Files
StellaSora_DataLua/lua/game/ui/towerdefense/towerdefensepotentialselectctrl.lua
SL1900 5e0d58cfad Initial version - 1.2.0.60
EN: 1.2.0.60
CN: 1.2.0.61
JP: 1.2.0.63
KR: 1.2.0.67
2025-12-03 01:00:00 +09:00

297 lines
9.9 KiB
Lua

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