Files
SL1900 eafd8f4088 Update - 1.9.0.107
EN: 1.9.0.107
CN: 1.9.0.108
JP: 1.9.0.112
KR: 1.9.0.112
2026-05-14 16:00:00 +09:00

261 lines
7.7 KiB
Lua

local VampireSurvivorPauseCtrl = class("VampireSurvivorPauseCtrl", BaseCtrl)
local GameCameraStackManager = CS.GameCameraStackManager.Instance
local AdventureModuleHelper = CS.AdventureModuleHelper
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
VampireSurvivorPauseCtrl._mapNodeConfig = {
goBlur = {
sNodeName = "t_fullscreen_blur_01"
},
aniBlur = {
sNodeName = "t_fullscreen_blur_01",
sComponentName = "Animator"
},
safeAreaRoot = {
sNodeName = "----SafeAreaRoot----"
},
imgBlocker = {},
btnBgClose = {
sComponentName = "Button",
callback = "OnBtnClick_Close"
},
aniWindow = {
sNodeName = "PauseWindow",
sComponentName = "Animator"
},
txtWindowTitle = {
sComponentName = "TMP_Text",
sLanguageId = "MainBattle_Pause"
},
btnClose = {
sComponentName = "UIButton",
callback = "OnBtnClick_Close"
},
btnGiveUp = {
sComponentName = "NaviButton",
callback = "OnBtnClick_GiveUp",
sAction = "Giveup",
sActionIconType = "Dark"
},
btnBack = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Close",
sAction = "Back",
sActionIconType = "Dark"
},
btnSettings = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Settings"
},
btnPopSkill = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Skill"
},
ActionBar = {
sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
},
txtGiveUp = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Pause_Btn_EndBattle"
},
txtBack = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Pause_Btn_ContinueBattle"
},
txtBtnSkill = {
sComponentName = "TMP_Text",
sLanguageId = "StarTowerMap_Btn_Skill"
},
txtBtnSettings = {
sComponentName = "TMP_Text",
sLanguageId = "StarTowerMap_Btn_Settings"
},
btnChar = {
nCount = 3,
sComponentName = "UIButton",
callback = "OnBtnClick_Char"
},
goChar = {
nCount = 3,
sNodeName = "btnChar",
sCtrlName = "Game.UI.TemplateEx.TemplateCharCtrl"
},
txtSubTitle1 = {
sComponentName = "TMP_Text",
sLanguageId = "MainBattle_Time"
},
txtSubTitle2 = {
sComponentName = "TMP_Text",
sLanguageId = "VampirePause_ScoreTitle"
},
txtTime = {sComponentName = "TMP_Text"},
txtLeader = {
sComponentName = "TMP_Text",
sLanguageId = "Build_Leader"
},
txtScore = {sComponentName = "TMP_Text", nCount = 2},
rtQuest = {},
TMPQuest = {sComponentName = "TMP_Text", nCount = 3},
btnQuestStar = {sComponentName = "Button", nCount = 3},
imgBgScore = {nCount = 2},
txtSub = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Build_Sub"
},
t_common_02_ = {nCount = 2},
imgBgTime = {},
handObj = {},
texHandTimeTitle = {
sComponentName = "TMP_Text",
sLanguageId = "MainBattle_Time"
},
texHandTime = {sComponentName = "TMP_Text"}
}
VampireSurvivorPauseCtrl._mapEventConfig = {
OpenVampirePause = "Pause",
GamepadUIReopen = "OnEvent_Reopen"
}
function VampireSurvivorPauseCtrl:Refresh(nTime, nScore)
local nMin = math.floor(nTime / 60)
local nSec = math.fmod(nTime, 60)
NovaAPI.SetTMPText(self._mapNode.txtTime, string.format("%02d:%02d", nMin, nSec))
NovaAPI.SetTMPText(self._mapNode.txtScore[1], nScore)
NovaAPI.SetTMPText(self._mapNode.txtScore[2], nScore)
for i = 1, 3 do
self._mapNode.goChar[i]:SetChar(self.tbChar[i])
end
end
function VampireSurvivorPauseCtrl:PlayInAni()
self._mapNode.goBlur:SetActive(true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.safeAreaRoot:SetActive(true)
self._mapNode.aniWindow:Play("t_window_04_t_in")
EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
end
cs_coroutine.start(wait)
end
function VampireSurvivorPauseCtrl:PlayCloseAni(bGiveUp)
self._mapNode.aniWindow:Play("t_window_04_t_out")
self._mapNode.aniBlur:SetTrigger("tOut")
EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
self:AddTimer(1, 0.3, "OnPanelClose", true, true, true, bGiveUp)
end
function VampireSurvivorPauseCtrl:OnPanelClose(_, bGiveUp)
PanelManager.InputEnable()
GamepadUIManager.DisableGamepadUI("VampireSurvivorPauseCtrl")
EventManager.Hit(EventId.BattleDashboardVisible, true)
self._mapNode.safeAreaRoot:SetActive(false)
self._mapNode.goBlur:SetActive(false)
self._mapNode.imgBlocker:SetActive(false)
if bGiveUp then
EventManager.Hit("AbandonVampireSurvivor")
end
end
function VampireSurvivorPauseCtrl:Awake()
self._mapNode.safeAreaRoot:SetActive(false)
self.tbGamepadUINode = self:GetGamepadUINode()
NovaAPI.SetTMPText(self._mapNode.txtTime, string.format("%02d:%02d", 0, 0))
local tbConfig = {
{
sAction = "Skill",
sLang = "StarTowerMap_Btn_Skill"
},
{
sAction = "Settings",
sLang = "StarTowerMap_Btn_Settings"
}
}
self._mapNode.ActionBar:InitActionBar(tbConfig)
end
function VampireSurvivorPauseCtrl:OnEnable()
end
function VampireSurvivorPauseCtrl:OnDisable()
end
function VampireSurvivorPauseCtrl:OnDestroy()
end
function VampireSurvivorPauseCtrl:Pause(nLevelId, tbCharId, nTime, nScore)
self.tbChar = tbCharId
self.nLevelId = nLevelId
EventManager.Hit(EventId.BattleDashboardVisible, false)
PanelManager.InputDisable()
self:PlayInAni()
self:Refresh(nTime, nScore)
local mapLevelCfgData = ConfigTable.GetData("VampireSurvivor", self.nLevelId)
if mapLevelCfgData == nil or mapLevelCfgData.Type == GameEnum.vampireSurvivorType.Turn then
self._mapNode.rtQuest:SetActive(false)
self._mapNode.imgBgScore[2]:SetActive(false)
self._mapNode.imgBgScore[1]:SetActive(true)
else
self._mapNode.rtQuest:SetActive(true)
self._mapNode.imgBgScore[2]:SetActive(true)
self._mapNode.imgBgScore[1]:SetActive(false)
local tbQuestId = CacheTable.GetData("_VampireQuestGroup", mapLevelCfgData.FirstQuestGroupId)
if tbQuestId == nil then
tbQuestId = {}
end
for i = 1, 3 do
self._mapNode.TMPQuest[i].gameObject:SetActive(tbQuestId[i] ~= nil)
self._mapNode.btnQuestStar[i].interactable = PlayerData.Quest:GetVampireQuestStatusById(tbQuestId[i]) > 0
if tbQuestId[i] ~= nil then
local mapQuestCfgData = ConfigTable.GetData("VampireSurvivorQuest", tbQuestId[i])
if mapQuestCfgData == nil then
self._mapNode.TMPQuest[i].gameObject:SetActive(false)
else
NovaAPI.SetTMPText(self._mapNode.TMPQuest[i], mapQuestCfgData.Title)
end
end
end
end
GamepadUIManager.EnableGamepadUI("VampireSurvivorPauseCtrl", self.tbGamepadUINode)
end
function VampireSurvivorPauseCtrl:OnEvent_Time(nTime)
end
function VampireSurvivorPauseCtrl:OnBtnClick_GiveUp(btn)
local sTip = ""
local mapLevelData = ConfigTable.GetData("VampireSurvivor", self.nLevelId)
local sName = ""
if mapLevelData then
sName = mapLevelData.Name
end
local sAlert = orderedFormat(ConfigTable.GetUIText("VampirePause_Abandon_Tips") or "", sName)
sTip = sAlert
local confirmCallback = function()
self:PlayCloseAni(true)
self._mapNode.imgBlocker:SetActive(true)
end
local msg = {
nType = AllEnum.MessageBox.Confirm,
sContent = sTip,
callbackConfirm = confirmCallback,
bBlur = false
}
EventManager.Hit(EventId.OpenMessageBox, msg)
end
function VampireSurvivorPauseCtrl:OnBtnClick_Close(btn)
self:PlayCloseAni(false)
end
function VampireSurvivorPauseCtrl:OnBtnClick_Char(btn, nIndex)
end
function VampireSurvivorPauseCtrl:OnBtnClick_Skill(btn)
EventManager.Hit(EventId.OpenPanel, PanelId.PopupSkillPanel, self.tbChar)
self._mapNode.ActionBar.gameObject:SetActive(false)
end
function VampireSurvivorPauseCtrl:OnBtnClick_Settings(btn)
EventManager.Hit(EventId.OpenPanel, PanelId.BattleSettings)
self._mapNode.ActionBar.gameObject:SetActive(false)
end
function VampireSurvivorPauseCtrl:OnEvent_Reopen(sName)
if sName ~= "VampireSurvivorPauseCtrl" then
return
end
local nUIType = GamepadUIManager.GetCurUIType()
if nUIType == AllEnum.GamepadUIType.Other then
return
end
self._mapNode.ActionBar.gameObject:SetActive(true)
end
return VampireSurvivorPauseCtrl