Files
StellaSora_DataLua/lua/game/ui/charskill/charskillctrl.lua
T
SL1900 e0549005e1 Update - 1.9.0.103
EN: 1.9.0.103
CN: 1.9.0.104
JP: 1.9.0.106
KR: 1.9.0.108
2026-04-18 00:15:00 +09:00

500 lines
17 KiB
Lua

local PlayerCharData = PlayerData.Char
local PlayerCoinData = PlayerData.Coin
local PlayerItemData = PlayerData.Item
local Actor2DManager = require("Game.Actor2D.Actor2DManager")
local ConfigData = require("GameCore.Data.ConfigData")
local LayoutRebuilder = CS.UnityEngine.UI.LayoutRebuilder
local CharSkillCtrl = class("CharSkillCtrl", BaseCtrl)
CharSkillCtrl._mapNodeConfig = {
safeAreaRoot = {
sNodeName = "----SafeAreaRoot----",
sComponentName = "RectTransform"
},
contentRoot = {
sNodeName = "----ContentRoot----",
sComponentName = "RectTransform"
},
canvasGroupUpgrade = {
sNodeName = "--Upgrade--",
sComponentName = "CanvasGroup"
},
ctrlSkill = {
sNodeName = "goSkill",
nCount = 4,
sCtrlName = "Game.UI.TemplateEx.TemplateSkillSelectCtrl"
},
btnSkill = {
sNodeName = "goSkill",
nCount = 4,
sComponentName = "UIButton",
callback = "OnBtn_Skill"
},
goLv = {},
txtLvWord_Now = {
sComponentName = "TMP_Text",
sLanguageId = "Monster_Rank"
},
txtLvNum_Now = {sComponentName = "TMP_Text"},
txtLvWord_Next = {
sComponentName = "TMP_Text",
sLanguageId = "Monster_Rank"
},
txtLvNum_Next = {sComponentName = "TMP_Text"},
goLvMax = {},
txtLvWord_Max = {
sComponentName = "TMP_Text",
sLanguageId = "Monster_Rank"
},
txtLvNum_Max = {sComponentName = "TMP_Text"},
txtLvAdd = {nCount = 3, sComponentName = "TMP_Text"},
goCD = {},
imgIcon_CD = {sComponentName = "Image"},
txtProperty_CD = {sComponentName = "TMP_Text", sLanguageId = "Talent_CD"},
txtValue_CD = {sComponentName = "TMP_Text"},
goCost = {},
imgIcon_Cost = {sComponentName = "Image"},
txtProperty_Cost = {
sComponentName = "TMP_Text",
sLanguageId = "Talent_Cost"
},
txtValue_Cost = {sComponentName = "TMP_Text"},
txtIsMaxLv = {
sComponentName = "TMP_Text",
sLanguageId = "Talent_MaxLv"
},
goMaxLv = {sNodeName = "txtIsMaxLv"},
goMaterial = {},
goMat = {nCount = 4},
ctrlMat = {
sNodeName = "goMat",
nCount = 4,
sCtrlName = "Game.UI.TemplateEx.TemplateMatCtrl"
},
btnMat = {
nCount = 4,
sComponentName = "UIButton",
callback = "OnBtn_Mat"
},
btnUpgrade = {
sComponentName = "UIButton",
callback = "OnBtn_Upgrade"
},
txtBtnUpgrade = {
sComponentName = "TMP_Text",
sLanguageId = "CharacterSkill_Upgrade"
},
btnAutoFill = {
sComponentName = "UIButton",
callback = "OnBtnClick_AutoFill"
},
txtBtnAutoFill = {
sComponentName = "TMP_Text",
sLanguageId = "AutoDevelopment_Btn_Fill"
},
txtRequireCharAdv = {
sComponentName = "TMP_Text",
sLanguageId = "Talent_Upgrade_SkillUnable"
},
goRequireCharAdv = {
sNodeName = "txtRequireCharAdv"
},
txtReqCount = {sComponentName = "TMP_Text"},
goReqCoin = {},
imgReqIcon = {sComponentName = "Image"},
goSkillInfoBrief = {},
imgSkillTypeBg = {sComponentName = "Image"},
imgSkillType = {sComponentName = "Image"},
txtSkillType = {sComponentName = "TMP_Text"},
txtSkillName = {sComponentName = "TMP_Text"},
goCDCost = {},
txtSkillDesc = {nCount = 2, sComponentName = "TMP_Text"},
TMP_Link = {
nCount = 2,
sNodeName = "txtSkillDesc",
sComponentName = "TMPHyperLink",
callback = "OnBtnClick_Word"
},
goDescNode = {
nCount = 2,
sNodeName = "imgSkillBg",
sComponentName = "RectTransform"
},
txtSkillDetailTitle = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "Skill_DescTitle"
},
ScrollView = {nCount = 2, sComponentName = "ScrollRect"},
Content = {
nCount = 2,
sComponentName = "RectTransform"
},
rtSvBg = {
nCount = 2,
sComponentName = "RectTransform"
},
btnCloseWordTip = {
sComponentName = "Button",
callback = "OnBtnClick_CloseWordTip"
},
imgWordTipBg = {},
TMPWordDesc = {sComponentName = "TMP_Text"},
TMPWordTipsTitle = {sComponentName = "TMP_Text"},
switch_skillDesc = {nCount = 2},
switch_name = {
nCount = 2,
sComponentName = "TMP_Text",
sLanguageId = "CharSkillDescType"
},
btnSwitch1_on = {
sComponentName = "UIButton",
callback = "OnEvent_SetDesc"
},
btnSwitch1_off = {
sComponentName = "UIButton",
callback = "OnEvent_SetSimpleDesc"
},
btnSwitch2_on = {
sComponentName = "UIButton",
callback = "OnEvent_SetDesc"
},
btnSwitch2_off = {
sComponentName = "UIButton",
callback = "OnEvent_SetSimpleDesc"
},
btEnergyEff = {
sComponentName = "UIButton",
callback = "OnBtnClick_ShowEnergyEff"
}
}
CharSkillCtrl._mapEventConfig = {
[EventId.CharBgRefresh] = "OnEvent_RefreshPanel",
[EventId.CharRelatePanelAdvance] = "OnEvent_PanelAdvance",
[EventId.CharRelatePanelBack] = "OnEvent_PanelBack",
CraftingSuccess = "OnEvent_ItemChanged",
ConsumableUsed = "OnEvent_ItemChanged",
AutoFillSuccess = "OnEvent_ItemChanged"
}
local desc_adapt_ui_cfg = {
[1] = {
localPosY = -203.6,
otherHeight = 868.5,
otherHeightMax = 637.6
},
[2] = {
localPosY = -260.6,
otherHeight = 925.4,
otherHeightMax = 694.5
}
}
function CharSkillCtrl:PlayOpenAnim()
end
function CharSkillCtrl:PlayCloseAnim()
end
function CharSkillCtrl:RefreshContent()
if self._panel.nPanelId ~= PanelId.CharSkill then
return
end
if self.nCharId ~= self._panel.nCharId then
self._panel.nUpgradeIndex = 1
end
self.nCharId = self._panel.nCharId
self.EET = ConfigTable.GetData_Character(self.nCharId).EET
self.tbSKillData = {}
self.sUpgradeError = nil
self.tbBranchSkillId = PlayerCharData:GetSkillIds(self.nCharId)
self:RefreshUpgrade()
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_CharSkill")
end
function CharSkillCtrl:PlaySwitchAnim(nClosePanelId, nOpenPanelId, bBack)
if nClosePanelId == PanelId.CharSkill then
self._mapNode.contentRoot.gameObject:SetActive(false)
end
if nOpenPanelId == PanelId.CharSkill then
self._mapNode.contentRoot.gameObject:SetActive(true)
end
end
function CharSkillCtrl:Awake()
self.nW = 749
self.nH_min = 391
self:SetPngSprite(self._mapNode.imgIcon_CD, "Icon/ZZZOther/icon_common_skillinfo_ct")
self:SetPngSprite(self._mapNode.imgIcon_Cost, "Icon/ZZZOther/icon_common_skillinfo_eny")
self:SetSprite_Coin(self._mapNode.imgReqIcon, AllEnum.CoinItemId.Gold)
self._mapCanNotSetAsEnterSkill = {
[115] = {
[1] = false,
[2] = false
}
}
end
function CharSkillCtrl:OnEnable()
self:RefreshContent()
if self._panel.nPanelId == PanelId.CharSkill then
self:PlayOpenAnim()
else
self._mapNode.contentRoot.gameObject:SetActive(false)
end
end
function CharSkillCtrl:OnDisable()
end
function CharSkillCtrl:OnDestroy()
end
function CharSkillCtrl:SetCanvasGroup(cg, bVisible)
NovaAPI.SetCanvasGroupAlpha(cg, bVisible == true and 1 or 0)
NovaAPI.SetCanvasGroupBlocksRaycasts(cg, bVisible == true)
NovaAPI.SetCanvasGroupInteractable(cg, bVisible == true)
end
function CharSkillCtrl:RefreshUpgrade()
self.tbSKillData = PlayerCharData:GetCharSkillUpgradeData(self.nCharId)
self:SetSkillList()
self:SetUpgrade()
end
function CharSkillCtrl:SetSkillList()
for i = 1, 4 do
local mapSkillData = self.tbSKillData[i]
self._mapNode.ctrlSkill[i]:SetSkill(mapSkillData.nId, i, mapSkillData.nLv, self.EET, mapSkillData.nAddLv)
end
self._mapNode.ctrlSkill[self._panel.nUpgradeIndex]:SetSelect(true)
end
function CharSkillCtrl:SetUpgrade()
local mapSkillData = self.tbSKillData[self._panel.nUpgradeIndex]
local nId = mapSkillData.nId
local nLv = mapSkillData.nLv
local nAddLv = mapSkillData.nAddLv
local nNextLv = nLv + 1
local nMaxLv = mapSkillData.nMaxLv
local mapReq = mapSkillData.mapReq
local mapCfgData_Skill = ConfigTable.GetData_Skill(nId)
if nil == mapCfgData_Skill then
return
end
local nCD = FormatNum(mapCfgData_Skill.SkillCD * ConfigData.IntFloatPrecision)
local nCost = FormatNum(mapCfgData_Skill.UltraEnergy * ConfigData.IntFloatPrecision)
local bWithCDCost = 0 < nCD or 0 < nCost
NovaAPI.SetTMPText(self._mapNode.txtLvNum_Now, tostring(nLv))
NovaAPI.SetTMPText(self._mapNode.txtLvNum_Next, tostring(nNextLv))
NovaAPI.SetTMPText(self._mapNode.txtLvNum_Max, tostring(nMaxLv))
for i = 1, 3 do
self._mapNode.txtLvAdd[i].gameObject:SetActive(0 < nAddLv)
if 0 < nAddLv then
NovaAPI.SetTMPText(self._mapNode.txtLvAdd[i], "(+" .. nAddLv .. ")")
end
end
self._mapNode.goLv:SetActive(nLv ~= nMaxLv)
self._mapNode.goLvMax:SetActive(nLv == nMaxLv)
local skillShowCfg = AllEnum.SkillTypeShow[self._panel.nUpgradeIndex]
NovaAPI.SetTMPText(self._mapNode.txtSkillType, ConfigTable.GetUIText(skillShowCfg.sLanguageId))
local skillTypeIconIdx = skillShowCfg.iconIndex
self:SetAtlasSprite(self._mapNode.imgSkillType, "05_language", "zs_character_skill_text_" .. skillTypeIconIdx)
NovaAPI.SetImageNativeSize(self._mapNode.imgSkillType)
local _, _color = ColorUtility.TryParseHtmlString(skillShowCfg.bgColor)
NovaAPI.SetImageColor(self._mapNode.imgSkillTypeBg, _color)
NovaAPI.SetTMPText(self._mapNode.txtSkillName, mapCfgData_Skill.Title)
local sCD = tostring(nCD) .. ConfigTable.GetUIText("Talent_Sec")
local sCost = tostring(nCost)
if nCD <= 0 then
sCD = ConfigTable.GetUIText("Skill_NoCD")
end
if nCost <= 0 then
sCost = ConfigTable.GetUIText("Skill_NoCost")
end
NovaAPI.SetTMPText(self._mapNode.txtValue_CD, sCD)
NovaAPI.SetTMPText(self._mapNode.txtValue_Cost, sCost)
local bVisibleCD, bVisibleCost = false, false
if mapCfgData_Skill.Type == GameEnum.skillType.NORMAL then
bVisibleCD, bVisibleCost = false, false
elseif mapCfgData_Skill.Type == GameEnum.skillType.SKILL or mapCfgData_Skill.Type == GameEnum.skillType.SUPPORT or mapCfgData_Skill.Type == GameEnum.skillType.OTHER_SKILL then
bVisibleCD, bVisibleCost = true, false
elseif mapCfgData_Skill.Type == GameEnum.skillType.ULTIMATE then
bVisibleCD, bVisibleCost = true, true
end
self._mapNode.goCDCost:SetActive(bVisibleCD or bVisibleCost)
self._mapNode.goCD:SetActive(bVisibleCD)
self._mapNode.goCost:SetActive(bVisibleCost)
local bWithCDCost = bVisibleCD == true or bVisibleCost == true
if nNextLv > nMaxLv then
nNextLv = nil
end
local sDesc = nNextLv and UTILS.ParseDesc(mapCfgData_Skill, GameEnum.levelTypeData.SkillSlot, nNextLv + nAddLv) or UTILS.ParseDesc(mapCfgData_Skill)
local bIsSimpleDescType = PlayerCharData:GetCharPanelSkillDescType()
self._mapNode.btnSwitch1_on.gameObject:SetActive(bIsSimpleDescType)
self._mapNode.btnSwitch1_off.gameObject:SetActive(not bIsSimpleDescType)
self._mapNode.btnSwitch2_on.gameObject:SetActive(bIsSimpleDescType)
self._mapNode.btnSwitch2_off.gameObject:SetActive(not bIsSimpleDescType)
local sShowDesc = bIsSimpleDescType and UTILS.ParseDesc(mapCfgData_Skill, GameEnum.levelTypeData.SkillSlot, nil, true) or sDesc
if self.mapUpgradeSucTips == nil then
self.mapUpgradeSucTips = {}
end
self.mapUpgradeSucTips.nSkillId = nId
self.mapUpgradeSucTips.nNextLevel = nNextLv
self.mapUpgradeSucTips.sSkillName = mapCfgData_Skill.Title
self.mapUpgradeSucTips.sSkillDesc = sDesc
self.mapUpgradeSucTips.nAddLevel = nAddLv
local nDescAdaptIdx = (bVisibleCD or bVisibleCost) and 2 or 1
self._mapNode.goDescNode[1].gameObject:SetActive(nDescAdaptIdx == 1)
self._mapNode.goDescNode[2].gameObject:SetActive(nDescAdaptIdx == 2)
self._mapNode.switch_skillDesc[1].gameObject:SetActive(nDescAdaptIdx == 1)
self._mapNode.switch_skillDesc[2].gameObject:SetActive(nDescAdaptIdx == 2)
if nDescAdaptIdx == 1 then
NovaAPI.SetTMPText(self._mapNode.txtSkillDesc[1], sShowDesc)
NovaAPI.SetTMPText(self._mapNode.txtSkillDesc[2], "")
else
NovaAPI.SetTMPText(self._mapNode.txtSkillDesc[1], "")
NovaAPI.SetTMPText(self._mapNode.txtSkillDesc[2], sShowDesc)
end
self:RefreshHeight(nDescAdaptIdx, mapReq == -1)
if mapReq == -1 then
self._mapNode.goMaxLv:SetActive(true)
self._mapNode.goMaterial:SetActive(false)
else
self._mapNode.goMaxLv:SetActive(false)
self._mapNode.goMaterial:SetActive(true)
local nCharAdvNum = PlayerCharData:GetCharAdvance(self.nCharId)
local nHasGoldCount = PlayerCoinData:GetCoinCount(AllEnum.CoinItemId.Gold)
self.sUpgradeError = nil
local bCanUpgrade = nHasGoldCount >= mapReq.nReqGold
if bCanUpgrade == false then
self.sUpgradeError = ConfigTable.GetUIText("PRESENTS_01")
end
NovaAPI.SetTMPText(self._mapNode.txtReqCount, tostring(mapReq.nReqGold))
NovaAPI.SetTMPColor(self._mapNode.txtReqCount, nHasGoldCount >= mapReq.nReqGold and Blue_Normal or Red_Unable)
local tbNeedMat = {}
for i, v in ipairs(mapReq.tbReqItem) do
self._mapNode.goMat[i]:SetActive(true)
local nItemId = v[1]
local nItemReqNum = v[2]
self._mapNode.btnMat[i].interactable = 0 < nItemId and 0 < nItemReqNum
if 0 < nItemId and 0 < nItemReqNum then
local nItemHasNum = PlayerItemData:GetItemCountByID(nItemId)
if nItemReqNum > nItemHasNum then
self.sUpgradeError = ConfigTable.GetUIText("CharSkill_NotEnoughMat")
end
bCanUpgrade = bCanUpgrade == true and nItemReqNum <= nItemHasNum
self._mapNode.ctrlMat[i]:SetMat(nItemId, nItemReqNum)
table.insert(tbNeedMat, {nId = nItemId, nCount = nItemReqNum})
else
self._mapNode.ctrlMat[i]:SetMat(0)
end
end
self.tbFillStep, self.tbUseItem, self.tbShowNeedItem = PlayerItemData:AutoFillMat(tbNeedMat)
local bAbleAutoFill = next(self.tbUseItem) ~= nil and nHasGoldCount >= mapReq.nReqGold
if nCharAdvNum < mapReq.nReqCharAdvNum then
self.sUpgradeError = orderedFormat(ConfigTable.GetUIText("CharSKill_NotEnoughCharAdvNum"), mapReq.nReqCharAdvNum)
end
bCanUpgrade = bCanUpgrade == true and nCharAdvNum >= mapReq.nReqCharAdvNum
self._mapNode.btnUpgrade.gameObject:SetActive(nCharAdvNum >= mapReq.nReqCharAdvNum and not bAbleAutoFill)
self._mapNode.btnAutoFill.gameObject:SetActive(nCharAdvNum >= mapReq.nReqCharAdvNum and bAbleAutoFill)
self._mapNode.goReqCoin:SetActive(nCharAdvNum >= mapReq.nReqCharAdvNum)
self._mapNode.goRequireCharAdv:SetActive(nCharAdvNum < mapReq.nReqCharAdvNum)
end
end
function CharSkillCtrl:RefreshHeight(nType, bMax)
local nOtherHeight = bMax and desc_adapt_ui_cfg[nType].otherHeightMax or desc_adapt_ui_cfg[nType].otherHeight
local nMaxHeight = Settings.CURRENT_CANVAS_FULL_RECT_HEIGHT - nOtherHeight
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
local nContentH = self._mapNode.Content[nType].rect.height
local bOver = nContentH > nMaxHeight
local nHeight = bOver and nMaxHeight or nContentH
NovaAPI.SetScrollRectVertical(self._mapNode.ScrollView[nType], bOver)
self._mapNode.rtSvBg[nType].sizeDelta = Vector2(self._mapNode.rtSvBg[nType].rect.width, nHeight)
NovaAPI.SetVerticalNormalizedPosition(self._mapNode.ScrollView[nType], 1)
end
cs_coroutine.start(wait)
end
function CharSkillCtrl:OnBtn_Skill(btn)
local nIndex = btn.transform:GetSiblingIndex() + 1
if self._panel.nUpgradeIndex == nIndex then
return
end
self._panel.nUpgradeIndex = nIndex
for i, v in ipairs(self._mapNode.ctrlSkill) do
v:SetSelect(i == self._panel.nUpgradeIndex)
end
self:SetUpgrade()
end
function CharSkillCtrl:OnBtn_Mat(btn)
local nIndex = 1
local sName = btn.name
if sName == "btnMat1" then
nIndex = 1
elseif sName == "btnMat2" then
nIndex = 2
elseif sName == "btnMat3" then
nIndex = 3
elseif sName == "btnMat4" then
nIndex = 4
end
local mapSkillData = self.tbSKillData[self._panel.nUpgradeIndex]
local mapReq = mapSkillData.mapReq
if nil ~= mapReq.tbReqItem[nIndex][1] and mapReq.tbReqItem[nIndex][1] > 0 then
local mapData = {
nTid = mapReq.tbReqItem[nIndex][1],
nNeedCount = mapReq.tbReqItem[nIndex][2],
bShowDepot = true,
bShowJumpto = true
}
EventManager.Hit(EventId.OpenPanel, PanelId.ItemTips, btn.transform, mapData)
end
end
function CharSkillCtrl:OnBtn_Upgrade(btn)
if self.sUpgradeError ~= nil then
EventManager.Hit(EventId.OpenMessageBox, self.sUpgradeError)
return
end
local callBack = function()
if self.mapUpgradeSucTips ~= nil then
EventManager.Hit(EventId.OpenPanel, PanelId.SkillSucBar, self.mapUpgradeSucTips, function()
self:RefreshUpgrade()
end)
end
PlayerData.Voice:PlayCharVoice("charUp", self.nCharId)
end
PlayerCharData:CharSkillUpgrade(self.nCharId, self._panel.nUpgradeIndex, callBack)
end
function CharSkillCtrl:OnBtnClick_AutoFill()
EventManager.Hit(EventId.OpenPanel, PanelId.FillMaterial, self.tbFillStep, self.tbUseItem, self.tbShowNeedItem)
end
function CharSkillCtrl:OnBtnClick_Word(link, _, sWordId)
UTILS.ClickWordLink(link, sWordId)
end
function CharSkillCtrl:OnBtnClick_CloseWordTip()
self._mapNode.btnCloseWordTip.gameObject:SetActive(false)
self._mapNode.imgWordTipBg:SetActive(false)
end
function CharSkillCtrl:OnEvent_RefreshPanel()
self:RefreshContent()
end
function CharSkillCtrl:OnEvent_PanelAdvance(nClosePanelId, nOpenPanelId)
self:PlaySwitchAnim(nClosePanelId, nOpenPanelId, false)
self:RefreshContent()
end
function CharSkillCtrl:OnEvent_PanelBack(nClosePanelId, nOpenPanelId)
self:PlaySwitchAnim(nClosePanelId, nOpenPanelId, true)
self:RefreshContent()
end
function CharSkillCtrl:OnEvent_ItemChanged()
if self._panel.nPanelId ~= PanelId.CharSkill then
return
end
self:SetUpgrade()
end
function CharSkillCtrl:OnEvent_SetSimpleDesc()
PlayerCharData:SetCharPanelSkillDescType(true)
self:SetUpgrade()
end
function CharSkillCtrl:OnEvent_SetDesc()
PlayerCharData:SetCharPanelSkillDescType(false)
self:SetUpgrade()
end
function CharSkillCtrl:OnBtnClick_ShowEnergyEff(btn)
if self.nCharId ~= nil then
local mapData = {
nCharId = self.nCharId,
bCharSkillEnergyEff = true
}
EventManager.Hit(EventId.OpenPanel, PanelId.SkillTips, btn.transform, mapData)
end
end
return CharSkillCtrl