Files
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

324 lines
10 KiB
Lua

local TrialLevelSelectCtrl = class("TrialLevelSelectCtrl", BaseCtrl)
local Actor2DManager = require("Game.Actor2D.Actor2DManager")
TrialLevelSelectCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
},
aniRoot = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "Animator"
},
rawImgActor2D = {
sNodeName = "----Actor2D----",
sComponentName = "RawImage"
},
txtRewardTip = {
sComponentName = "TMP_Text",
sLanguageId = "Trial_RewardReceiveTips"
},
imgReceived = {},
imgTips = {},
imgRecommend = {nCount = 2},
imgOn = {nCount = 2},
imgOff = {nCount = 2},
txtMain = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Trial_MasterGroup"
},
txtSub = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Trial_AssistGroup"
},
btnTab = {
nCount = 2,
sComponentName = "UIButton",
callback = "OnBtnClick_Tab"
},
txtPotentialTitle = {nCount = 2, sComponentName = "TMP_Text"},
txtPotentialTip = {nCount = 2, sComponentName = "TMP_Text"},
btnLevel = {
nCount = 2,
sComponentName = "UIButton",
callback = "OnBtnClick_Level"
},
txtBtnLevel = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Trial_Btn_TrialFormation"
},
sv = {
nCount = 2,
sComponentName = "LoopScrollView"
}
}
TrialLevelSelectCtrl._mapEventConfig = {
SelectDepotPotential = "OnEvent_Select"
}
function TrialLevelSelectCtrl:RefreshSelectTrial()
local nActId = PlayerData.Trial:GetTrialAct()
local nGroupId = PlayerData.Trial:GetSelectTrialGroup()
local bActIdChange = nActId ~= self.nActId
local bGroupIdChange = nGroupId ~= self.nGroupId
if not bActIdChange and not bGroupIdChange then
return
end
self.nTab = 1
if bActIdChange then
self.nActId = nActId
end
if bGroupIdChange then
self.nGroupId = nGroupId
end
end
function TrialLevelSelectCtrl:RefreshData()
if self.nTab == nil then
self.nTab = 1
end
self.tbPotentialList = {}
self.tbPotentialList.master = {}
self.tbPotentialList.assist = {}
self.tbBuildGroup = {}
self.tbBuildGroup.master = {}
self.tbBuildGroup.assist = {}
self.tbBuild1GridCtrl = {}
self.tbBuild2GridCtrl = {}
local mapGroupCfg = ConfigTable.GetData("TrialGroup", self.nGroupId)
if not mapGroupCfg then
return
end
PlayerData.Char:CreateTrialChar({
mapGroupCfg.TrialChar
})
local addPotential = function(tbPotentials, insertTb, nIndex)
for Tid, Level in pairs(tbPotentials) do
local mapCfg = ConfigTable.GetData("Potential", Tid)
local mapItemCfg = ConfigTable.GetData("Item", Tid)
if mapCfg ~= nil and mapItemCfg ~= nil then
if insertTb[nIndex] == nil then
insertTb[nIndex] = {}
end
local data = {
nId = Tid,
nSpecial = mapItemCfg.Stype == GameEnum.itemStype.SpecificPotential and 1 or 0,
nRarity = mapItemCfg.Rarity,
nLevel = Level
}
table.insert(insertTb[nIndex], data)
end
end
end
local mapTrial = ConfigTable.GetData("TrialCharacter", mapGroupCfg.TrialChar)
if not mapTrial then
return
end
self.nCharId = mapTrial.CharId
local mapDes = ConfigTable.GetData("CharacterDes", self.nCharId)
if not mapDes then
return
end
for i, v in ipairs(mapGroupCfg.MasterPotential) do
local mapCfg = ConfigTable.GetData("TrialPotential", v)
if mapCfg then
table.insert(self.tbBuildGroup.master, {
nId = v,
nFloorId = mapCfg.FloorId,
sTitle = mapDes[mapCfg.Title],
sDesc = mapDes[mapCfg.Desc]
})
local tbPotentialId = mapCfg.Potential
local mapId = {}
for _, nId in ipairs(tbPotentialId) do
mapId[nId] = 1
end
local mapFloor = ConfigTable.GetData("TrialFloor", mapCfg.FloorId)
if mapFloor then
local mapBuild = ConfigTable.GetData("TrialBuild", mapFloor.TrialBuild)
if mapBuild then
local tbAllPotential = decodeJson(mapBuild.Potential)
for _, mapPotential in pairs(tbAllPotential) do
if mapId[mapPotential.Tid] then
mapId[mapPotential.Tid] = mapPotential.Level
end
end
addPotential(mapId, self.tbPotentialList.master, i)
end
end
end
end
for i, v in ipairs(mapGroupCfg.AssistPotential) do
local mapCfg = ConfigTable.GetData("TrialPotential", v)
if mapCfg then
table.insert(self.tbBuildGroup.assist, {
nId = v,
nFloorId = mapCfg.FloorId,
sTitle = mapDes[mapCfg.Title],
sDesc = mapDes[mapCfg.Desc]
})
local tbPotentialId = mapCfg.Potential
local mapId = {}
for _, nId in ipairs(tbPotentialId) do
mapId[nId] = 1
end
local mapFloor = ConfigTable.GetData("TrialFloor", mapCfg.FloorId)
if mapFloor then
local mapBuild = ConfigTable.GetData("TrialBuild", mapFloor.TrialBuild)
if mapBuild then
local tbAllPotential = decodeJson(mapBuild.Potential)
for _, mapPotential in pairs(tbAllPotential) do
if mapId[mapPotential.Tid] then
mapId[mapPotential.Tid] = mapPotential.Level
end
end
addPotential(mapId, self.tbPotentialList.assist, i)
end
end
end
end
local sort = function(a, b)
if a.nSpecial ~= b.nSpecial then
return a.nSpecial > b.nSpecial
else
return a.nRarity < b.nRarity
end
end
for i = 1, 2 do
table.sort(self.tbPotentialList.master[i], sort)
table.sort(self.tbPotentialList.assist[i], sort)
end
end
function TrialLevelSelectCtrl:RefreshContent()
self:RefreshData()
self:RefreshTab()
self:RefreshList()
self:RefreshRecommend()
self:RefreshChar()
end
function TrialLevelSelectCtrl:RefreshChar()
local nCharSkinId = ConfigTable.GetData_Character(self.nCharId).AdvanceSkinId
Actor2DManager.SetActor2D(self:GetPanelId(), self._mapNode.rawImgActor2D, self.nCharId, nCharSkinId)
local bReceived = PlayerData.Trial:CheckGroupReceived()
self._mapNode.imgReceived:SetActive(bReceived)
self._mapNode.imgTips:SetActive(not bReceived)
end
function TrialLevelSelectCtrl:RefreshTab()
local tbBuildGroup = self.nTab == 1 and self.tbBuildGroup.master or self.tbBuildGroup.assist
for i = 1, 2 do
self._mapNode.imgOn[i]:SetActive(i == self.nTab)
self._mapNode.imgOff[i]:SetActive(i ~= self.nTab)
NovaAPI.SetTMPText(self._mapNode.txtPotentialTitle[i], tbBuildGroup[i].sTitle)
NovaAPI.SetTMPText(self._mapNode.txtPotentialTip[i], tbBuildGroup[i].sDesc)
end
end
function TrialLevelSelectCtrl:RefreshRecommend()
local mapChar = ConfigTable.GetData_Character(self.nCharId)
if mapChar == nil then
return
end
self._mapNode.imgRecommend[1]:SetActive(mapChar.Class == GameEnum.characterJobClass.Vanguard)
self._mapNode.imgRecommend[2]:SetActive(mapChar.Class == GameEnum.characterJobClass.Support)
end
function TrialLevelSelectCtrl:RefreshList()
for nInstanceId, objCtrl in pairs(self.tbBuild1GridCtrl) do
self:UnbindCtrlByNode(objCtrl)
self.tbBuild1GridCtrl[nInstanceId] = nil
end
for nInstanceId, objCtrl in pairs(self.tbBuild2GridCtrl) do
self:UnbindCtrlByNode(objCtrl)
self.tbBuild2GridCtrl[nInstanceId] = nil
end
local tbPotentialList = self.nTab == 1 and self.tbPotentialList.master or self.tbPotentialList.assist
self.tbBuild1 = tbPotentialList[GameEnum.potentialBuild.PotentialBuild1] or {}
self.tbBuild2 = tbPotentialList[GameEnum.potentialBuild.PotentialBuild2] or {}
self._mapNode.sv[1].gameObject:SetActive(#self.tbBuild1 > 0)
self._mapNode.sv[2].gameObject:SetActive(#self.tbBuild2 > 0)
if #self.tbBuild1 > 0 then
self._mapNode.sv[1]:SetAnim(0.04)
self._mapNode.sv[1]:Init(#self.tbBuild1, self, self.OnGridRefresh1)
end
if #self.tbBuild2 > 0 then
self._mapNode.sv[2]:SetAnim(0.04)
self._mapNode.sv[2]:Init(#self.tbBuild2, self, self.OnGridRefresh2)
end
end
function TrialLevelSelectCtrl:OnGridRefresh1(goGrid, gridIndex)
local nIndex = gridIndex + 1
local mapData = self.tbBuild1[nIndex]
local nInstanceID = goGrid:GetInstanceID()
if not self.tbBuild1GridCtrl[nInstanceID] then
self.tbBuild1GridCtrl[nInstanceID] = self:BindCtrlByNode(goGrid, "Game.UI.StarTower.Depot.DepotPotentialItemCtrl")
end
self.tbBuild1GridCtrl[nInstanceID]:InitItem(mapData.nId, mapData.nLevel, 0, false, true)
end
function TrialLevelSelectCtrl:OnGridRefresh2(goGrid, gridIndex)
local nIndex = gridIndex + 1
local mapData = self.tbBuild2[nIndex]
local nInstanceID = goGrid:GetInstanceID()
if not self.tbBuild1GridCtrl[nInstanceID] then
self.tbBuild1GridCtrl[nInstanceID] = self:BindCtrlByNode(goGrid, "Game.UI.StarTower.Depot.DepotPotentialItemCtrl")
end
self.tbBuild1GridCtrl[nInstanceID]:InitItem(mapData.nId, mapData.nLevel, 0, false, true)
end
function TrialLevelSelectCtrl:FadeIn()
end
function TrialLevelSelectCtrl:Awake()
end
function TrialLevelSelectCtrl:OnEnable()
self:RefreshSelectTrial()
self:RefreshContent()
end
function TrialLevelSelectCtrl:OnDisable()
Actor2DManager.UnsetActor2D()
PlayerData.Char:DeleteTrialChar()
if self.tbBuild2GridCtrl then
for k, objCtrl in pairs(self.tbBuild2GridCtrl) do
local obj = objCtrl.gameObject
self:UnbindCtrlByNode(objCtrl)
self.tbBuild2GridCtrl[k] = nil
destroyImmediate(obj)
end
self.tbBuild2GridCtrl = {}
end
if self.tbBuild1GridCtrl then
for k, objCtrl in pairs(self.tbBuild1GridCtrl) do
local obj = objCtrl.gameObject
self:UnbindCtrlByNode(objCtrl)
self.tbBuild1GridCtrl[k] = nil
destroyImmediate(obj)
end
self.tbBuild1GridCtrl = {}
end
end
function TrialLevelSelectCtrl:OnDestroy()
end
function TrialLevelSelectCtrl:OnBtnClick_Tab(btn, nIndex)
if nIndex == self.nTab then
return
end
self.nTab = nIndex
self:RefreshTab()
NovaAPI.SetVerticalNormalizedPosition(self._mapNode.svPotential, 1)
self:RefreshList()
end
function TrialLevelSelectCtrl:OnBtnClick_Level(btn, nIndex)
local nFloorId, sTitle
if self.nTab == 1 then
nFloorId = self.tbBuildGroup.master[nIndex].nFloorId
sTitle = self.tbBuildGroup.master[nIndex].sTitle
else
nFloorId = self.tbBuildGroup.assist[nIndex].nFloorId
sTitle = self.tbBuildGroup.assist[nIndex].sTitle
end
PlayerData.Trial:SetLevelTitle(sTitle)
local OpenPanel = function()
EventManager.Hit(EventId.OpenPanel, PanelId.TrialFormation, nFloorId)
end
EventManager.Hit(EventId.SetTransition, 2, OpenPanel)
end
function TrialLevelSelectCtrl:OnEvent_Select(nPotentialId, nLevel)
EventManager.Hit(EventId.OpenPanel, PanelId.PotentialDetail, nPotentialId, nLevel, 0)
end
return TrialLevelSelectCtrl