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

182 lines
5.7 KiB
Lua

local VampireDepotCtrl = class("VampireDepotCtrl", BaseCtrl)
local Actor2DManager = require("Game.Actor2D.Actor2DManager")
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
VampireDepotCtrl._mapNodeConfig = {
trActor2D_PNG = {
sNodeName = "----Actor2D_PNG----",
sComponentName = "Transform"
},
animActor2D = {
sNodeName = "----Actor2D_PNG----",
sComponentName = "Animator"
},
imgActorBg = {},
animActorBg = {sNodeName = "imgActorBg", sComponentName = "Animator"},
goBlur = {
sNodeName = "t_fullscreen_blur_01"
},
aniBlur = {
sNodeName = "t_fullscreen_blur_01",
sComponentName = "Animator"
},
goRoot = {
sNodeName = "----SafeAreaRoot----"
},
aniRoot = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "Animator"
},
imgNoteTogBg = {},
imgEmpty = {},
ItemList = {
sNodeName = "---ItemList---",
sCtrlName = "Game.UI.VampireSurvivor.Depot.DepotFateCardCtrl"
},
CharInfo = {
sNodeName = "---CharInfo---",
sCtrlName = "Game.UI.VampireSurvivor.Depot.DepotCharInfoCtrl"
},
tog = {
nCount = 5,
sComponentName = "UIButton",
callback = "OnBtnClick_ChangeTab"
},
ctrlTog = {
nCount = 5,
sNodeName = "tog",
sCtrlName = "Game.UI.TemplateEx.TemplateToggleCtrl"
},
btnBack = {
sComponentName = "NaviButton",
callback = "OnBtnClick_CloseDepot"
},
btnHelp = {
sComponentName = "UIButton",
callback = "OnBtnClick_Dictionary"
},
txtTitle = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Vampire_Depot_Title"
},
txt_EmptyTitle = {
sComponentName = "TMP_Text",
sLanguageId = "Vampire_Depot_FateCardEmpty"
}
}
VampireDepotCtrl._mapEventConfig = {
VampireDepotOpen = "OnEvent_OpenVampireDepot",
RefreshActor2D_Depot = "OnEvent_RefreshActor2D"
}
VampireDepotCtrl._mapRedDotConfig = {}
function VampireDepotCtrl:RefreshTogText()
self._mapNode.ctrlTog[1]:SetText(ConfigTable.GetUIText("StarTower_Depot_Char"))
self._mapNode.ctrlTog[5]:SetText(ConfigTable.GetUIText("Vampire_Depot_FateCardTog"))
end
function VampireDepotCtrl:SetDefaultTog()
if nil == self.nCurTog then
self.nCurTog = AllEnum.StarTowerDepotTog.CharInfo
end
for i = 1, 4 do
self._mapNode.ctrlTog[i]:SetDefault(i == self.nCurTog)
end
self:SwitchTog()
end
function VampireDepotCtrl:SwitchTog()
self:RefreshList()
end
function VampireDepotCtrl:RefreshList()
self._mapNode.CharInfo.gameObject:SetActive(self.nCurTog == 1)
self._mapNode.ItemList.gameObject:SetActive(self.nCurTog == 5)
self._mapNode.trActor2D_PNG.gameObject:SetActive(self.nCurTog == 1)
self._mapNode.imgActorBg.gameObject:SetActive(self.nCurTog == 1)
self._mapNode.imgNoteTogBg.gameObject:SetActive(self.nCurTog == AllEnum.StarTowerDepotTog.Note)
if self.nCurTog == 1 then
self._mapNode.CharInfo:RefreshCharInfo(self._panel.tbTeam, self._panel.mapCharData)
elseif self.nCurTog == 5 then
self._mapNode.ItemList:RefreshFateCard(self.mapFateCard)
end
end
function VampireDepotCtrl:Awake()
self.canvas = self.gameObject:GetComponent("Canvas")
self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas)
self:RefreshTogText()
self.nCurTog = nil
self.tbCharPotential = {}
self._mapNode.goRoot:SetActive(false)
self.tbGamepadUINode = self:GetGamepadUINode()
end
function VampireDepotCtrl:FadeOut()
end
function VampireDepotCtrl:OnEnable()
self._mapNode.ItemList:InitPackage(self._panel.nLevelId)
end
function VampireDepotCtrl:OnDisable()
end
function VampireDepotCtrl:OnDestroy()
end
function VampireDepotCtrl:OnRelease()
end
function VampireDepotCtrl:OnBtnClick_ChangeTab(btn, nIndex)
if nIndex == self.nCurTog then
return
end
self._mapNode.ctrlTog[nIndex]:SetTrigger(true)
self._mapNode.ctrlTog[self.nCurTog]:SetTrigger(false)
self.nCurTog = nIndex
self:SwitchTog()
end
function VampireDepotCtrl:OnBtnClick_CloseDepot()
PanelManager.InputEnable()
EventManager.Hit("StarTowerSetButtonEnable", true, true)
NovaAPI.SetCanvasSortingOrder(self.canvas, self.nInitSortingOrder)
CS.GameCameraStackManager.Instance:OpenMainCamera()
EventManager.Hit(EventId.BattleDashboardVisible, true)
self.nCurTog = nil
if self.callbackClose then
self.callbackClose()
end
self._mapNode.goRoot:SetActive(false)
self._mapNode.goBlur:SetActive(false)
self._mapNode.trActor2D_PNG.gameObject:SetActive(false)
self._mapNode.imgActorBg.gameObject:SetActive(false)
self._mapNode.imgNoteTogBg.gameObject:SetActive(false)
self._mapNode.CharInfo:Clear()
EventManager.Hit("CloseStarTowerDepot")
GamepadUIManager.DisableGamepadUI("VampireDepotCtrl")
end
function VampireDepotCtrl:OnEvent_OpenVampireDepot(mapFateCard, nTog, nParam, callback)
self._panel:SetTop(self.canvas)
PanelManager.InputDisable()
EventManager.Hit("StarTowerSetButtonEnable", false, false)
self.callbackClose = callback
self.mapFateCard = mapFateCard
self.nParam = nParam
if nil ~= nTog then
self.nCurTog = nTog
end
self._mapNode.tog[4].gameObject:SetActive(false)
self._mapNode.goBlur:SetActive(true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.33)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
self:SetDefaultTog()
self._mapNode.goRoot:SetActive(true)
self._mapNode.aniRoot:Play("depot_t_in")
if self.nCurTog == AllEnum.StarTowerDepotTog.CharInfo then
self._mapNode.animActor2D:Play("Actor2D_PNG_down_in", 0, 0)
self._mapNode.animActorBg:Play("imgActorBg_in", 0, 0)
end
end
cs_coroutine.start(wait)
GamepadUIManager.EnableGamepadUI("VampireDepotCtrl", self.tbGamepadUINode, nil, true)
end
function VampireDepotCtrl:OnEvent_RefreshActor2D(nCharId)
Actor2DManager.SetActor2D_PNG(self._mapNode.trActor2D_PNG, PanelId.MainView, nCharId)
end
function VampireDepotCtrl:OnBtnClick_Dictionary()
EventManager.Hit(EventId.OpenPanel, PanelId.DictionaryFR, self:GetPanelId() == PanelId.StarTowerFastBattle)
end
return VampireDepotCtrl