5e0d58cfad
EN: 1.2.0.60 CN: 1.2.0.61 JP: 1.2.0.63 KR: 1.2.0.67
297 lines
9.9 KiB
Lua
297 lines
9.9 KiB
Lua
local TowerDefensePotentialSelectCtrl = class("TowerDefensePotentialSelectCtrl", BaseCtrl)
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local WwiseAudioMgr = CS.WwiseAudioManager.Instance
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local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
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TowerDefensePotentialSelectCtrl._mapNodeConfig = {
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blurBg = {},
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contentRoot = {
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sNodeName = "----SafeAreaRoot----"
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},
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animCtrl = {
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sComponentName = "Animator",
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sNodeName = "----SafeAreaRoot----"
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},
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btnMask = {},
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imgUpgradeTitle = {},
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txtUpgrade = {sComponentName = "TMP_Text"},
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btnPotential = {
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sComponentName = "NaviButton",
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nCount = 2,
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callback = "OnBtnClick_PotentialItem"
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},
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rtBtnPotential = {
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sNodeName = "btnPotential",
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sComponentName = "RectTransform",
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nCount = 2
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},
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potentialCard = {
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nCount = 2,
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sCtrlName = "Game.UI.TowerDefense.TowerDefensePotentialCardItemCtrl"
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},
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ScrollView = {
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nCount = 2,
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sComponentName = "GamepadScroll"
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},
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SpScrollView = {
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nCount = 2,
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sComponentName = "GamepadScroll"
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},
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btnConfirm = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Confirm"
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},
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txtBtnConfirm = {
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sComponentName = "TMP_Text",
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sLanguageId = "Potential_Select_Confirm"
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},
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rtBtnConfirm = {
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sNodeName = "btnConfirm",
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sComponentName = "RectTransform"
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},
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ActionBar = {
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sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
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}
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}
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TowerDefensePotentialSelectCtrl._mapEventConfig = {
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GamepadUIChange = "OnEvent_GamepadUIChange",
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GamepadUIReopen = "OnEvent_Reopen"
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}
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TowerDefensePotentialSelectCtrl._mapRedDotConfig = {}
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function TowerDefensePotentialSelectCtrl:SetData(nActId)
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self.TowerDefenseData = PlayerData.Activity:GetActivityDataById(nActId)
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end
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function TowerDefensePotentialSelectCtrl:Refresh(nCharId, tbPotential, nLevel, callback)
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self.nCharId = nCharId
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self.callback = callback
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local config = ConfigTable.GetData("TowerDefenseCharacter", self.nCharId)
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if config == nil then
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return
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end
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if tbPotential == nil or #tbPotential == 0 then
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return
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end
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self.nSelectIdx = 0
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NovaAPI.SetTMPText(self._mapNode.txtUpgrade, orderedFormat(ConfigTable.GetUIText("TowerDef_Text_LevelUp"), config.Name, nLevel))
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self._mapNode.btnConfirm.gameObject:SetActive(false)
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self:RefreshPotentialList(tbPotential)
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end
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function TowerDefensePotentialSelectCtrl:RefreshPotentialList(tbPotential)
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self.tbPotential = {}
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for _, v in pairs(tbPotential) do
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table.insert(self.tbPotential, v)
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end
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local tbCardObj, tbBtnObj = {}, {}
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for k, v in pairs(self._mapNode.potentialCard) do
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v.gameObject:SetActive(false)
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self._mapNode.btnPotential[k].gameObject:SetActive(self.tbPotential[k] ~= nil)
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if self.tbPotential[k] ~= nil then
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local nTid = self.tbPotential[k]
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local potentialCfg = ConfigTable.GetData("TowerDefensePotential", nTid)
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if nil ~= potentialCfg then
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v:ChangeWordRaycast(false)
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table.insert(tbCardObj, v)
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table.insert(tbBtnObj, self._mapNode.btnPotential[k])
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v:SetPotentialItem(nTid, AllEnum.PotentialCardType.TowerDefense)
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end
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end
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end
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self:ResetSelect(tbBtnObj)
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local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
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"PotentialSelectPanel_in"
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})
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EventManager.Hit(EventId.TemporaryBlockInput, animTime)
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if self.nPanelType == 2 then
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WwiseAudioMgr:PlaySound("ui_roguelike_shop_slotMachine")
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else
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WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_select")
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end
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if 0 < #tbCardObj then
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local wait = function()
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local frameCount = 0
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while 0 < #tbCardObj do
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if 4 <= frameCount then
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local cardObj = table.remove(tbCardObj, 1)
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if cardObj ~= nil then
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cardObj.gameObject:SetActive(true)
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cardObj:PlayAnim("tc_newperk_card_in")
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end
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frameCount = 0
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else
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frameCount = frameCount + 1
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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end
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end
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end
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cs_coroutine.start(wait)
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end
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end
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function TowerDefensePotentialSelectCtrl:MoveConfirmButton(btnCard)
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local rtBtn = btnCard:GetComponent("RectTransform")
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self._mapNode.rtBtnConfirm.localPosition = Vector3(rtBtn.localPosition.x, self.btnConfirmPosY, 0)
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if self._mapNode.btnConfirm.gameObject.activeSelf == false then
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self._mapNode.btnConfirm.gameObject:SetActive(true)
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else
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local animCtrl = self._mapNode.btnConfirm.transform:Find("AnimRoot"):GetComponent("Animator")
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animCtrl:Play("btnConfirm_in", 0, 0)
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end
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end
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function TowerDefensePotentialSelectCtrl:ShowPanel()
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self.bOpen = true
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self._mapNode.blurBg.gameObject:SetActive(true)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self._mapNode.contentRoot.gameObject:SetActive(true)
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local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
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"PotentialSelectPanel_in"
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})
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EventManager.Hit(EventId.TemporaryBlockInput, animTime)
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self._mapNode.animCtrl:Play("PotentialSelectPanel_in")
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end
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cs_coroutine.start(wait)
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local tbConfig = {
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{
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sAction = "Confirm",
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sLang = "ActionBar_Confirm"
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},
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{
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sAction = "Scroll",
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sLang = "ActionBar_Scroll"
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}
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}
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self._mapNode.ActionBar:InitActionBar(tbConfig)
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GamepadUIManager.EnableGamepadUI("TowerDefensePotentialSelectCtrl", self.tbGamepadUINode)
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end
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function TowerDefensePotentialSelectCtrl:HidePanel()
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self.bOpen = false
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self._mapNode.blurBg.gameObject:SetActive(false)
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self._mapNode.contentRoot.gameObject:SetActive(false)
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GamepadUIManager.DisableGamepadUI("TowerDefensePotentialSelectCtrl")
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end
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function TowerDefensePotentialSelectCtrl:Awake()
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self.canvas = self.gameObject:GetComponent("Canvas")
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self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas)
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self.btnConfirmPosY = self._mapNode.rtBtnConfirm.localPosition.y
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self._mapNode.contentRoot.gameObject:SetActive(false)
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self._mapNode.blurBg.gameObject:SetActive(false)
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self._mapNode.btnMask.gameObject:SetActive(false)
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self.tbGamepadUINode = self:GetGamepadUINode()
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end
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function TowerDefensePotentialSelectCtrl:OnEnable()
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self.handler = {}
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for k, v in ipairs(self._mapNode.btnPotential) do
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self.handler[k] = ui_handler(self, self.OnBtnSelect_PotentialItem, v, k)
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v.onSelect:AddListener(self.handler[k])
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end
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end
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function TowerDefensePotentialSelectCtrl:OnDisable()
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for k, v in ipairs(self._mapNode.btnPotential) do
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v.onSelect:RemoveListener(self.handler[k])
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end
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end
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function TowerDefensePotentialSelectCtrl:OnBtnClick_Confirm()
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if self.nSelectIdx ~= 0 and self.callback ~= nil then
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EventManager.Hit(EventId.BlockInput, true)
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for i = 1, 2 do
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if self.nSelectIdx ~= i then
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self._mapNode.potentialCard[i].gameObject:SetActive(false)
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end
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end
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self._mapNode.btnConfirm.gameObject:SetActive(false)
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local cardAnim = self._mapNode.potentialCard[self.nSelectIdx].gameObject:GetComponent("Animator")
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cardAnim:Play("tc_newperk_card_out1")
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WwiseAudioMgr:PostEvent("mode_TD_skill_select_fx")
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self:AddTimer(1, 0.5, function()
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local nAnimLen = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
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"PotentialSelectPanel_out"
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})
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self._mapNode.animCtrl:Play("PotentialSelectPanel_out")
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self:AddTimer(1, nAnimLen, function()
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EventManager.Hit(EventId.BlockInput, false)
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self:HidePanel()
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if nil ~= self.callback then
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self.callback(self.tbPotential[self.nSelectIdx])
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end
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end, true, true, true, nil)
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end, true, true, true, nil)
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end
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end
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function TowerDefensePotentialSelectCtrl:OnBtnSelect_PotentialItem(btn, nIndex)
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local nUIType = GamepadUIManager.GetCurUIType()
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if nUIType ~= AllEnum.GamepadUIType.Other and nUIType ~= AllEnum.GamepadUIType.Mouse or self.bRecommended then
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self:OnBtnClick_PotentialItem(btn, nIndex)
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end
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end
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function TowerDefensePotentialSelectCtrl:OnBtnClick_PotentialItem(btn, nIndex)
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if nil == self.tbPotential[nIndex] or self.nSelectIdx == nIndex then
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return
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end
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WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_slide")
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self:MoveConfirmButton(btn)
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for k, v in ipairs(self._mapNode.potentialCard) do
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if k == nIndex then
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v:PlayAnim("tc_newperk_card_switch_up")
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v:ChangeWordRaycast(true)
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elseif k == self.nSelectIdx then
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v:PlayAnim("tc_newperk_card_switch_down")
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v:ChangeWordRaycast(false)
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end
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end
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self:SelectScroll(nIndex)
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self.nSelectIdx = nIndex
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end
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function TowerDefensePotentialSelectCtrl:OnEvent_GamepadUIChange(sName, nBeforeType, nAfterType)
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if sName ~= "TowerDefensePotentialSelectCtrl" then
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return
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end
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if nBeforeType == AllEnum.GamepadUIType.Other or nBeforeType == AllEnum.GamepadUIType.Mouse then
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local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or 1
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GamepadUIManager.ClearSelectedUI()
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GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject)
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end
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end
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function TowerDefensePotentialSelectCtrl:OnEvent_Reopen(sName)
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if sName ~= "TowerDefensePotentialSelectCtrl" then
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return
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end
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if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then
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self.nSelectIdx = 1
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end
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if self.nSelectIdx == 0 then
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return
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end
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GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[self.nSelectIdx].gameObject)
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self._mapNode.potentialCard[self.nSelectIdx]:ChangeWordRaycast(true)
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self:SelectScroll(self.nSelectIdx)
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end
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function TowerDefensePotentialSelectCtrl:ResetSelect(tbUI)
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self.nSelectIdx = 0
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GamepadUIManager.SetNavigation(tbUI)
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local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
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"PotentialSelectPanel_in"
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}) + 0.1
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self:AddTimer(1, animTime, function()
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if self.nSelectIdx == 0 then
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local nSelect = 1
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GamepadUIManager.ClearSelectedUI()
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GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject)
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if GamepadUIManager.GetCurUIType() == AllEnum.GamepadUIType.Mouse then
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self:OnBtnClick_PotentialItem(self._mapNode.btnPotential[nSelect].gameObject, nSelect)
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end
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end
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end, true, true, true)
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end
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function TowerDefensePotentialSelectCtrl:SelectScroll(nIndex)
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for _, v in ipairs(self._mapNode.ScrollView) do
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NovaAPI.SetComponentEnable(v, false)
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end
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if nIndex then
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NovaAPI.SetComponentEnable(self._mapNode.ScrollView[nIndex], true)
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end
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for _, v in ipairs(self._mapNode.SpScrollView) do
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NovaAPI.SetComponentEnable(v, false)
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end
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if nIndex then
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NovaAPI.SetComponentEnable(self._mapNode.SpScrollView[nIndex], true)
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end
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end
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return TowerDefensePotentialSelectCtrl
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