Files
StellaSora_DataLua/lua/game/ui/triallevelselect/trialformationctrl.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

289 lines
9.8 KiB
Lua

local TrialFormationCtrl = class("TrialFormationCtrl", BaseCtrl)
local Animator = CS.UnityEngine.Animator
local CustomModelMaterialVariantComponent = CS.CustomModelMaterialVariantComponent
local GameCameraStackManager = CS.GameCameraStackManager
local GameResourceLoader = require("Game.Common.Resource.GameResourceLoader")
local ResType = GameResourceLoader.ResType
local typeof = typeof
TrialFormationCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
},
goChar = {
nCount = 3,
sCtrlName = "Game.UI.FormationEx.FormationCharCtrl"
},
Mask = {},
btnStartBattle = {
sComponentName = "UIButton",
callback = "OnBtnClick_Start"
},
txtStartBattle = {
sComponentName = "TMP_Text",
sLanguageId = "Trial_Btn_StartBattle"
},
UIParallax3DStage = {
sComponentName = "UIParallaxStageCameraController"
},
BGbackup = {
sNodeName = "----BGbackup----"
},
btnInfo = {
sComponentName = "UIButton",
callback = "OnBtnClick_Info"
},
charCanvasGroup = {
sNodeName = "----Char----",
sComponentName = "CanvasGroup"
},
txtBtnInfo = {
sComponentName = "TMP_Text",
sLanguageId = "Trial_Btn_FormationInfo"
},
goLoadMask = {},
txtCurTrial = {
nCount = 3,
sComponentName = "TMP_Text",
sLanguageId = "Trial_CurTrialChar"
},
goCurTrial = {nCount = 3}
}
TrialFormationCtrl._mapEventConfig = {
[EventId.FormationLoadModel] = "OnEvent_LoadModel",
OnEvent_SelectRefresh = "Refresh",
[EventId.UIBackConfirm] = "OnEvent_Back",
[EventId.UIHomeConfirm] = "OnEvent_BackHome"
}
function TrialFormationCtrl:InitData()
local mapLevelCfg = ConfigTable.GetData("TrialFloor", self.nFloorId)
if not mapLevelCfg then
return
end
self.mapBuildData = PlayerData.Build:GetTrialBuild(mapLevelCfg.TrialBuild)
self.tbCharId, self.tbCharTrialToId, self.curTeam, self.mapCharData, self.mapTalentAddLevel, self.tbCharTrialId = {}, {}, {}, {}, {}, {}
for _, mapChar in ipairs(self.mapBuildData.tbChar) do
table.insert(self.tbCharId, mapChar.nTid)
table.insert(self.curTeam, mapChar.nTrialId)
self.tbCharTrialToId[mapChar.nTrialId] = mapChar.nTid
self.tbCharTrialId[mapChar.nTid] = mapChar.nTrialId
self.mapCharData[mapChar.nTid] = PlayerData.Char:GetTrialCharById(mapChar.nTrialId)
self.mapTalentAddLevel[mapChar.nTid] = PlayerData.Talent:GetTrialEnhancedPotential(mapChar.nTrialId)
if mapLevelCfg.TrialChar == mapChar.nTid then
self.nCurTrialId = mapChar.nTrialId
end
end
self.tbDiscId, self.mapDiscData = {}, {}
for _, nDiscId in ipairs(self.mapBuildData.tbDisc) do
if 0 < nDiscId then
table.insert(self.tbDiscId, nDiscId)
local mapCfg = ConfigTable.GetData("TrialDisc", nDiscId)
if mapCfg then
self.mapDiscData[mapCfg.DiscId] = PlayerData.Disc:GetTrialDiscById(nDiscId)
end
end
end
self.tbDepotPotential = {}
for nCharId, tbPerk in pairs(self.mapBuildData.tbPotentials) do
if self.tbCharTrialId[nCharId] then
if not self.tbDepotPotential[nCharId] then
self.tbDepotPotential[nCharId] = {}
end
for _, v in ipairs(tbPerk) do
self.tbDepotPotential[nCharId][v.nPotentialId] = v.nLevel
end
else
printError("体验build内,有多余角色的潜能" .. nCharId)
end
end
end
function TrialFormationCtrl:Refresh(nDirection)
self:RefreshChar(nDirection)
end
function TrialFormationCtrl:RefreshChar(nDirection)
for i = 1, 3 do
if self.curTeam[i] == nil then
self.curTeam[i] = 0
end
self._mapNode.goChar[i].gameObject:SetActive(self.curTeam[i] ~= 0)
self._mapNode.goCurTrial[i]:SetActive(self.curTeam[i] == self.nCurTrialId)
if self.curTeam[i] ~= 0 then
self._mapNode.goChar[i]:OnRender(self.curTeam, i, true, nDirection)
if self.mapCurModel[i] == nil or self.mapCurModel[i].nCharId ~= self.curTeam[i] then
self:LoadCharacter(self.curTeam[i], self.bOpen or nDirection ~= nil)
end
elseif self.mapCurModel[i] ~= nil then
NovaAPI.UnbindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, i - 1)
destroy(self.mapCurModel[i].model)
self.mapCurModel[i] = nil
end
end
end
function TrialFormationCtrl:LoadCharacter(nCharId, bOpen)
local mapTrialChar = PlayerData.Char:GetTrialCharById(nCharId)
if not mapTrialChar then
return
end
local nSkinId = mapTrialChar.nSkinId
local mapSkin = ConfigTable.GetData_CharacterSkin(nSkinId)
if not mapSkin then
printLog("没有找到皮肤配置" .. nCharId)
return
end
local sFullPath = string.format("%s.prefab", mapSkin.Model_Show)
local LoadModelCallback = function(obj)
self._panel.nLoadProcess = self._panel.nLoadProcess - 1
if self._mapNode == nil then
return
end
local idx = table.indexof(self.curTeam, nCharId)
if 0 < idx then
if self.mapCurModel[idx] ~= nil then
NovaAPI.UnbindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, idx - 1)
destroy(self.mapCurModel[idx].model)
self.mapCurModel[idx] = nil
end
local go = instantiate(obj, self.rtSceneOriginPos)
self.mapCurModel[idx] = {nCharId = nCharId, model = go}
NovaAPI.BindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, idx - 1, go)
if self.rtSceneOriginPos ~= nil then
go.transform.position = self.rtSceneOriginPos.position
go.transform.localEulerAngles = Vector3(0, 180, 0)
go.transform.localScale = Vector3.one * (mapSkin.ModelShowScale / 10000)
local animator = go:GetComponent(typeof(Animator))
if animator ~= nil and animator:IsNull() == false then
animator:SetBool("standby", true)
end
GameUIUtils.SetCustomModelMaterialVariant(go, CS.CustomModelMaterialVariantComponent.VariantNames.FormationView)
end
if not bOpen then
self._mapNode.goChar[idx]:PlayChangeFx()
end
if PlayerData.Guide:GetGuideState() then
EventManager.Hit("Guide_LoadCharacterSuccess")
end
end
end
self._panel.nLoadProcess = self._panel.nLoadProcess + 1
self:LoadAssetAsync(sFullPath, typeof(GameObject), LoadModelCallback)
end
function TrialFormationCtrl:LoadScene()
local sSceneName = ConfigTable.GetConfigValue("SelectRole_Main")
self.mapCurModel = {}
local callbak = function(bSuccess)
self.bOpen = true
if bSuccess == true then
local sceneRoot = CS.MainMenuModuleHelper.GetMainMenuSceneRoot(sSceneName)
self.rtSceneOriginPos = sceneRoot.transform:Find("==== Scene ====")
self.goSelectRolePrefab = self:CreatePrefabInstance("UI/MainlineFormationEx/SelectRolePrefab.prefab", self.rtSceneOriginPos)
local goSelectRoleCam = self.goSelectRolePrefab.transform:Find("Camera"):GetComponent("Camera")
NovaAPI.SetupUIParallaxStageCameraControllerForModelView(self._mapNode.UIParallax3DStage, goSelectRoleCam)
self:Refresh()
if self.curTeam[1] ~= 0 then
PlayerData.Voice:PlayCharVoice("swap", self.tbCharTrialToId[self.curTeam[1]])
end
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.goLoadMask:SetActive(false)
if PlayerData.Guide:GetGuideState() then
EventManager.Hit("Guide_LoadFormationSuccess")
end
end
cs_coroutine.start(wait)
else
self._mapNode.goLoadMask:SetActive(false)
self._mapNode.UIParallax3DStage.gameObject:SetActive(false)
self._mapNode.BGbackup:SetActive(true)
end
EventManager.Hit(EventId.SetTransition)
for i = 1, 3 do
self._mapNode.goChar[i]:OpenList(false)
end
self._mapNode.btnStartBattle.transform.localScale = Vector3.one
self.bOpen = false
end
CS.MainMenuModuleHelper.GetActiveScene(sSceneName, callbak)
end
function TrialFormationCtrl:Awake()
self._panel.nLoadProcess = 0
end
function TrialFormationCtrl:OnEnable()
self._panel.nLoadProcess = 0
local tbParam = self:GetPanelParam()
if type(tbParam) == "table" then
self.nFloorId = tbParam[1]
end
self:InitData()
self._mapNode.goLoadMask:SetActive(true)
self._mapNode.btnStartBattle.enabled = true
self:LoadScene()
end
function TrialFormationCtrl:OnDisable()
local sSceneName = ConfigTable.GetConfigValue("SelectRole_Main")
local callback = function()
end
CS.MainMenuModuleHelper.DeActiveScene(sSceneName, callback)
for i, mapModel in pairs(self.mapCurModel) do
if mapModel.model ~= nil then
NovaAPI.UnbindUIParallaxStageCameraControllerModel(self._mapNode.UIParallax3DStage, i - 1)
destroy(mapModel.model)
end
end
for i = 1, 3 do
self._mapNode.goChar[i].nCharId = nil
end
if self.goSelectRolePrefab ~= nil then
destroy(self.goSelectRolePrefab)
end
self.mapCurModel = {}
end
function TrialFormationCtrl:OnDestroy()
end
function TrialFormationCtrl:OnBtnClick_Info(btn)
if self._panel.nLoadProcess ~= nil and self._panel.nLoadProcess > 1 then
return
end
local tbDisc = {}
for _, v in ipairs(self.tbDiscId) do
local mapCfg = ConfigTable.GetData("TrialDisc", v)
if mapCfg then
table.insert(tbDisc, mapCfg.DiscId)
end
end
EventManager.Hit(EventId.OpenPanel, PanelId.TrialDepot, self.tbCharId, tbDisc, self.mapCharData, self.mapDiscData, self.mapTalentAddLevel, self.tbDepotPotential, self.mapBuildData.tbNotes)
end
function TrialFormationCtrl:OnBtnClick_Start(btn)
if self._panel.nLoadProcess ~= nil and self._panel.nLoadProcess > 1 then
return
end
self._mapNode.btnStartBattle.enabled = false
PlayerData.Trial:EnterTrial(self.nFloorId)
NovaAPI.SetEntryLevelFade(true)
end
function TrialFormationCtrl:OnEvent_LoadModel(bLoadFinish)
self._mapNode.Mask:SetActive(not bLoadFinish)
end
function TrialFormationCtrl:OnEvent_Back(nPanelId)
if self._panel.nLoadProcess ~= nil and self._panel.nLoadProcess > 1 then
return
end
if self._panel._nPanelId ~= nPanelId then
return
end
CS.AdventureModuleHelper.ExitSelectTeam()
EventManager.Hit(EventId.CloesCurPanel)
PlayerData.Build:DeleteTrialBuild()
end
function TrialFormationCtrl:OnEvent_BackHome(nPanelId)
if self._panel.nLoadProcess ~= nil and self._panel.nLoadProcess > 1 then
return
end
if self._panel._nPanelId ~= nPanelId then
return
end
CS.AdventureModuleHelper.ExitSelectTeam()
PlayerData.Build:DeleteTrialBuild()
PanelManager.Home()
end
return TrialFormationCtrl