Files
SL1900 46f967a584 Update - 1.6.0.84
EN: 1.6.0.84
CN: 1.6.0.87
JP: 1.6.0.88
KR: 1.6.0.91
2026-02-04 13:00:00 +09:00

849 lines
27 KiB
Lua

local VampireFateCardSelect = class("VampireFateCardSelect", BaseCtrl)
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
local LocalData = require("GameCore.Data.LocalData")
local newDayTime = UTILS.GetDayRefreshTimeOffset()
VampireFateCardSelect._mapNodeConfig = {
blurBg = {},
contentRoot = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "CanvasGroup"
},
animCtrl = {
sComponentName = "Animator",
sNodeName = "----SafeAreaRoot----"
},
imgTitleBg = {},
txtTitle = {sComponentName = "TMP_Text"},
goCoin = {},
btnFateCard = {
sComponentName = "NaviButton",
nCount = 3,
callback = "OnBtnClick_FateCardItem"
},
rtBtnFateCard = {
sNodeName = "btnFateCard",
sComponentName = "RectTransform",
nCount = 3
},
goFateCardItem = {
nCount = 3,
sCtrlName = "Game.UI.VampireSurvivor.FateCardItemCtrl"
},
btnConfirm = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Confirm"
},
btnConfirmReward = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Confirm",
sAction = "Confirm"
},
txtBtnConfirm = {
sComponentName = "TMP_Text",
sLanguageId = "FateCard_Select_Confirm"
},
rtBtnConfirm = {
sNodeName = "btnConfirm",
sComponentName = "RectTransform"
},
btnAbandon = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Abandon",
sAction = "Back"
},
txtBtnAbandon = {
sComponentName = "TMP_Text",
sLanguageId = "FateCard_Select_Abandon"
},
btnDepot = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Depot"
},
txtClickPre = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Click_Pre"
},
txtClickSuf = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Click_Suf"
},
TMPRewardBtnTitle = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Tips_Continue"
},
imgGlory = {},
fxEndPoint = {nCount = 5},
depotPoint = {},
cardFinishParticle = {nCount = 2},
RollButton = {},
btnRoll = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Roll"
},
imgRollCostIcon = {sComponentName = "Image"},
txtRollCostCount = {sComponentName = "TMP_Text"},
pkgInfo = {
sNodeName = "pkgInfo1_",
sCtrlName = "Game.UI.VampireSurvivor.VampireFateSelect_packageInfoCtrl",
nCount = 5
},
ActionBar = {
sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
}
}
VampireFateCardSelect._mapEventConfig = {
VampireRewardChestFailed = "OnEvent_VampireRewardChestFailed",
VampireLevelRewardFailed = "OnEvent_VampireLevelRewardFailed",
VampireSelectFateCard = "OnEvent_SelectFateCard",
GamepadUIChange = "OnEvent_GamepadUIChange",
GamepadUIReopen = "OnEvent_Reopen"
}
VampireFateCardSelect._mapRedDotConfig = {}
function VampireFateCardSelect:Refresh(nEventId, tbFateCard, mapRoll, nCoin, bReward, bAfterRoll)
self.bReward = bReward
self._mapNode.imgGlory:SetActive(true)
if tbFateCard == nil or #tbFateCard == 0 then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("StarTower_FateCard_Select_Empty_Tip"))
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.btnConfirm.gameObject:SetActive(false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
self:HidePanel()
if nil ~= self.callback then
self.callback(-1, nEventId)
end
return
end
self._mapNode.RollButton:SetActive(mapRoll and mapRoll.CanReRoll)
self.nEventId = nEventId
self.nSelectIdx = 0
self.nCoin = nCoin
NovaAPI.SetTMPText(self._mapNode.txtRollCostCount, orderedFormat(ConfigTable.GetUIText("Vampire_FateCard_RerollCount") or "", mapRoll.ReRollPrice))
self._mapNode.goCoin.gameObject:SetActive(mapRoll.CanReRoll)
self.mapRoll = mapRoll
self:RefreshFateCardList(tbFateCard, bAfterRoll, bReward)
if bReward then
self.nSelectIdx = 1
self:SelectScroll(self.nSelectIdx)
for i, nCount in ipairs(self.tbCount) do
self._mapNode.pkgInfo[i]:SetPackageAddMarket(false)
self._mapNode.pkgInfo[i]:SetPackageCount(nCount)
end
local mapBundleInfo = {}
for _, mapFateCard in ipairs(self.tbFateCardList) do
local nFateCardId = mapFateCard.Id
local nBundleIdx, bEx = self:GetFateCardBundleIdx(nFateCardId)
if mapBundleInfo[nBundleIdx] == nil then
mapBundleInfo[nBundleIdx] = {nCount = 0, nExCount = 0}
end
if bEx then
mapBundleInfo[nBundleIdx].nExCount = mapBundleInfo[nBundleIdx].nExCount + 1
else
mapBundleInfo[nBundleIdx].nCount = mapBundleInfo[nBundleIdx].nCount + 1
end
end
for nBundleIdx, mapCount in pairs(mapBundleInfo) do
if 0 < mapCount.nCount then
self._mapNode.pkgInfo[nBundleIdx]:SetPackageAddMarket(true)
self._mapNode.pkgInfo[nBundleIdx]:SetPackageCount(self.tbCount[nBundleIdx] + mapCount.nCount)
end
if 0 < mapCount.nExCount then
for i = 1, mapCount.nExCount do
self._mapNode.pkgInfo[nBundleIdx]:SetPackageExAdd(self.tbExCount[nBundleIdx] + i)
end
end
end
end
NovaAPI.SetTMPText(self._mapNode.txtTitle, bReward and ConfigTable.GetUIText("FateCard_Select_RewardTitle") or ConfigTable.GetUIText("FateCard_Select_Title"))
local tbConfig = {}
if bReward then
tbConfig = {
{
sAction = "Confirm",
sLang = "ActionBar_Confirm"
},
{
sAction = "Scroll",
sLang = "ActionBar_Scroll"
}
}
elseif mapRoll and mapRoll.CanReRoll then
tbConfig = {
{
sAction = "Confirm",
sLang = "ActionBar_Confirm"
},
{
sAction = "Roll",
sLang = "ActionBar_Reroll"
},
{
sAction = "Scroll",
sLang = "ActionBar_Scroll"
},
{
sAction = "Depot",
sLang = "ActionBar_Depot"
}
}
else
tbConfig = {
{
sAction = "Confirm",
sLang = "ActionBar_Confirm"
},
{
sAction = "Scroll",
sLang = "ActionBar_Scroll"
},
{
sAction = "Depot",
sLang = "ActionBar_Depot"
}
}
end
self._mapNode.ActionBar:InitActionBar(tbConfig)
end
function VampireFateCardSelect:RefreshFateCardList(tbFateCard, bAfterRoll, bReward)
self._mapNode.btnConfirm.gameObject:SetActive(false)
self.tbFateCardList = clone(tbFateCard)
self.tbRecommend = {}
if not bReward then
local curPackage = 0
local tbRecommend = {}
for index, mapFateCardInfo in ipairs(tbFateCard) do
local nIdx, bEx = self:GetFateCardBundleIdx(mapFateCardInfo.Id)
if not bEx then
if curPackage == 0 then
curPackage = nIdx
table.insert(tbRecommend, index)
elseif nIdx == 1 then
if curPackage == 1 then
table.insert(tbRecommend, index)
end
elseif nIdx ~= 1 and curPackage == 1 or self.tbCount[curPackage] < self.tbCount[nIdx] then
tbRecommend = {}
curPackage = nIdx
table.insert(tbRecommend, index)
elseif self.tbCount[curPackage] == self.tbCount[nIdx] then
table.insert(tbRecommend, index)
end
end
end
if 0 < #tbRecommend then
local random = math.random(1, #tbRecommend)
table.insert(self.tbRecommend, tbRecommend[random])
end
end
local tbCardObj, tbBtnObj = {}, {}
for k, v in ipairs(self._mapNode.goFateCardItem) do
v.gameObject:SetActive(false)
self._mapNode.btnFateCard[k].gameObject:SetActive(self.tbFateCardList[k] ~= nil)
if self.tbFateCardList[k] ~= nil then
local bNew = self.tbFateCardList[k].New
v:SetFateCardItem(self.tbFateCardList[k].Id, bNew)
v:SetRecommend(0 < table.indexof(self.tbRecommend, k))
v:ChangeWordRaycast(false)
table.insert(tbCardObj, v)
table.insert(tbBtnObj, self._mapNode.btnFateCard[k])
end
end
if not bReward then
self:ResetSelect(tbBtnObj, "VampireFateCard_in")
local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
"VampireFateCard_in"
})
self._mapNode.animCtrl:Play("VampireFateCard_in")
EventManager.Hit(EventId.TemporaryBlockInput, animTime)
end
WwiseAudioMgr:PlaySound("ui_roguelike_itemCard")
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)
if bAfterRoll then
cardObj:PlayAnim("tc_newperk_card_RollEffect")
cardObj:ActiveRollEffect()
else
cardObj:PlayAnim("tc_newperk_card_in")
end
end
frameCount = 0
else
frameCount = frameCount + 1
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
end
end
end
cs_coroutine.start(wait)
end
end
function VampireFateCardSelect:SelectComplete(nEventId, tbFateCard, mapRoll, nCoin, bReward)
if nEventId == nil or nEventId == 0 then
EventManager.Hit(EventId.BlockInput, true)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.btnConfirm.gameObject:SetActive(false)
local nIdx, bEx = self:GetFateCardBundleIdx(self.tbFateCardList[self.nSelectIdx].Id)
CS.GameCameraStackManager.Instance:OpenMainCamera()
local bSelect = false
for k, v in ipairs(self._mapNode.goFateCardItem) do
if k == self.nSelectIdx then
bSelect = true
local animCtrl = v.gameObject:GetComponent("Animator")
animCtrl:Play("tc_newperk_card_out")
local fxRoot = v.gameObject.transform:Find("FX")
local fx = v.gameObject.transform:Find("FX/glow")
if bEx then
self._mapNode.pkgInfo[nIdx]:PlayAnimIn(self.tbExCount[nIdx])
end
local OutAnimFinish = function()
local beginPos = fxRoot.transform.position
local controlPos = Vector3(3, 5, 0)
local endPos = self._mapNode.depotPoint.transform.position
local wait = function()
WwiseAudioMgr:PlaySound("ui_roguelike_card_flyby")
if bEx then
self._mapNode.animCtrl:Play("VampireFateCard_out1")
else
self._mapNode.animCtrl:Play("VampireFateCard_out2")
end
local totalMoveTime = 0.3
local moveTime = 0
local normalizedTime = 0
while normalizedTime < 1 do
moveTime = moveTime + CS.UnityEngine.Time.unscaledDeltaTime
normalizedTime = moveTime / totalMoveTime
normalizedTime = normalizedTime <= 1 and normalizedTime or 1
local x, y, z = UTILS.GetBezierPointByT(beginPos, controlPos, endPos, normalizedTime)
local angleZ = 100 * normalizedTime * 2
angleZ = angleZ <= 100 and angleZ or 100
fxRoot.transform.localEulerAngles = Vector3(0, 0, angleZ)
fxRoot.transform.position = Vector3(x, y, z)
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
end
fx.gameObject:SetActive(false)
EventManager.Hit(EventId.BlockInput, false)
self:HidePanel()
fxRoot.transform.position = beginPos
fxRoot.transform.localEulerAngles = Vector3(0, 0, 0)
fx.gameObject:SetActive(true)
if nil ~= self.callback then
self.callback(-1, nEventId)
end
end
cs_coroutine.start(wait)
end
self:SetAnimationCallback(animCtrl, OutAnimFinish)
else
v.gameObject:SetActive(false)
end
end
if not bSelect then
do
local nAnimLen = 1
self:AddTimer(1, nAnimLen, function()
EventManager.Hit(EventId.BlockInput, false)
self:HidePanel()
if nil ~= self.callback then
self.callback(-1, nEventId)
end
end, true, true, true, nil)
end
end
else
self:Refresh(nEventId, tbFateCard, mapRoll, nCoin, bReward)
if bReward then
self._mapNode.animCtrl:SetBool("standby1", false)
self._mapNode.animCtrl:SetBool("standby2", false)
local _, bEx = self:GetFateCardBundleIdx(tbFateCard[1].Id)
if bEx then
self._mapNode.animCtrl:SetBool("standby1", true)
else
self._mapNode.animCtrl:SetBool("standby2", true)
end
self._mapNode.animCtrl:Play("VampireFateCard_in1")
end
end
end
function VampireFateCardSelect:MoveConfirmButton(btnCard)
local rtBtn = btnCard:GetComponent("RectTransform")
self._mapNode.rtBtnConfirm.localPosition = Vector3(rtBtn.localPosition.x + 39, 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 VampireFateCardSelect:HidePanel()
self.bOpen = false
PanelManager.InputEnable()
NovaAPI.SetCanvasGroupAlpha(self._mapNode.contentRoot, 0)
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(false)
NovaAPI.SetCanvasSortingOrder(self.canvas, self.nInitSortingOrder)
GamepadUIManager.DisableGamepadUI("VampireFateCardSelect")
end
function VampireFateCardSelect:Awake()
self.bOpen = false
self.bProcessing = false
self.canvas = self.gameObject:GetComponent("Canvas")
self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas)
self.btnConfirmPosY = self._mapNode.rtBtnConfirm.localPosition.y
self.bOpenDepot = false
self._mapNode.contentRoot.gameObject:SetActive(false)
NovaAPI.SetCanvasGroupAlpha(self._mapNode.contentRoot, 0)
self._mapNode.blurBg.gameObject:SetActive(false)
self.tbGamepadUINode = self:GetGamepadUINode()
self.nCoin = 0
end
function VampireFateCardSelect:OnEnable()
self.handler = {}
for k, v in ipairs(self._mapNode.btnFateCard) do
self.handler[k] = ui_handler(self, self.OnBtnSelect_FateCardItem, v, k)
v.onSelect:AddListener(self.handler[k])
end
local nLevelId = self._panel.nLevelId
local mapLevelCfgData = ConfigTable.GetData("VampireSurvivor", nLevelId)
if mapLevelCfgData ~= nil then
if mapLevelCfgData.Type == GameEnum.vampireSurvivorType.Turn then
local nSeasonId = PlayerData.VampireSurvivor:GetCurSeason()
local mapSeason = ConfigTable.GetData("VampireRankSeason", nSeasonId)
if mapSeason ~= nil then
self.tbBundle = clone(mapSeason.FateCardBundle)
self.tbExFateCard = decodeJson(mapSeason.SpeciaFateCard)
if self.tbExFateCard == nil then
self.tbExFateCard = {}
end
end
else
self.tbBundle = clone(mapLevelCfgData.FateCardBundle)
self.tbExFateCard = decodeJson(mapLevelCfgData.SpeciaFateCard)
if self.tbExFateCard == nil then
self.tbExFateCard = {}
end
end
end
for i = 1, 5 do
if self.tbBundle[i] ~= nil then
self._mapNode.pkgInfo[i].gameObject:SetActive(true)
self._mapNode.pkgInfo[i]:InitPackage(self.tbBundle[i])
else
self._mapNode.pkgInfo[i].gameObject:SetActive(false)
end
end
end
function VampireFateCardSelect:OnDisable()
for k, v in ipairs(self._mapNode.btnFateCard) do
v.onSelect:RemoveListener(self.handler[k])
end
end
function VampireFateCardSelect:OnBtnClick_Confirm()
if self.bProcessing == true then
return
end
if nil ~= self.callback then
self.bProcessing = true
local completeFunc = function(nEventId, tbFateCard, mapRoll, nCoin, bReward, mapCurFateCard)
EventManager.Hit(EventId.BlockInput, false)
self.tbCount = {
0,
0,
0,
0,
0
}
self.tbExCount = {
0,
0,
0,
0,
0
}
for nFateCardId, _ in pairs(mapCurFateCard) do
local nIdx, bEx = self:GetFateCardBundleIdx(nFateCardId)
if bEx then
self.tbExCount[nIdx] = self.tbExCount[nIdx] + 1
else
self.tbCount[nIdx] = self.tbCount[nIdx] + 1
end
end
for i = 1, 5 do
self._mapNode.pkgInfo[i]:SetPackageCount(self.tbCount[i])
self._mapNode.pkgInfo[i]:SetPackageExCount(self.tbExCount[i])
self._mapNode.pkgInfo[i]:SetPackageAddMarket(false)
end
self._mapNode.imgGlory:SetActive(false)
self:SelectComplete(nEventId, tbFateCard, mapRoll, nCoin, bReward)
self.bProcessing = false
end
EventManager.Hit(EventId.BlockInput, true)
self.callback(self.nSelectIdx, self.nEventId, completeFunc, false, self.bReward)
end
end
function VampireFateCardSelect:OnBtnClick_Roll()
if not self.callback then
return
end
if self.bProcessing == true then
return
end
self.bProcessing = true
local completeFunc = function(nEventId, tbFateCard, mapRoll, nCoin, bReward, mapCurFateCard)
EventManager.Hit(EventId.BlockInput, false)
self.tbCount = {
0,
0,
0,
0,
0
}
self.tbExCount = {
0,
0,
0,
0,
0
}
for nFateCardId, _ in pairs(mapCurFateCard) do
local nIdx, bEx = self:GetFateCardBundleIdx(nFateCardId)
if bEx then
self.tbExCount[nIdx] = self.tbExCount[nIdx] + 1
else
self.tbCount[nIdx] = self.tbCount[nIdx] + 1
end
end
for i = 1, 5 do
self._mapNode.pkgInfo[i]:SetPackageCount(self.tbCount[i])
self._mapNode.pkgInfo[i]:SetPackageExCount(self.tbExCount[i])
self._mapNode.pkgInfo[i]:SetPackageAddMarket(false)
end
self:Refresh(nEventId, tbFateCard, mapRoll, nCoin, bReward, true)
self.bProcessing = false
end
EventManager.Hit(EventId.BlockInput, true)
self.callback(self.nSelectIdx, self.nEventId, completeFunc, true)
end
function VampireFateCardSelect:OnBtnClick_Abandon()
local confirm = function()
if nil ~= self.callback then
self.nSelectIdx = 0
local abandonFunc = function(nEventId, tbFateCard)
self:SelectComplete(nEventId, tbFateCard)
end
self.callback(1000, self.nEventId, abandonFunc)
end
end
local TipsTime = LocalData.GetPlayerLocalData("FateCard_Tips_Time")
local _tipDay = 0
if TipsTime ~= nil then
_tipDay = tonumber(TipsTime)
end
local curTimeStamp = CS.ClientManager.Instance.serverTimeStampWithTimeZone
local fixedTimeStamp = curTimeStamp + newDayTime * 3600
local nYear = tonumber(os.date("!%Y", fixedTimeStamp))
local nMonth = tonumber(os.date("!%m", fixedTimeStamp))
local nDay = tonumber(os.date("!%d", fixedTimeStamp))
local nowD = nYear * 366 + nMonth * 31 + nDay
if nowD == _tipDay then
confirm()
else
local isSelectAgain = false
local confirmCallback = function()
if isSelectAgain then
local _curTimeStamp = CS.ClientManager.Instance.serverTimeStampWithTimeZone
local _fixedTimeStamp = _curTimeStamp + newDayTime * 3600
local _nYear = tonumber(os.date("!%Y", _fixedTimeStamp))
local _nMonth = tonumber(os.date("!%m", _fixedTimeStamp))
local _nDay = tonumber(os.date("!%d", _fixedTimeStamp))
local _nowD = _nYear * 366 + _nMonth * 31 + _nDay
LocalData.SetPlayerLocalData("FateCard_Tips_Time", tostring(_nowD))
end
confirm()
end
local againCallback = function(isSelect)
isSelectAgain = isSelect
end
local msg = {
nType = AllEnum.MessageBox.Confirm,
sContent = orderedFormat(ConfigTable.GetUIText("FateCard_AbandonTip")),
callbackConfirm = confirmCallback,
callbackAgain = againCallback
}
EventManager.Hit(EventId.OpenMessageBox, msg)
end
end
function VampireFateCardSelect:OnBtnSelect_FateCardItem(btn, nIndex)
if self.bReward == true then
return
end
local nUIType = GamepadUIManager.GetCurUIType()
if nUIType ~= AllEnum.GamepadUIType.Other and nUIType ~= AllEnum.GamepadUIType.Mouse or self.bRecommended then
self:OnBtnClick_FateCardItem(btn, nIndex)
end
end
function VampireFateCardSelect:OnBtnClick_FateCardItem(btn, nIndex)
if self.bReward == true then
return
end
if nil == self.tbFateCardList[nIndex] or self.nSelectIdx == nIndex then
return
end
for i, nCount in ipairs(self.tbCount) do
self._mapNode.pkgInfo[i]:SetPackageAddMarket(false)
self._mapNode.pkgInfo[i]:SetPackageCount(nCount)
end
WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_slide")
self:MoveConfirmButton(btn)
for k, v in ipairs(self._mapNode.goFateCardItem) 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
local mapFatecardInfo = self.tbFateCardList[nIndex]
local nBundleIdx, bEx = self:GetFateCardBundleIdx(mapFatecardInfo.Id)
if bEx then
self._mapNode.pkgInfo[nBundleIdx]:SetPackageExAdd(self.tbExCount[nBundleIdx] + 1)
else
self._mapNode.pkgInfo[nBundleIdx]:SetPackageAddMarket(true)
self._mapNode.pkgInfo[nBundleIdx]:SetPackageCount(self.tbCount[nBundleIdx] + 1)
end
self:SelectScroll(nIndex)
self.nSelectIdx = nIndex
end
function VampireFateCardSelect:OnBtnClick_Depot()
self.bOpenDepot = true
CS.GameCameraStackManager.Instance:OpenMainCamera()
self._mapNode.contentRoot.gameObject:SetActive(false)
NovaAPI.SetCanvasGroupAlpha(self._mapNode.contentRoot, 0)
self._mapNode.blurBg.gameObject:SetActive(false)
EventManager.Hit("BattleDepot")
end
function VampireFateCardSelect:OnEvent_SelectFateCard(nEventId, tbFateCard, callback, mapRoll, nCoin, bReward, mapCurFateCard)
self._panel:SetTop(self.canvas)
self.callback = callback
local bClosePanel = false
if not self.bOpen then
PanelManager.InputDisable()
bClosePanel = true
GamepadUIManager.EnableGamepadUI("VampireFateCardSelect", self.tbGamepadUINode)
end
self.bOpen = true
self.bReward = bReward
self.tbCount = {
0,
0,
0,
0,
0
}
self.tbExCount = {
0,
0,
0,
0,
0
}
for nFateCardId, _ in pairs(mapCurFateCard) do
local nIdx, bEx = self:GetFateCardBundleIdx(nFateCardId)
if bEx then
self.tbExCount[nIdx] = self.tbExCount[nIdx] + 1
else
self.tbCount[nIdx] = self.tbCount[nIdx] + 1
end
end
for i = 1, 5 do
self._mapNode.pkgInfo[i]:SetPackageCount(self.tbCount[i])
self._mapNode.pkgInfo[i]:SetPackageExCount(self.tbExCount[i])
self._mapNode.pkgInfo[i]:SetPackageAddMarket(false)
end
self.nSelectIdx = 0
self.tbFateCardList = {}
self._mapNode.contentRoot.gameObject:SetActive(true)
NovaAPI.SetCanvasGroupAlpha(self._mapNode.contentRoot, 0)
self._mapNode.blurBg.gameObject:SetActive(true)
self._mapNode.cardFinishParticle[1].gameObject:SetActive(false)
self._mapNode.cardFinishParticle[2].gameObject:SetActive(false)
self._mapNode.RollButton:SetActive(false)
EventManager.Hit(EventId.BlockInput, true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
EventManager.Hit(EventId.BlockInput, false)
if bClosePanel then
CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
end
NovaAPI.SetCanvasGroupAlpha(self._mapNode.contentRoot, 1)
if bReward then
self.bInEnd = false
self.bAnimEx = nil
if #tbFateCard == 0 then
self._mapNode.animCtrl:SetBool("standby1", false)
self._mapNode.animCtrl:SetBool("standby2", false)
self._mapNode.animCtrl:Play("VampireFateCard_in1")
WwiseAudioMgr:PlaySound("ui_vampire_chest_start")
local waitIn = function()
self.bInEnd = true
if self.bAnimEx == nil then
return
end
local sEvent = self.bAnimEx and "ui_vampire_chest_special" or "ui_vampire_chest_normal"
WwiseAudioMgr:PlaySound(sEvent)
end
self:AddTimer(1, 0.6, waitIn, true, true, true, nil)
else
local _, bEx = self:GetFateCardBundleIdx(tbFateCard[1].Id)
self:Refresh(nEventId, tbFateCard, mapRoll, nCoin, bReward)
if bEx then
self._mapNode.animCtrl:SetBool("standby1", true)
else
self._mapNode.animCtrl:SetBool("standby2", true)
end
if self.bInEnd then
local sEvent = bEx and "ui_vampire_chest_special" or "ui_vampire_chest_normal"
WwiseAudioMgr:PlaySound(sEvent)
else
self.bAnimEx = bEx
end
end
else
self:Refresh(nEventId, tbFateCard, mapRoll, nCoin, bReward)
local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
"VampireFateCard_in"
})
self._mapNode.animCtrl:Play("VampireFateCard_in")
EventManager.Hit(EventId.TemporaryBlockInput, animTime)
end
end
cs_coroutine.start(wait)
end
function VampireFateCardSelect:OnEvent_CloseStarTowerDepot()
if self.bOpenDepot then
self.bOpenDepot = false
self._mapNode.blurBg.gameObject:SetActive(true)
local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or 1
GamepadUIManager.SetSelectedUI(self._mapNode.btnFateCard[nSelect].gameObject)
EventManager.Hit(EventId.BlockInput, true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
EventManager.Hit(EventId.BlockInput, false)
CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
self._mapNode.contentRoot.gameObject:SetActive(true)
NovaAPI.SetCanvasGroupAlpha(self._mapNode.contentRoot, 1)
if self.bReward then
self._mapNode.animCtrl:Play("VampireFateCard_out")
else
if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then
self.nSelectIdx = 1
self:MoveConfirmButton(self._mapNode.btnFateCard[self.nSelectIdx])
end
for k, v in ipairs(self._mapNode.goFateCardItem) do
if k == self.nSelectIdx then
v:PlayAnim("tc_newperk_card_switch_up")
v:ChangeWordRaycast(true)
self:SelectScroll(self.nSelectIdx)
end
end
end
end
cs_coroutine.start(wait)
end
end
function VampireFateCardSelect:OnEvent_GamepadUIChange(sName, nBeforeType, nAfterType)
if sName ~= "VampireFateCardSelect" 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.btnFateCard[nSelect].gameObject)
end
end
function VampireFateCardSelect:OnEvent_Reopen(sName)
if sName ~= "VampireFateCardSelect" then
return
end
if self.bOpenDepot then
self:OnEvent_CloseStarTowerDepot()
else
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.btnFateCard[self.nSelectIdx].gameObject)
self._mapNode.goFateCardItem[self.nSelectIdx]:ChangeWordRaycast(true)
self:SelectScroll(self.nSelectIdx)
end
end
function VampireFateCardSelect:OnEvent_VampireRewardChestFailed()
EventManager.Hit(EventId.BlockInput, false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
self:HidePanel()
if nil ~= self.callback then
self.callback(-1, 1)
end
end
function VampireFateCardSelect:OnEvent_VampireLevelRewardFailed()
EventManager.Hit(EventId.BlockInput, false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
self:HidePanel()
if nil ~= self.callback then
self.callback(-2, 1)
end
end
function VampireFateCardSelect:ResetSelect(tbUI, sAnimName)
self.nSelectIdx = 0
self.bRecommended = false
GamepadUIManager.SetNavigation(tbUI)
local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {sAnimName}) + 0.1
self:AddTimer(1, animTime, function()
if self.nSelectIdx == 0 then
GamepadUIManager.ClearSelectedUI()
GamepadUIManager.SetSelectedUI(self._mapNode.btnFateCard[1].gameObject)
if GamepadUIManager.GetCurUIType() == AllEnum.GamepadUIType.Mouse then
self:OnBtnClick_FateCardItem(self._mapNode.btnFateCard[1].gameObject, 1)
end
end
end, true, true, true)
end
function VampireFateCardSelect:SelectScroll(nIndex)
for _, v in ipairs(self._mapNode.goFateCardItem) do
v:SetGamePadScrollEnable(false)
end
if nIndex then
self._mapNode.goFateCardItem[nIndex]:SetGamePadScrollEnable(true)
end
end
function VampireFateCardSelect:GetFateCardBundleIdx(nFateCardId)
local mapCfgData = ConfigTable.GetData("StarTowerBookFateCard", nFateCardId)
if mapCfgData == nil then
printError("no StarTowerBookFateCard Data:" .. nFateCardId)
return 1, false
end
local nBundleId = mapCfgData.BundleId
local nIdx = table.indexof(self.tbBundle, nBundleId)
if 0 < nIdx then
return nIdx, false
end
for i, tbExFateCard in ipairs(self.tbExFateCard) do
if table.indexof(tbExFateCard, nFateCardId) > 0 then
return i, true
end
end
printError("命运卡不在当前关卡卡包中:" .. nFateCardId)
return 1, false
end
return VampireFateCardSelect