08b515afd9
EN: 2.0.0.143 CN: 2.0.0.142 JP: 2.0.0.145 KR: 2.0.0.150
483 lines
15 KiB
Lua
483 lines
15 KiB
Lua
local SoldierRecommendCtrl = class("SoldierRecommendCtrl", BaseCtrl)
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local SDKManager = CS.SDKManager.Instance
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SoldierRecommendCtrl._mapNodeConfig = {
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Topbar = {
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sNodeName = "TopBarPanel",
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sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
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},
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btnHome = {},
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txt_tips = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Recommend_GoToWebTips"
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},
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txt_CollectionProgress = {sComponentName = "TMP_Text"},
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rtCollectionProgress = {},
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sv_recommend = {
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sComponentName = "LoopScrollView"
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},
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btnRcmdSquare = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_RcmdSquare"
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},
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txtRcmdSquare = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Recommend_RcmdSquare"
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},
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btnImportRcmd = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_ImportRcmd"
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},
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txtImportRcmd = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Recommend_ImportRcmd"
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},
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btn_recommend = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Recommend"
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},
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go_recommend_in = {},
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go_recommend_off = {},
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txt_BtnRecommend = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Recommend_Recommend"
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},
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btn_collect = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Collect"
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},
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txt_BtnCollect = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Recommend_Collect"
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},
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go_collect_in = {},
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go_collect_off = {},
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rtEmpty = {},
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txtNoRcmd = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Recommend_NoRcmd"
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},
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goImport = {},
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blurImport = {},
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btnCloseImport = {
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nCount = 2,
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sComponentName = "UIButton",
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callback = "OnBtnClick_CloseImport"
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},
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goImportWindow = {},
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animWindow = {
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sNodeName = "---Import---",
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sComponentName = "Animator"
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},
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btnConfirmImport = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_ConfirmImport"
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},
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input = {
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sComponentName = "TMP_InputField",
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callback = "OnValueChanged_Import"
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},
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txtImportWindowTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Recommend_ImportRcmd"
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},
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txtImportTip = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Recommend_Import_Tips"
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},
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txtBtnConfirmImport = {
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sComponentName = "TMP_Text",
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sLanguageId = "MessageBox_Confirm"
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}
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}
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SoldierRecommendCtrl._mapEventConfig = {
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RefreshSoldierRecommendList = "OnEvent_RefreshRecommendList"
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}
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SoldierRecommendCtrl._mapRedDotConfig = {}
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function SoldierRecommendCtrl:Awake()
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local param = self:GetPanelParam()
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if type(param) == "table" then
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self.bInSoldier = param[1]
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end
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self.bInSoldier = self.bInSoldier or false
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self.animator = self.gameObject:GetComponent("Animator")
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self.nListState = 1
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end
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function SoldierRecommendCtrl:OnEnable()
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self._bListActive = true
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self._bWaitingEnterAnim = true
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self:SetListInputBlocked(true)
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self._mapNode.btnHome.gameObject:SetActive(not self.bInSoldier)
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self:RefreshListHeader()
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local canvas = self.gameObject:GetComponent("Canvas")
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NovaAPI.SetCanvasSortingOrder(canvas, self._nSortingOrder + 1)
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local bNewCache = self._tbListCache == nil
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if bNewCache then
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self.tbRecommendCellCtrl = {}
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self.tbRecommendData = {}
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self._tbListCache = {}
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self._nVisibleListState = nil
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end
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local svList = self._mapNode.sv_recommend
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self._goRecommendTemplate = svList.transform:Find("grid").gameObject
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self._goRecommendTemplate:SetActive(false)
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self._rtRecommendContent = svList.content
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self._objRecommendLayout = self._rtRecommendContent:GetComponent("GridLayoutGroup")
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self._objRecommendLayout.enabled = false
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local objFitter = self._rtRecommendContent:GetComponent("ContentSizeFitter")
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if objFitter ~= nil then
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objFitter.enabled = false
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end
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self._rtRecommendContent.pivot = Vector2(0, 1)
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self._rtRecommendContent.anchorMin = Vector2(0, 1)
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self._rtRecommendContent.anchorMax = Vector2(1, 1)
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self._rtRecommendContent.gameObject:SetActive(false)
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NovaAPI.SetTMPText(self._mapNode.txtNoRcmd, ConfigTable.GetUIText("Soldier_Recommend_Loading"))
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self._mapNode.rtEmpty.gameObject:SetActive(true)
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EventManager.Hit("SoldierRecommendPanel_Open")
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self._mapNode.goImport:SetActive(false)
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local tbListCache = self._tbListCache
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if bNewCache then
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PlayerData.SoldierData:RequestRecommendList(function()
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if self._bListActive and self._tbListCache == tbListCache then
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self:RefreshRecommendList()
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end
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end)
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end
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if tbListCache[1] ~= nil and tbListCache[1].bLoaded and tbListCache[2] ~= nil and tbListCache[2].bLoaded then
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self:ShowRecommendList()
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end
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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if not self._bListActive then
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return
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end
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while self._bListActive and self.animator ~= nil and self.animator.isActiveAndEnabled do
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local objState = self.animator:GetCurrentAnimatorStateInfo(0)
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if not objState:IsName("SoldierRecommendPanel_in") or objState.normalizedTime >= 1 then
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break
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end
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coroutine.yield(nil)
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end
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if not self._bListActive then
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return
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end
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self._bWaitingEnterAnim = false
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self:RefreshRecommendList()
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end
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self._coOpenList = cs_coroutine.start(wait)
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end
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function SoldierRecommendCtrl:OnPreExit()
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if self._bListActive and self._nVisibleListState ~= nil then
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local mapCache = self._tbListCache[self._nVisibleListState]
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mapCache.v2Position = self._rtRecommendContent.anchoredPosition
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mapCache.v2Size = self._rtRecommendContent.sizeDelta
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end
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self._bListActive = false
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self._bWaitingEnterAnim = false
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if self._coOpenList ~= nil then
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cs_coroutine.stop(self._coOpenList)
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self._coOpenList = nil
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end
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self:StopListLoading()
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self:SetListInputBlocked(false)
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end
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function SoldierRecommendCtrl:SetListInputBlocked(bBlocked)
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if self._bListInputBlocked == true == bBlocked then
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return
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end
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self._bListInputBlocked = bBlocked
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EventManager.Hit(EventId.BlockInput, bBlocked)
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end
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function SoldierRecommendCtrl:StopListLoading()
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if self._coLoadList ~= nil then
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cs_coroutine.stop(self._coLoadList)
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self._coLoadList = nil
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end
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end
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function SoldierRecommendCtrl:OnDisable()
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self:OnPreExit()
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EventManager.Hit("SoldierRecommendPanel_Close")
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end
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function SoldierRecommendCtrl:OnDestroy()
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self:OnPreExit()
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self:ClearListCache()
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end
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function SoldierRecommendCtrl:ClearListCache()
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self._tbListCache = nil
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self._nVisibleListState = nil
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self.tbRecommendCellCtrl = nil
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self.tbRecommendData = nil
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self._goRecommendTemplate = nil
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self._rtRecommendContent = nil
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self._objRecommendLayout = nil
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end
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function SoldierRecommendCtrl:RefreshListHeader()
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self._mapNode.rtCollectionProgress.gameObject:SetActive(self.nListState == 2)
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if self.nListState == 2 then
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local tbCollectData = PlayerData.SoldierData:GetCollectRecommendList()
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local nMaxFavorite = ConfigTable.GetConfigNumber("SoldierBattleReportFavoriteLimit")
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local nFavoriteCount = tbCollectData and #tbCollectData or 0
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local sText = orderedFormat(ConfigTable.GetUIText("Soldier_Recommend_Favored"), nFavoriteCount, nMaxFavorite)
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NovaAPI.SetTMPText(self._mapNode.txt_CollectionProgress, sText)
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end
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self._mapNode.go_recommend_in:SetActive(self.nListState == 1)
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self._mapNode.go_recommend_off:SetActive(self.nListState ~= 1)
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self._mapNode.go_collect_in:SetActive(self.nListState == 2)
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self._mapNode.go_collect_off:SetActive(self.nListState ~= 2)
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end
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function SoldierRecommendCtrl:RefreshRecommendList()
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if not self._bListActive then
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return
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end
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self:RefreshListHeader()
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if self._bWaitingEnterAnim then
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return
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end
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local tbSources = {
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PlayerData.SoldierData:GetSystemRecommendList(),
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PlayerData.SoldierData:GetCollectRecommendList()
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}
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local tbPending = {}
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for nState = 1, 2 do
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local mapCache = self._tbListCache[nState]
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if mapCache == nil then
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mapCache = {
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tbCellCtrl = {},
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tbData = {}
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}
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self._tbListCache[nState] = mapCache
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end
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if not mapCache.bLoaded or mapCache.tbSource ~= tbSources[nState] then
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table.insert(tbPending, nState)
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end
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end
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if #tbPending == 0 and self._nVisibleListState == self.nListState then
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self:SetListInputBlocked(false)
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return
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end
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self:StopListLoading()
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self._mapNode.sv_recommend:StopMovement()
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local mapPrevious = self._tbListCache[self._nVisibleListState]
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if mapPrevious ~= nil then
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mapPrevious.v2Position = self._rtRecommendContent.anchoredPosition
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mapPrevious.v2Size = self._rtRecommendContent.sizeDelta
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end
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self._rtRecommendContent.gameObject:SetActive(false)
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if #tbPending == 0 then
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self:ShowRecommendList()
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self:SetListInputBlocked(false)
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return
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end
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self:SetListInputBlocked(true)
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NovaAPI.SetTMPText(self._mapNode.txtNoRcmd, ConfigTable.GetUIText("Soldier_Recommend_Loading"))
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self._mapNode.rtEmpty.gameObject:SetActive(true)
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self._coLoadList = cs_coroutine.start(function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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coroutine.yield(nil)
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if not self._bListActive then
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self:SetListInputBlocked(false)
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return
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end
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local bSuccess, sError = pcall(function()
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for _, nState in ipairs(tbPending) do
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self:LoadRecommendList(self._tbListCache[nState], tbSources[nState])
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end
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self:ShowRecommendList()
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end)
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self._coLoadList = nil
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self:SetListInputBlocked(false)
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if not bSuccess then
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printError(sError)
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end
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end)
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end
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function SoldierRecommendCtrl:ShowRecommendList()
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local mapCache = self._tbListCache[self.nListState]
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for nState, mapTabCache in pairs(self._tbListCache) do
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for nIndex, objCell in ipairs(mapTabCache.tbCellCtrl) do
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local bActive = nState == self.nListState and nIndex <= #mapTabCache.tbData
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if objCell.gameObject.activeSelf ~= bActive then
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objCell.gameObject:SetActive(bActive)
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end
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end
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end
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self._nVisibleListState = self.nListState
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self.tbRecommendCellCtrl = mapCache.tbCellCtrl
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self.tbRecommendData = mapCache.tbData
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self._rtRecommendContent.sizeDelta = mapCache.v2Size
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self._rtRecommendContent.anchoredPosition = mapCache.v2Position
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local bHasData = #mapCache.tbData > 0
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self._rtRecommendContent.gameObject:SetActive(bHasData)
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if not mapCache.bAnimationReady then
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for nIndex = 1, #mapCache.tbData do
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local objAnimator = mapCache.tbCellCtrl[nIndex].gameObject:GetComponent("Animator")
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if objAnimator ~= nil then
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objAnimator.enabled = true
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objAnimator:Play("go", 0, 1)
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objAnimator:Update(0)
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objAnimator.enabled = false
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end
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end
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mapCache.bAnimationReady = true
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end
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NovaAPI.SetTMPText(self._mapNode.txtNoRcmd, ConfigTable.GetUIText("Soldier_Recommend_NoRcmd"))
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self._mapNode.rtEmpty.gameObject:SetActive(not bHasData)
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end
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function SoldierRecommendCtrl:LoadRecommendList(mapCache, tbSource)
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mapCache.bLoaded = false
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mapCache.bAnimationReady = false
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mapCache.tbData = {}
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for _, mapData in ipairs(tbSource or {}) do
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table.insert(mapCache.tbData, mapData)
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end
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local mapApplyData = PlayerData.SoldierData:GetRecommendData(self.bInSoldier)
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if mapApplyData ~= nil then
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table.sort(mapCache.tbData, function(mapFirst, mapSecond)
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if mapFirst.nRecommendId == mapSecond.nRecommendId then
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return false
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end
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if mapFirst.nRecommendId == mapApplyData.nRecommendId then
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return true
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end
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if mapSecond.nRecommendId == mapApplyData.nRecommendId then
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return false
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end
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return mapFirst.nRecommendId < mapSecond.nRecommendId
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end)
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end
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local objLayout = self._objRecommendLayout
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local v2CellSize = objLayout.cellSize
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local nSpacing = objLayout.spacing.y
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local nTop = objLayout.padding.top
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for nIndex, mapData in ipairs(mapCache.tbData) do
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local objCell = mapCache.tbCellCtrl[nIndex]
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if objCell == nil then
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local goItem = instantiate(self._goRecommendTemplate, self._rtRecommendContent)
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local rtItem = goItem:GetComponent("RectTransform")
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rtItem.pivot = Vector2(0, 1)
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rtItem.anchorMin = Vector2(0, 1)
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rtItem.anchorMax = Vector2(0, 1)
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rtItem.localScale = Vector3.one
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rtItem.sizeDelta = v2CellSize
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rtItem.anchoredPosition = Vector2(objLayout.padding.left, -nTop - (nIndex - 1) * (v2CellSize.y + nSpacing))
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objCell = self._panel:BindRecommendCtrl(goItem, "Game.UI.Soldier.Recommend.SoldierRecommendCellCtrl")
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mapCache.tbCellCtrl[nIndex] = objCell
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objCell:SetDetailCallback(self, nIndex)
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end
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objCell:SetItemData(mapData, self.bInSoldier)
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end
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local nCount = #mapCache.tbData
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mapCache.v2Size = Vector2(0, nTop + nCount * v2CellSize.y + math.max(0, nCount - 1) * nSpacing + objLayout.padding.bottom)
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mapCache.v2Position = Vector2.zero
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mapCache.tbSource = tbSource
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mapCache.bLoaded = true
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end
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function SoldierRecommendCtrl:InitData()
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self:RefreshRecommendList()
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end
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function SoldierRecommendCtrl:OnRecommendGridBtnClick(goGrid, gridIndex)
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local nIndex = gridIndex + 1
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local mapRecommendData = self.tbRecommendData[nIndex]
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self.animator:Play("SoldierRecommendPanel_out")
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self:AddTimer(1, 0.26, function()
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EventManager.Hit(EventId.OpenPanel, PanelId.SoldierRecommendDetailPanel, mapRecommendData, self.bInSoldier)
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end, true, true, true)
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end
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function SoldierRecommendCtrl:OnBtnClick_Recommend()
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if self.nListState == 1 then
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return
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end
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self.nListState = 1
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self:RefreshRecommendList()
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end
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function SoldierRecommendCtrl:OnBtnClick_Collect()
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if self.nListState == 2 then
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return
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end
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self.nListState = 2
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self:RefreshRecommendList()
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end
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function SoldierRecommendCtrl:OnBtnClick_ImportRcmd()
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self._mapNode.goImport:SetActive(true)
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self._mapNode.blurImport:SetActive(true)
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self._mapNode.animWindow:Play("t_window_04_t_in")
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EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
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end
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function SoldierRecommendCtrl:OnBtnClick_CloseImport()
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self._mapNode.animWindow:Play("t_window_04_t_out")
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EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
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self:AddTimer(1, 0.2, function()
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self._mapNode.goImport:SetActive(false)
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end, true, true, true)
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end
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function SoldierRecommendCtrl:OnValueChanged_Import(_, sContent)
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if sContent == nil or sContent == "" then
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return
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end
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local sFiltered = string.gsub(sContent, "[^A-Za-z0-9+/=]", "")
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if sFiltered ~= sContent then
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NovaAPI.SetTMPInputFieldText(self._mapNode.input, sFiltered)
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end
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end
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function SoldierRecommendCtrl:OnBtnClick_ConfirmImport()
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local sCode = NovaAPI.GetTMPInputFieldText(self._mapNode.input)
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if sCode == "" then
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EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("BUILD_05"))
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return
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end
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local tbCollectData = PlayerData.SoldierData:GetCollectRecommendList()
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local nMaxFavorite = ConfigTable.GetConfigNumber("SoldierBattleReportFavoriteLimit")
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local nFavoriteCount = tbCollectData and #tbCollectData or 0
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if nMaxFavorite <= nFavoriteCount then
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EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Soldier_Recommend_Report_Max"))
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return
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end
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PlayerData.SoldierData:SendFavoriteRecommend(sCode, function()
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if not self._bListActive then
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return
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end
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PlayerData.SoldierData:RequestRecommendList(function()
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if not self._bListActive then
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return
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end
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self.nListState = 2
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NovaAPI.SetTMPInputFieldText(self._mapNode.input, "")
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self:OnBtnClick_CloseImport()
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self:RefreshRecommendList()
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end)
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end)
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end
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function SoldierRecommendCtrl:OnBtnClick_RcmdSquare()
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local bHasUrl, sUrl = UTILS.GetToolBoxUrl()
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if not (bHasUrl and sUrl) or sUrl == "" then
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EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Function_NotAvailable"))
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return
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end
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sUrl = sUrl .. "/auto-chess"
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local bSuccess, bOpened = pcall(function()
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if NovaAPI.IsEditorPlatform() then
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NovaAPI.OpenURL(sUrl)
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return true
|
|
end
|
|
if not SDKManager:IsSDKInit() then
|
|
return false
|
|
end
|
|
SDKManager:ShowWebView(false, "", sUrl, 1, 0, true)
|
|
return true
|
|
end)
|
|
if not bSuccess then
|
|
printError(bOpened)
|
|
end
|
|
if not bSuccess or not bOpened then
|
|
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Function_NotAvailable"))
|
|
end
|
|
end
|
|
function SoldierRecommendCtrl:OnEvent_RefreshRecommendList()
|
|
if self.nListState == 2 then
|
|
self:RefreshRecommendList()
|
|
end
|
|
end
|
|
return SoldierRecommendCtrl
|