Files
StellaSora_DataLua/lua/game/ui/activitytheme/20102/solodancethemectrl.lua
T
SL1900 2fc2487e0c Update - 1.9.0.105
EN: 1.9.0.105
CN: 1.9.0.106
JP: 1.9.0.109
KR: 1.9.0.110
2026-04-30 15:30:00 +09:00

709 lines
26 KiB
Lua

local BaseCtrl = require("GameCore.UI.BaseCtrl")
local SolodanceThemeCtrl = class("SolodanceThemeCtrl", BaseCtrl)
local ClientManager = CS.ClientManager.Instance
local TimerManager = require("GameCore.Timer.TimerManager")
SolodanceThemeCtrl._mapNodeConfig = {
btnEntrance_ = {
nCount = 7,
sComponentName = "UIButton",
callback = "OnBtn_ClickActivityEntrance"
},
imgRemaineTime = {},
txtActivityTime = {sComponentName = "TMP_Text"},
txtActivityDate = {sComponentName = "TMP_Text"},
imgEnd = {},
txtActivityEnd = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_End"
},
imgMiniGame = {sComponentName = "Image"},
txtMiniGame = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_Mini_Game_20102"
},
imgMiniGameEnd = {},
txtMiniGameEnd = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_Mini_Game_20102"
},
txtMiniGame_End = {},
txtTask = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_Task"
},
txtTaskProgress = {sComponentName = "TMP_Text"},
imgTaskActivityTime = {},
txtTaskActivityTime = {sComponentName = "TMP_Text"},
imgStory = {sComponentName = "Image"},
txtStory = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_StoryName_20102"
},
txtStory_End = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_StoryName_20102"
},
goStoryEnd = {},
txtStoryEnd = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_End"
},
txtMiniGameEndState = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_End"
},
txtTaskEndState = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_End"
},
txtShopEndState = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_End"
},
txtShop = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_Shop"
},
imgShopActivityTime = {},
txtShopActivityTime = {sComponentName = "TMP_Text"},
imgLevel = {sComponentName = "Image"},
txtLevel = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_Level"
},
txtLevel_End = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_Level"
},
goLevelEnd = {},
txtLevelEnd = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_End"
},
imgLevelActivityUnlockTime = {},
txtLevelActivityUnlockTime = {sComponentName = "TMP_Text"},
imgLevelEnd = {},
TopBar = {
sNodeName = "TopBarPanel",
sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
},
imgMiniGameActivityUnlockTime = {},
txtMiniGameActivityUnlockTime = {sComponentName = "TMP_Text"},
imgTaskBgEnd = {},
txtTaskEnd = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_Task"
},
txtTaskProgress_End = {},
imgTaskActivityUnlockTime = {},
txtTaskActivityUnlockTime = {sComponentName = "TMP_Text"},
imgStoryActivityTime = {},
txtStoryActivityTime = {sComponentName = "TMP_Text"},
imgStoryActivityUnlockTime = {},
imgShopActivityUnlockTime = {},
txtShopActivityUnlockTime = {sComponentName = "TMP_Text"},
imgLevelActivityTime = {},
txtLevelActivityTime = {sComponentName = "TMP_Text"},
imgMiniGameActivityTime = {},
txtMiniGameActivityTime = {sComponentName = "TMP_Text"},
txtShopEnd = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_Shop"
},
imgShopEnd = {},
txtShop_End = {},
txtTaskProgressEnd = {sComponentName = "TMP_Text"},
dbTaskEnd = {},
redDotEntrance2 = {},
storyRedDot = {},
reddotLevel = {},
goMiniGameEnd = {},
imgStoryEnd = {},
imgShowEnd = {},
imgShowActivityTime = {},
txtShowActivityTime = {sComponentName = "TMP_Text"},
goShowEnd = {},
txtShowEnd = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_End"
},
imgShowActivityUnlockTime = {},
txtShowActivityUnlockTime = {sComponentName = "TMP_Text"},
imgShowLock = {},
txtLock = {sComponentName = "TMP_Text"},
imgFateCard = {sComponentName = "Image"},
txtFateCard = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_Fate_Card_20102"
},
imgFateCardEnd = {},
txtFateCardEnd = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_Fate_Card_20102"
},
txtFateCard_End = {},
goFateCardEnd = {},
txtFateCardEndState = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_End"
},
imgFateCardActivityUnlockTime = {},
txtFateCardActivityUnlockTime = {sComponentName = "TMP_Text"},
imgFateCardActivityTime = {},
txtFateCardActivityTime = {sComponentName = "TMP_Text"},
reddotShow = {},
dbMiniGameEnd = {},
dbShopEnd = {},
dbLevelEnd = {},
dbFateCardEnd = {},
imgLevelTxtEnd = {},
goBG = {sNodeName = "---Bg---", sComponentName = "GameObject"},
reddotFatecard = {},
reddotMiniGame = {}
}
SolodanceThemeCtrl._mapEventConfig = {}
SolodanceThemeCtrl._mapRedDotConfig = {}
local ActivityState = {
NotOpen = 1,
Open = 2,
Closed = 3
}
function SolodanceThemeCtrl:Awake()
local param = self:GetPanelParam()
if type(param) == "table" then
self.nActId = param[1]
self.bFromEntrance = param[2]
end
self.tbLive2D = {}
self.animRoot = self.gameObject:GetComponent("Animator")
self.SolodanceData = PlayerData.Activity:GetActivityGroupDataById(self.nActId)
if self.SolodanceData ~= nil then
self.ActivityGroupCfg = self.SolodanceData.actGroupConfig
end
end
function SolodanceThemeCtrl:FadeIn()
EventManager.Hit(EventId.SetTransition)
end
function SolodanceThemeCtrl:OnEnable()
if self.animRoot ~= nil then
local sAnim = "SolodanceThemePanel_Pullback"
local sLive2DPath = "UI_Activity/20102/Live2d_20102_Pullback.prefab"
if self.bFromEntrance then
sAnim = "SolodanceThemePanel_Full"
sLive2DPath = "UI_Activity/20102/Live2d_20102_Full.prefab"
end
self.animRoot:Play(sAnim, 0, 0)
if self.tbLive2D[sLive2DPath] == nil then
self.tbLive2D[sLive2DPath] = self:CreatePrefabInstance(sLive2DPath, self._mapNode.goBG.transform)
end
end
self:RefreshPanel()
for i = 1, 7 do
local actData = self.SolodanceData:GetActivityDataByIndex(i)
if i == AllEnum.ActivityThemeFuncIndex.Task then
local nActId = actData.ActivityId
local state = self.tbActState[nActId]
if state == ActivityState.Closed then
self._mapNode.redDotEntrance2:SetActive(false)
else
RedDotManager.RegisterNode(RedDotDefine.Activity_Group_Task, {
self.nActId,
nActId
}, self._mapNode.redDotEntrance2)
end
elseif i == AllEnum.ActivityThemeFuncIndex.Level then
local nActId = actData.ActivityId
RedDotManager.RegisterNode(RedDotDefine.ActivityLevel, {
self.nActId,
nActId
}, self._mapNode.reddotLevel)
elseif i == AllEnum.ActivityThemeFuncIndex.TrekkerVersus then
local activityData = ConfigTable.GetData("Activity", actData.ActivityId)
local nNeedWorldLevel = tonumber(activityData.LimitParam) or 0
if nNeedWorldLevel > PlayerData.Base:GetWorldClass() then
self._mapNode.reddotShow:SetActive(false)
return
end
local nActId = actData.ActivityId
RedDotManager.RegisterNode(RedDotDefine.TrekkerVersus, {
self.nActId,
nActId
}, self._mapNode.reddotShow)
elseif i == AllEnum.ActivityThemeFuncIndex.FateCard then
local nActId = actData.ActivityId
RedDotManager.RegisterNode(RedDotDefine.Activity_Group_PenguinCard_Level, {
self.nActId
}, self._mapNode.reddotFatecard)
elseif i == AllEnum.ActivityThemeFuncIndex.MiniGame then
local nActId = actData.ActivityId
RedDotManager.RegisterNode(RedDotDefine.Activity_GoldenSpy, {
self.nActId
}, self._mapNode.reddotMiniGame)
end
end
end
function SolodanceThemeCtrl:OnDisable()
if nil ~= self.showRemainTimer then
TimerManager.Remove(self.showRemainTimer)
self.showRemainTimer = nil
end
if nil ~= self.minigameRemainTimer then
TimerManager.Remove(self.minigameRemainTimer)
self.minigameRemainTimer = nil
end
if nil ~= self.remainTimer then
TimerManager.Remove(self.remainTimer)
self.remainTimer = nil
end
if nil ~= self.shopRemainTimer then
TimerManager.Remove(self.shopRemainTimer)
self.shopRemainTimer = nil
end
if nil ~= self.levelRemainTimer then
TimerManager.Remove(self.levelRemainTimer)
self.levelRemainTimer = nil
end
if nil ~= self.avgRemainTimer then
TimerManager.Remove(self.avgRemainTimer)
self.avgRemainTimer = nil
end
if nil ~= self.taskRemainTimer then
TimerManager.Remove(self.taskRemainTimer)
self.taskRemainTimer = nil
end
if nil ~= self.fateCardRemainTimer then
TimerManager.Remove(self.fateCardRemainTimer)
self.fateCardRemainTimer = nil
end
for k, v in pairs(self.tbLive2D) do
self:DestroyPrefabInstance(k)
self.tbLive2D[k] = nil
end
self.bFromEntrance = false
self:ClearPanelParam()
end
function SolodanceThemeCtrl:RefreshPanel()
if self.SolodanceData == nil or self.ActivityGroupCfg == nil then
return
end
self:RefreshTime()
self:RefreshButtonState()
end
function SolodanceThemeCtrl:RefreshTime()
local bOpen = self.SolodanceData:CheckActivityGroupOpen()
if bOpen then
self:RefreshRemainTime(self.SolodanceData:GetActGroupEndTime(), self._mapNode.txtActivityTime)
if nil == self.remainTimer then
self.remainTimer = self:AddTimer(0, 1, function()
local remainTime = self:RefreshRemainTime(self.SolodanceData:GetActGroupEndTime(), self._mapNode.txtActivityTime)
if remainTime <= 0 then
TimerManager.Remove(self.remainTimer)
self.remainTimer = nil
end
end, true, true, false)
end
end
self._mapNode.imgRemaineTime:SetActive(bOpen)
self._mapNode.imgEnd:SetActive(not bOpen)
local nOpenMonth, nOpenDay, nEndMonth, nEndDay, nOpenYear, nEndYear = self.SolodanceData:GetActGroupDate()
local strOpenDay = string.format("%d", nOpenDay)
local strEndDay = string.format("%d", nEndDay)
local dateStr = string.format("%s/%s/%s ~ %s/%s/%s", nOpenYear, nOpenMonth, strOpenDay, nEndYear, nEndMonth, strEndDay)
NovaAPI.SetTMPText(self._mapNode.txtActivityDate, dateStr)
end
function SolodanceThemeCtrl:RefreshRemainTime(endTime, txtComp)
local curTime = ClientManager.serverTimeStamp
local remainTime = endTime - curTime
local sTimeStr = ""
if remainTime <= 60 then
local sec = math.floor(remainTime)
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Sec") or "", sec)
elseif 60 < remainTime and remainTime <= 3600 then
local min = math.floor(remainTime / 60)
local sec = math.floor(remainTime - min * 60)
if sec == 0 then
min = min - 1
sec = 60
end
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Min") or "", min, sec)
elseif 3600 < remainTime and remainTime <= 86400 then
local hour = math.floor(remainTime / 3600)
local min = math.floor((remainTime - hour * 3600) / 60)
if min == 0 then
hour = hour - 1
min = 60
end
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Hour") or "", hour, min)
elseif 86400 < remainTime then
local day = math.floor(remainTime / 86400)
local hour = math.floor((remainTime - day * 86400) / 3600)
if hour == 0 then
day = day - 1
hour = 24
end
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Remain_Time_Day") or "", day, hour)
end
NovaAPI.SetTMPText(txtComp, sTimeStr)
return remainTime
end
function SolodanceThemeCtrl:RefreshRemainOpenTime(openTime)
local curTime = ClientManager.serverTimeStamp
local remainTime = openTime - curTime
local sTimeStr = ""
if remainTime <= 60 then
local sec = math.floor(remainTime)
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Open_Time_Sec") or "", sec)
elseif 60 < remainTime and remainTime <= 3600 then
local min = math.floor(remainTime / 60)
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Open_Time_Min") or "", min)
elseif 3600 < remainTime and remainTime <= 86400 then
local hour = math.floor(remainTime / 3600)
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Open_Time") or "", hour)
elseif 86400 < remainTime then
local day = math.floor(remainTime / 86400)
sTimeStr = orderedFormat(ConfigTable.GetUIText("Activity_Open_Time_Day") or "", day)
end
return sTimeStr
end
function SolodanceThemeCtrl:RefreshButtonState()
self.tbActState = {}
for i = 1, 7 do
local actData = self.SolodanceData:GetActivityDataByIndex(i)
if i == AllEnum.ActivityThemeFuncIndex.MiniGame then
self:RefreshMiniGameButtonState(actData)
elseif i == AllEnum.ActivityThemeFuncIndex.Task then
self:RefreshTaskButtonState(actData)
elseif i == AllEnum.ActivityThemeFuncIndex.Level then
self:RefreshLevelButtonState(actData)
elseif i == AllEnum.ActivityThemeFuncIndex.Shop then
self:RefreshShopButtonState(actData)
elseif i == AllEnum.ActivityThemeFuncIndex.TrekkerVersus then
self:RefreshOtherButtonState(actData)
elseif i == AllEnum.ActivityThemeFuncIndex.FateCard then
self:RefreshFateCardButtonState(actData)
end
end
end
function SolodanceThemeCtrl:RefreshButtonTimer(actData, timer, txtTrans, imgTrans, refreshFunc)
local countDowmTimer
local activityId = actData.ActivityId
local activityData = ConfigTable.GetData("Activity", activityId)
local state = ActivityState.NotOpen
local bShowCountDown = false
if activityData ~= nil then
local curTime = ClientManager.serverTimeStamp
if activityData.StartTime ~= "" and activityData.EndTime ~= "" then
local openTime = CS.ClientManager.Instance:ISO8601StrToTimeStamp(activityData.StartTime)
local endTime = CS.ClientManager.Instance:ISO8601StrToTimeStamp(activityData.EndTime)
if curTime < openTime then
state = ActivityState.NotOpen
elseif curTime >= openTime and curTime <= endTime then
state = ActivityState.Open
else
state = ActivityState.Closed
end
elseif activityData.EndType == GameEnum.activityEndType.NoLimit then
state = ActivityState.Open
if activityData.StartTime ~= "" then
local openTime = CS.ClientManager.Instance:ISO8601StrToTimeStamp(activityData.StartTime)
if curTime < openTime then
state = ActivityState.NotOpen
end
end
end
if state == ActivityState.NotOpen then
if nil == timer and activityData.StartTime ~= "" and activityData.EndTime ~= "" then
local openTime = CS.ClientManager.Instance:ISO8601StrToTimeStamp(activityData.StartTime)
local fcTimer = function()
curTime = ClientManager.serverTimeStamp
local remainTime = openTime - curTime
if 0 < remainTime then
local sTimeStr = self:RefreshRemainOpenTime(openTime)
local txtUnlock = imgTrans:GetComponentInChildren(typeof(CS.TMPro.TMP_Text))
if txtUnlock ~= nil then
NovaAPI.SetTMPText(txtUnlock, sTimeStr)
end
else
imgTrans:SetActive(false)
TimerManager.Remove(timer)
countDowmTimer = nil
self.tbActState[activityId] = ActivityState.Open
refreshFunc(actData)
self:RefreshActivityData()
end
end
fcTimer()
countDowmTimer = self:AddTimer(0, 1, fcTimer, true, true, false)
end
elseif state == ActivityState.Open and activityData.StartTime ~= "" and activityData.EndTime ~= "" then
do
local endTime = CS.ClientManager.Instance:ISO8601StrToTimeStamp(activityData.EndTime)
if endTime > self.SolodanceData:GetActGroupEndTime() then
bShowCountDown = true
elseif endTime < self.SolodanceData:GetActGroupEndTime() then
bShowCountDown = endTime - curTime <= 259200
end
if timer == nil and bShowCountDown then
self:RefreshRemainTime(endTime, txtTrans)
do
local fcTimer = function()
local remainTime = self:RefreshRemainTime(endTime, txtTrans)
if remainTime <= 0 then
TimerManager.Remove(timer)
countDowmTimer = nil
refreshFunc(actData)
end
end
fcTimer()
countDowmTimer = self:AddTimer(0, 1, fcTimer, true, true, false)
end
end
end
end
end
return state, bShowCountDown, countDowmTimer
end
function SolodanceThemeCtrl:RefreshMiniGameButtonState(actData)
local activityId = actData.ActivityId
local activityData = ConfigTable.GetData("Activity", activityId)
if activityData ~= nil then
local refreshFunc = function(actData)
self:RefreshMiniGameButtonState(actData)
end
local state, bShowCountDown, countDowmTimer = self:RefreshButtonTimer(actData, self.minigameRemainTimer, self._mapNode.txtMiniGameActivityTime, self._mapNode.imgMiniGameActivityUnlockTime, refreshFunc)
if self.minigameRemainTimer == nil then
self.minigameRemainTimer = countDowmTimer
end
self._mapNode.imgMiniGameActivityUnlockTime:SetActive(state == ActivityState.NotOpen)
self._mapNode.imgMiniGameActivityTime.gameObject:SetActive(state == ActivityState.Open and bShowCountDown)
self._mapNode.imgMiniGameEnd:SetActive(state == ActivityState.Closed)
self._mapNode.txtMiniGame_End:SetActive(state == ActivityState.Closed)
self._mapNode.txtMiniGameEnd.gameObject:SetActive(state == ActivityState.Closed)
self._mapNode.goMiniGameEnd.gameObject:SetActive(state == ActivityState.Closed)
self._mapNode.dbMiniGameEnd:SetActive(state == ActivityState.Closed)
self.tbActState[activityId] = state
end
end
function SolodanceThemeCtrl:RefreshTaskButtonState(actData)
local activityId = actData.ActivityId
local actInsData = PlayerData.Activity:GetActivityDataById(activityId)
local activityData = ConfigTable.GetData("Activity", activityId)
if activityData ~= nil then
local refreshFunc = function(actData)
if actInsData ~= nil then
actInsData:RefreshTaskRedDot()
end
self:RefreshTaskButtonState(actData)
end
local state, bShowCountDown, countDowmTimer = self:RefreshButtonTimer(actData, self.taskRemainTimer, self._mapNode.txtTaskActivityTime, self._mapNode.imgTaskActivityUnlockTime, refreshFunc)
if self.taskRemainTimer == nil then
self.taskRemainTimer = countDowmTimer
end
if state == ActivityState.Closed and actInsData ~= nil then
actInsData:RefreshTaskRedDot()
end
self._mapNode.imgTaskActivityTime:SetActive(state == ActivityState.Open and bShowCountDown)
self._mapNode.txtTaskProgress_End:SetActive(state == ActivityState.Closed)
self._mapNode.dbTaskEnd.gameObject:SetActive(state == ActivityState.Closed)
self._mapNode.imgTaskBgEnd:SetActive(state == ActivityState.Closed)
self._mapNode.txtTaskEnd.gameObject:SetActive(state == ActivityState.Closed)
self._mapNode.imgTaskActivityUnlockTime:SetActive(state == ActivityState.NotOpen)
self.tbActState[activityId] = state
local ActivityTaskData = PlayerData.Activity:GetActivityDataById(activityId)
local nDone, nTotal = 0, 0
if ActivityTaskData ~= nil then
nDone, nTotal = ActivityTaskData:CalcTotalProgress()
end
local progress = string.format("%d/%d", nDone, nTotal)
NovaAPI.SetTMPText(self._mapNode.txtTaskProgress, progress)
NovaAPI.SetTMPText(self._mapNode.txtTaskProgressEnd, progress)
end
end
function SolodanceThemeCtrl:RefreshOtherButtonState(actData)
local activityId = actData.ActivityId
local activityData = ConfigTable.GetData("Activity", activityId)
if activityData ~= nil then
local nNeedWorldLevel = tonumber(activityData.LimitParam) or 0
local bNeedLv = nNeedWorldLevel <= PlayerData.Base:GetWorldClass()
local refreshFunc = function(actData)
self:RefreshOtherButtonState(actData)
end
local state, bShowCountDown, countDowmTimer
if bNeedLv then
state, bShowCountDown, countDowmTimer = self:RefreshButtonTimer(actData, self.showRemainTimer, self._mapNode.txtShowActivityTime, self._mapNode.imgShowActivityUnlockTime, refreshFunc)
if self.showRemainTimer == nil then
self.showRemainTimer = countDowmTimer
end
else
state = ActivityState.NotOpen
end
self._mapNode.imgShowActivityTime:SetActive(state == ActivityState.Open and bShowCountDown)
self._mapNode.imgShowActivityUnlockTime:SetActive(state == ActivityState.NotOpen and bNeedLv)
self._mapNode.imgShowEnd:SetActive(state == ActivityState.Closed or not bNeedLv)
self._mapNode.goShowEnd:SetActive(state == ActivityState.Closed)
self._mapNode.imgShowLock:SetActive(state == ActivityState.NotOpen and not bNeedLv)
local txtLock = orderedFormat(ConfigTable.GetUIText("ActivityEnter_Lock"), nNeedWorldLevel)
NovaAPI.SetTMPText(self._mapNode.txtLock, txtLock)
self.tbActState[activityId] = state
end
end
function SolodanceThemeCtrl:RefreshLevelButtonState(actData)
local activityId = actData.ActivityId
local activityData = ConfigTable.GetData("Activity", activityId)
if activityData ~= nil then
local refreshFunc = function(actData)
local activityLevelsData = PlayerData.Activity:GetActivityDataById(activityId)
if nil ~= activityLevelsData then
activityLevelsData:ChangeAllRedHot()
end
self:RefreshLevelButtonState(actData)
end
local state, bShowCountDown, countDowmTimer = self:RefreshButtonTimer(actData, self.levelRemainTimer, self._mapNode.txtLevelActivityTime, self._mapNode.imgLevelActivityUnlockTime, refreshFunc)
if self.levelRemainTimer == nil then
self.levelRemainTimer = countDowmTimer
end
if state == ActivityState.Closed then
local activityLevelsData = PlayerData.Activity:GetActivityDataById(activityId)
if nil ~= activityLevelsData then
activityLevelsData:ChangeAllRedHot()
end
end
self._mapNode.imgLevelActivityTime:SetActive(state == ActivityState.Open and bShowCountDown)
self._mapNode.imgLevelActivityUnlockTime:SetActive(state == ActivityState.NotOpen)
self._mapNode.imgLevelEnd:SetActive(state == ActivityState.Closed)
self._mapNode.goLevelEnd:SetActive(state == ActivityState.Closed)
self._mapNode.txtLevel_End.gameObject:SetActive(state == ActivityState.Closed)
self._mapNode.dbLevelEnd:SetActive(state == ActivityState.Closed)
self._mapNode.imgLevelTxtEnd:SetActive(state == ActivityState.Closed)
self.tbActState[activityId] = state
end
end
function SolodanceThemeCtrl:RefreshShopButtonState(actData)
local activityId = actData.ActivityId
local activityData = ConfigTable.GetData("Activity", activityId)
if activityData ~= nil then
local refreshFunc = function(actData)
self:RefreshShopButtonState(actData)
end
local state, bShowCountDown, countDowmTimer = self:RefreshButtonTimer(actData, self.shopRemainTimer, self._mapNode.txtShopActivityTime, self._mapNode.imgShopActivityUnlockTime, refreshFunc)
if self.shopRemainTimer == nil then
self.shopRemainTimer = countDowmTimer
end
self._mapNode.imgShopActivityTime:SetActive(state == ActivityState.Open and bShowCountDown)
self._mapNode.imgShopActivityUnlockTime:SetActive(state == ActivityState.NotOpen)
self._mapNode.txtShopEnd.gameObject:SetActive(state == ActivityState.Closed)
self._mapNode.imgShopEnd:SetActive(state == ActivityState.Closed)
self._mapNode.txtShop_End:SetActive(state == ActivityState.Closed)
self._mapNode.dbShopEnd:SetActive(state == ActivityState.Closed)
self.tbActState[activityId] = state
end
end
function SolodanceThemeCtrl:RefreshFateCardButtonState(actData)
local activityId = actData.ActivityId
local activityData = ConfigTable.GetData("Activity", activityId)
if activityData ~= nil then
local refreshFunc = function(actData)
self:RefreshFateCardButtonState(actData)
end
local state, bShowCountDown, countDowmTimer = self:RefreshButtonTimer(actData, self.fateCardRemainTimer, self._mapNode.txtFateCardActivityTime, self._mapNode.imgFateCardActivityUnlockTime, refreshFunc)
if self.fateCardRemainTimer == nil then
self.fateCardRemainTimer = countDowmTimer
end
self._mapNode.imgFateCardActivityUnlockTime:SetActive(state == ActivityState.NotOpen)
self._mapNode.imgFateCardActivityTime.gameObject:SetActive(state == ActivityState.Open and bShowCountDown)
self._mapNode.imgFateCardEnd:SetActive(state == ActivityState.Closed)
self._mapNode.txtFateCard_End:SetActive(state == ActivityState.Closed)
self._mapNode.txtFateCardEnd.gameObject:SetActive(state == ActivityState.Closed)
self._mapNode.goFateCardEnd.gameObject:SetActive(state == ActivityState.Closed)
self._mapNode.dbFateCardEnd:SetActive(state == ActivityState.Closed)
self.tbActState[activityId] = state
end
end
function SolodanceThemeCtrl:RequireActiviyData()
if self.bRequiredActData then
return
end
local callFunc = function()
self.bRequireSucc = true
self:RefreshPanel()
end
HttpNetHandler.SendMsg(NetMsgId.Id.activity_detail_req, {}, nil, callFunc)
self.bRequiredActData = true
self:AddTimer(1, 1, function()
self.bRequiredActData = false
end, true, true, true)
end
function SolodanceThemeCtrl:RefreshActivityData()
if self.bRequiredActData then
return
end
self:AddTimer(1, 3, self.RequireActiviyData, true, true, true)
end
function SolodanceThemeCtrl:OnBtn_ClickActivityEntrance(btn, nIndex)
if nIndex == AllEnum.ActivityThemeFuncIndex.Story then
local chapterId = 7
local isUnlock = PlayerData.Avg:IsStoryChapterUnlock(chapterId)
if isUnlock then
EventManager.Hit(EventId.OpenPanel, PanelId.SolodanceStory, chapterId)
else
EventManager.Hit(EventId.OpenPanel, PanelId.StoryChapter)
end
return
end
local actData = self.SolodanceData:GetActivityDataByIndex(nIndex)
local state = self.tbActState[actData.ActivityId]
if nil == state then
return
end
if state == ActivityState.Closed then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Activity_End_Notice"))
return
elseif state == ActivityState.NotOpen then
if nIndex == AllEnum.ActivityThemeFuncIndex.TrekkerVersus then
local activityData = ConfigTable.GetData("Activity", actData.ActivityId)
if activityData ~= nil then
local nNeedWorldLevel = tonumber(activityData.LimitParam) or 0
local bNeedLv = nNeedWorldLevel <= PlayerData.Base:GetWorldClass()
if not bNeedLv then
local txtLock = orderedFormat(ConfigTable.GetUIText("ActivityEnter_Lock"), nNeedWorldLevel)
EventManager.Hit(EventId.OpenMessageBox, txtLock)
return
end
end
end
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Activity_Not_Open"))
return
elseif state == ActivityState.Open then
local activityData = PlayerData.Activity:GetActivityDataById(actData.ActivityId)
if activityData == nil then
local bHint = true
if nIndex == AllEnum.ActivityThemeFuncIndex.Story then
bHint = not PlayerData.ActivityAvg:HasActivityData(actData.ActivityId)
end
if self.bRequiredActData and bHint then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Activity_Data_Refreshing"))
return
end
if bHint then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Activity_Not_Open"))
self:RequireActiviyData()
return
end
end
end
if actData.PanelId ~= nil and ActivityState.Open == state then
local nTransitionIdx = self.ActivityGroupCfg.TransitionId
if nTransitionIdx == nil or nTransitionIdx == 0 and nIndex == AllEnum.ActivityThemeFuncIndex.TrekkerVersus then
nTransitionIdx = 30
end
if nTransitionIdx ~= 0 then
EventManager.Hit(EventId.SetTransition, nTransitionIdx, function()
EventManager.Hit(EventId.OpenPanel, actData.PanelId, actData.ActivityId)
end)
else
EventManager.Hit(EventId.OpenPanel, actData.PanelId, actData.ActivityId)
end
end
end
return SolodanceThemeCtrl