Files
StellaSora_DataLua/lua/game/ui/potentialpreselection/potentialpreselectionctrl.lua
T
SL1900 7363298dc1 Update - 1.15.0.134
EN: 1.15.0.134
CN: 1.15.0.133
JP: 1.15.0.137
KR: 1.15.0.139
2026-09-08 12:00:00 +09:00

422 lines
14 KiB
Lua

local LocalData = require("GameCore.Data.LocalData")
local PotentialPreselectionCtrl = class("PotentialPreselectionCtrl", BaseCtrl)
PotentialPreselectionCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
},
EmptyContent = {},
txt_Empty = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_Preselection_List_Empty"
},
ExistContent = {},
imgAllCount = {},
txt_BuildCount = {sComponentName = "TMP_Text"},
btn_DeleteBuild = {
sComponentName = "UIButton",
callback = "OnBtnClick_Delete"
},
txtBtnDelete = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_Preselection_Delete"
},
btnImport = {
sComponentName = "UIButton",
callback = "OnBtnClick_Import"
},
txtBtnImport = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_Preselection_Import"
},
SystemRcmdSwitch = {},
btnSwitch = {
nCount = 2,
sComponentName = "UIButton",
callback = "OnBtnClick_Switch"
},
txtSystemRcmdSwitch = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_System_Preset_Rcmd"
},
BuildList = {
sComponentName = "LoopScrollView"
},
goFilterEmpty = {},
txt_FilterEmpty = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_Preselection_List_Empty_Filter"
},
btn_sort_time = {
sComponentName = "UIButton",
callback = "OnBtnClick_SortTime"
},
txt_sort_timeTitle = {
sComponentName = "TMP_Text",
sLanguageId = "RoguelikeBuild_Manage_SortTime"
},
btnFilter = {
sComponentName = "UIButton",
callback = "OnBtnClick_Filter"
},
btnRoot = {
sComponentName = "RectTransform"
},
imgFilterChoose = {},
btnCreate = {
sComponentName = "UIButton",
callback = "OnBtnClick_Create"
},
txtBtnCreate = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_Preselection_Create"
},
DeleteContent = {},
btn_CloseDelete = {
sComponentName = "UIButton",
callback = "OnBtnClick_CloseDelete"
},
txt_CloseDelete = {
sComponentName = "TMP_Text",
sLanguageId = "RoguelikeBuild_Common_BtnCancle"
},
txtDelete = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_Preselection_Deleting"
}
}
PotentialPreselectionCtrl._mapEventConfig = {
[EventId.FilterConfirm] = "OnEvent_RefreshByFilter",
DeletePotentialPreselection = "OnEvent_DeleteSuc",
RefreshPreselectionList = "OnEvent_RefreshPreselectionList"
}
PotentialPreselectionCtrl._mapRedDotConfig = {}
local PanelState = {normal = 1, delete = 2}
local SortOrder = {Descending = true, Ascending = false}
local ShowSystemRcmdKey = "ShowSystemRecommend"
function PotentialPreselectionCtrl:ConvertUnpackData(tbUnpackData)
local tbCharPotential = {}
if tbUnpackData == nil then
return tbCharPotential
end
for _, mapCharData in ipairs(tbUnpackData) do
local tbPotential = {}
for _, mapPotential in ipairs(mapCharData.Potentials or {}) do
table.insert(tbPotential, {
nId = mapPotential.Id,
nLevel = mapPotential.Level
})
end
table.insert(tbCharPotential, {
nCharId = mapCharData.CharId,
tbPotential = tbPotential
})
end
return tbCharPotential
end
function PotentialPreselectionCtrl:RefreshSelectCharFromTeam()
if self.nTeamIndex == nil or self.nTeamIndex <= 0 then
return
end
local _, tbTeamMemberId = PlayerData.Team:GetTeamData(self.nTeamIndex)
if tbTeamMemberId == nil then
return
end
self.tbSelectChar = {}
for i = 1, 3 do
self.tbSelectChar[i] = tbTeamMemberId[i] or 0
end
end
function PotentialPreselectionCtrl:GetSystemRecommendList()
local tbList = {}
if not self.bShowSystemRecommend or self.tbSelectChar == nil then
return tbList
end
local mapTeamCharId = {}
for i = 1, 3 do
local nCharId = self.tbSelectChar[i]
if nCharId ~= nil and 0 < nCharId then
mapTeamCharId[nCharId] = true
end
end
if next(mapTeamCharId) == nil then
return tbList
end
local tbPotentialPreset = ConfigTable.Get("PotentialPreset")
ForEachTableLine(tbPotentialPreset, function(mapCfg)
if mapTeamCharId[mapCfg.CharacterId] == true then
local tbUnpackData = PlayerData.PotentialPreselection:UnPackPotentialData(mapCfg.ShareCode)
if tbUnpackData ~= nil then
table.insert(tbList, {
nId = mapCfg.Id,
nSystemPresetId = mapCfg.Id,
nTimestamp = 0,
sName = mapCfg.Name,
sDescription = mapCfg.Description,
sShareCode = mapCfg.ShareCode,
bPreference = false,
bSystemRecommend = true,
tbCharPotential = self:ConvertUnpackData(tbUnpackData)
})
end
end
end)
table.sort(tbList, function(a, b)
return a.nSystemPresetId < b.nSystemPresetId
end)
return tbList
end
function PotentialPreselectionCtrl:InitSort()
self._mapNode.btn_sort_time.transform:Find("AnimRoot/btn_AsceIcon"):GetComponent("Button").interactable = self.nSortOrder == SortOrder.Ascending
self._mapNode.btn_sort_time.transform:Find("AnimRoot/btn_DescIcon"):GetComponent("Button").interactable = self.nSortOrder == SortOrder.Descending
end
function PotentialPreselectionCtrl:RefreshPanel()
self._mapNode.DeleteContent.gameObject:SetActive(self.nPanelType == PanelState.delete)
self:RefreshList()
end
function PotentialPreselectionCtrl:RefreshList()
self:RefreshSelectCharFromTeam()
self.tbAllPreselectionList = PlayerData.PotentialPreselection:GetPreselectionList()
self.tbPreselectionList = {}
local tbNormalPreselectionList = {}
for _, v in pairs(self.tbAllPreselectionList) do
local mapMainChar = v.tbCharPotential[1]
local nCharId = mapMainChar.nCharId
local isFilter = PlayerData.Filter:CheckFilterByCharAndOption(nCharId, self._panel.tbOption)
if isFilter then
table.insert(tbNormalPreselectionList, v)
end
end
table.sort(tbNormalPreselectionList, function(a, b)
if self.nSortOrder == SortOrder.Descending then
return a.nTimestamp > b.nTimestamp
else
return a.nTimestamp < b.nTimestamp
end
end)
local tbSystemRecommendList = self:GetSystemRecommendList()
for _, mapData in ipairs(tbSystemRecommendList) do
table.insert(self.tbPreselectionList, mapData)
end
for _, mapData in ipairs(tbNormalPreselectionList) do
table.insert(self.tbPreselectionList, mapData)
end
NovaAPI.SetTMPText(self._mapNode.txt_BuildCount, string.format("%d/%d", #self.tbAllPreselectionList, self.nAllBuildCount))
local isDirty = PlayerData.Filter:IsDirtyByOption(self._panel.tbOption)
self._mapNode.imgFilterChoose:SetActive(isDirty)
local bEmpty = #self.tbAllPreselectionList == 0 and #tbSystemRecommendList == 0
self._mapNode.EmptyContent.gameObject:SetActive(bEmpty)
self._mapNode.ExistContent.gameObject:SetActive(not bEmpty)
self._mapNode.btn_sort_time.gameObject:SetActive(not bEmpty)
self._mapNode.btnFilter.gameObject:SetActive(not bEmpty)
self._mapNode.imgAllCount.gameObject:SetActive(not bEmpty)
CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.btnRoot)
for nInstanceId, objCtrl in pairs(self.mapGridCtrl or {}) do
self:UnbindCtrlByNode(objCtrl)
self.mapGridCtrl[nInstanceId] = nil
end
if bEmpty then
return
end
self._mapNode.goFilterEmpty.gameObject:SetActive(#self.tbPreselectionList == 0)
self._mapNode.BuildList.gameObject:SetActive(#self.tbPreselectionList > 0)
if #self.tbPreselectionList == 0 then
return
end
self._mapNode.BuildList:Init(#self.tbPreselectionList, self, self.OnGridRefresh, self.OnGridBtnClick)
end
function PotentialPreselectionCtrl:OnGridRefresh(goGrid, gridIndex)
local nIndex = gridIndex + 1
local nInstanceId = goGrid:GetInstanceID()
local objCtrl = self.mapGridCtrl[nInstanceId]
if objCtrl == nil then
objCtrl = self:BindCtrlByNode(goGrid, "Game.UI.PotentialPreselection.PotentialPreselectionItemCtrl")
self.mapGridCtrl[nInstanceId] = objCtrl
end
local mapData = self.tbPreselectionList[nIndex]
if mapData ~= nil then
local bSelected = mapData.bSystemRecommend ~= true and mapData.nId == self.nSelectPreselectionId
local bCharDiff = false
if self.tbSelectChar ~= nil then
local tbSelectChar = {}
for i = 1, 3 do
tbSelectChar[i] = self.tbSelectChar[i] or 0
end
for k, v in ipairs(mapData.tbCharPotential) do
if k == 1 then
if v.nCharId ~= tbSelectChar[k] then
bCharDiff = true
break
end
elseif table.indexof(tbSelectChar, v.nCharId) == 0 then
bCharDiff = true
break
end
end
end
local bSystemRecommend = mapData.bSystemRecommend == true
objCtrl:RefreshItem(mapData, bCharDiff, bSelected, bSystemRecommend)
objCtrl:ShowDelete(self.nPanelType == PanelState.delete and not bSystemRecommend)
end
end
function PotentialPreselectionCtrl:OnGridBtnClick(goGrid, gridIndex)
if self.nPanelType == PanelState.delete then
return
end
local nIndex = gridIndex + 1
local mapData = self.tbPreselectionList[nIndex]
if mapData ~= nil then
if mapData.bSystemRecommend == true then
EventManager.Hit(EventId.OpenPanel, PanelId.PotentialPreselectionEdit, AllEnum.PreselectionPanelType.SystemPreview, mapData, self.tbSelectChar or {}, self.nTeamIndex or 0, mapData.sName)
else
EventManager.Hit(EventId.OpenPanel, PanelId.PotentialPreselectionEdit, AllEnum.PreselectionPanelType.Preview, mapData, self.tbSelectChar, self.nTeamIndex)
end
end
end
function PotentialPreselectionCtrl:FadeIn()
if self._panel._nFadeInType == 1 then
EventManager.Hit(EventId.SetTransition)
if #self.tbPreselectionList > 0 then
EventManager.Hit(EventId.TemporaryBlockInput, 0.4)
end
end
end
function PotentialPreselectionCtrl:Awake()
end
function PotentialPreselectionCtrl:OnEnable()
if next(self._panel.mapCacheFilter) ~= nil then
for fKey, data in pairs(self._panel.mapCacheFilter) do
for sKey, value in pairs(data) do
PlayerData.Filter:SetCacheFilterByKey(fKey, sKey, value)
end
end
PlayerData.Filter:SyncFilterByCache()
end
self.tbSelectChar = nil
self.nTeamIndex = nil
self.bEnableSystemRecommend = false
self.nSelectPreselectionId = nil
local tbParam = self:GetPanelParam()
if type(tbParam) == "table" then
self.tbSelectChar = tbParam[1]
self.nTeamIndex = tbParam[2]
self.bEnableSystemRecommend = tbParam[3] == true
end
if self.nTeamIndex ~= nil then
self.nSelectPreselectionId = PlayerData.Team:GetTeamPreselectionId(self.nTeamIndex)
end
self.mapGridCtrl = {}
self.nPanelType = PanelState.normal
self.nSortOrder = SortOrder.Descending
self.nAllBuildCount = ConfigTable.GetConfigNumber("PotentialPreselectionMaxCount")
local bHasTeamChar = false
if self.tbSelectChar ~= nil then
for i = 1, 3 do
local nCharId = self.tbSelectChar[i]
if nCharId ~= nil and 0 < nCharId then
bHasTeamChar = true
break
end
end
end
self.bEnableSystemRecommend = self.bEnableSystemRecommend and bHasTeamChar
self.bShowSystemRecommend = self.bEnableSystemRecommend and (LocalData.GetPlayerLocalData(ShowSystemRcmdKey) == "1" or LocalData.GetPlayerLocalData(ShowSystemRcmdKey) == nil)
self._mapNode.SystemRcmdSwitch.gameObject:SetActive(self.bEnableSystemRecommend)
self._mapNode.btnSwitch[2].gameObject:SetActive(self.bShowSystemRecommend)
self._mapNode.btnSwitch[1].gameObject:SetActive(not self.bShowSystemRecommend)
self:InitSort()
self:RefreshPanel()
end
function PotentialPreselectionCtrl:OnDisable()
for nInstanceId, objCtrl in pairs(self.mapGridCtrl or {}) do
self:UnbindCtrlByNode(objCtrl)
end
self.mapGridCtrl = {}
self._panel.mapCacheFilter = {}
for _, fKey in ipairs(self._panel.tbOption) do
if self._panel.mapCacheFilter[fKey] == nil then
self._panel.mapCacheFilter[fKey] = {}
end
local data = PlayerData.Filter:GetCacheFilter(fKey)
if data ~= nil then
for sKey, value in pairs(data) do
self._panel.mapCacheFilter[fKey][sKey] = value
end
end
end
PlayerData.Filter:Reset(self._panel.tbOption)
end
function PotentialPreselectionCtrl:OnDestroy()
end
function PotentialPreselectionCtrl:OnRelease()
end
function PotentialPreselectionCtrl:OnBtnClick_Delete()
if self.nPanelType == PanelState.delete then
return
end
self.nPanelType = PanelState.delete
self:RefreshPanel()
end
function PotentialPreselectionCtrl:OnBtnClick_Import()
if self.nPanelType == PanelState.delete then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Potential_Preselection_Import_Disable"))
return
end
if #self.tbAllPreselectionList >= self.nAllBuildCount then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Potential_Preselection_Build_Max"))
return
end
EventManager.Hit(EventId.OpenPanel, PanelId.ImportPreselection)
end
function PotentialPreselectionCtrl:OnBtnClick_SortTime()
self.nSortOrder = not self.nSortOrder
self._mapNode.btn_sort_time.transform:Find("AnimRoot/btn_AsceIcon"):GetComponent("Button").interactable = self.nSortOrder == SortOrder.Ascending
self._mapNode.btn_sort_time.transform:Find("AnimRoot/btn_DescIcon"):GetComponent("Button").interactable = self.nSortOrder == SortOrder.Descending
self:RefreshList()
end
function PotentialPreselectionCtrl:OnBtnClick_Filter()
EventManager.Hit(EventId.OpenPanel, PanelId.FilterPopupPanel, self._panel.tbOption)
end
function PotentialPreselectionCtrl:OnBtnClick_Create()
if #self.tbAllPreselectionList >= self.nAllBuildCount then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Potential_Preselection_Build_Max"))
return
end
self._panel._nFadeInType = 2
EventManager.Hit(EventId.OpenPanel, PanelId.PotentialPreselectionEdit, AllEnum.PreselectionPanelType.Create, {}, self.tbSelectChar, self.nTeamIndex)
end
function PotentialPreselectionCtrl:OnBtnClick_Switch(btn, nIndex)
if not self.bEnableSystemRecommend then
return
end
self.bShowSystemRecommend = not self.bShowSystemRecommend
LocalData.SetPlayerLocalData(ShowSystemRcmdKey, self.bShowSystemRecommend and "1" or "0")
self._mapNode.btnSwitch[2].gameObject:SetActive(self.bShowSystemRecommend)
self._mapNode.btnSwitch[1].gameObject:SetActive(not self.bShowSystemRecommend)
local sTip = self.bShowSystemRecommend and ConfigTable.GetUIText("Potential_Preselection_SystemRecommend_Show") or ConfigTable.GetUIText("Potential_Preselection_SystemRecommend_Hide")
EventManager.Hit(EventId.OpenMessageBox, {
nType = AllEnum.MessageBox.Tips,
bPositive = true,
sContent = sTip
})
self:RefreshList()
end
function PotentialPreselectionCtrl:OnBtnClick_CloseDelete()
self.nPanelType = PanelState.normal
self:RefreshPanel()
end
function PotentialPreselectionCtrl:OnEvent_RefreshByFilter()
self._panel.mapCacheFilter = {}
self:RefreshList()
end
function PotentialPreselectionCtrl:OnEvent_DeleteSuc()
self:RefreshList()
end
function PotentialPreselectionCtrl:OnEvent_RefreshPreselectionList()
if self.nTeamIndex ~= nil then
self.nSelectPreselectionId = PlayerData.Team:GetTeamPreselectionId(self.nTeamIndex)
end
self:RefreshList()
end
return PotentialPreselectionCtrl