPath)
self._mapNode.imgIcon.gameObject:SetActive(true)
else
self._mapNode.imgIcon.gameObject:SetActive(false)
end
end
function SoldierAddBuffItemCtrl:SetCharTipsRoot(tr)
self.charTipsRoot = tr
end
function SoldierAddBuffItemCtrl:_RefreshCharItems(tbCharIds)
for k, charId in ipairs(tbCharIds) do
local tbItem = self.tbRewardItems[k]
if tbItem == nil then
local goItem = instantiate(self._mapNode.goRewardItem, self._mapNode.goRewardContent)
local trItem = goItem.transform
local trChar = trItem:Find("tc_char_small")
local trCharItem = trItem:Find("tc_item_small")
if trCharItem ~= nil then
trCharItem.gameObject:SetActive(false)
end
local charCtrl = self:BindCtrlByNode(trChar.gameObject, CHAR_CTRL)
charCtrl:SetCharLevel(1)
tbItem = {goItem = goItem, charCtrl = charCtrl}
self.tbRewardItems[k] = tbItem
end
tbItem.goItem:SetActive(true)
tbItem.charCtrl:SetCharItemBtnFunc(function()
local chessData = {nId = charId, nStar = 1}
if self.charTipsRoot ~= nil then
EventManager.Hit(EventId.OpenPanel, PanelId.SoldierCharCardTips, self.charTipsRoot, chessData)
end
end)
tbItem.charCtrl.gameObject:SetActive(true)
tbItem.charCtrl:SetItemData(charId)
end
for k = #tbCharIds + 1, #self.tbRewardItems do
local tbItem = self.tbRewardItems[k]
if tbItem ~= nil and tbItem.goItem ~= nil then
tbItem.goItem:SetActive(false)
end
end
end
function SoldierAddBuffItemCtrl:OnBtnClick_Select()
EventManager.Hit("SoldierStrategySelect", self._nIndex, self._nCardId)
end
function SoldierAddBuffItemCtrl:OnBtnClick_Confirm()
PlayerData.SoldierData:GetCurLevelData():SendCardSelect(self._nIndex, function()
EventManager.Hit(EventId.ClosePanel, PanelId.SoldierBattleEventPanel)
end)
end
return SoldierAddBuffItemCtrl