Files
StellaSora_DataLua/lua/game/ui/characterinfotrial/chartalenttrialctrl.lua
T
SL1900 5e0d58cfad Initial version - 1.2.0.60
EN: 1.2.0.60
CN: 1.2.0.61
JP: 1.2.0.63
KR: 1.2.0.67
2025-12-03 01:00:00 +09:00

319 lines
11 KiB
Lua

local WwiseAudioManager = CS.WwiseAudioManager.Instance
local Actor2DManager = require("Game.Actor2D.Actor2DManager")
local CharTalentTrialCtrl = class("CharTalentTrialCtrl", BaseCtrl)
CharTalentTrialCtrl._mapNodeConfig = {
root_canvas_group = {
sComponentName = "CanvasGroup"
},
anim = {
sNodeName = "root_canvas_group",
sComponentName = "Animator"
},
rawImg = {
sNodeName = "----Actor2D----",
sComponentName = "RawImage"
},
btn_FullScreen_PlayBtnUIShowAnim = {},
btnUIShow = {
sComponentName = "UIButton",
callback = "OnBtnClick_UIShow"
},
btnUIHide = {
sComponentName = "UIButton",
callback = "OnBtnClick_UIHide"
},
tmpUIShow = {
sComponentName = "TMP_Text",
sLanguageId = "MainView_ShowUI"
},
KeyNode = {
nCount = 5,
sCtrlName = "Game.UI.CharacterInfoEx.TalentKeyNodeCtrl"
},
btnKey = {
nCount = 5,
sComponentName = "UIButton",
callback = "OnBtnClick_Key"
},
btnBack = {
sComponentName = "UIButton",
callback = "OnBtnClick_Back"
},
tmpGroupName = {sComponentName = "TMP_Text"},
tmpGroupDesc = {sComponentName = "TMP_Text"},
tmpGroupDesc_Link = {
sNodeName = "tmpGroupDesc",
sComponentName = "TMPHyperLink",
callback = "OnBtnClick_Word"
},
imgGroupNode = {sComponentName = "Image"},
imgNode = {nCount = 10, sComponentName = "Image"},
btnPrev = {
sComponentName = "UIButton",
callback = "OnBtnClick_PrevGroup"
},
btnNext = {
sComponentName = "UIButton",
callback = "OnBtnClick_NextGroup"
},
animRoot = {sNodeName = "root", sComponentName = "Animator"},
animGroupNode = {sComponentName = "Animator"},
tbAnimNode = {
sNodeName = "imgNode",
nCount = 10,
sComponentName = "Animator"
},
animDetailText = {
sNodeName = "DetailTextAnim",
sComponentName = "Animator"
}
}
CharTalentTrialCtrl._mapEventConfig = {
[EventId.CharRelatePanelOpen] = "OnEvent_CharRelatePanelOpen"
}
function CharTalentTrialCtrl:RefreshAll(nUIState)
self:SetL2D()
self:SetBtnUIShowHide()
self:SetOverview()
self:SetDetail(nUIState)
end
function CharTalentTrialCtrl:BuildUIData()
self.nCharId = self._panel.nCharId
self.tbGroup = {}
local tbTalent, tbGroup = PlayerData.Talent:CreateNewTalentData(self.nCharId)
local nFirstGroup = tbTalent.nFirstGroup
local mapCurGroup = tbGroup[nFirstGroup]
while mapCurGroup do
table.insert(self.tbGroup, mapCurGroup)
mapCurGroup = tbGroup[mapCurGroup.nNext]
end
local mapCfgData_Character = ConfigTable.GetData("Character", self.nCharId)
local mapCfgData_CharGrade = ConfigTable.GetData("CharGrade", mapCfgData_Character.Grade)
self.nItemId = mapCfgData_Character.FragmentsId
self.nItemNum = mapCfgData_CharGrade.FragmentsQty
self:CheckL2DStatus()
end
function CharTalentTrialCtrl:CheckL2DStatus()
self.nL2DStatus = 0
for i, v in ipairs(self.tbGroup) do
local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", v.nId)
if v.nNormalCount == mapCfgData_TalentGroup.NodeLimit then
self.nL2DStatus = self.nL2DStatus + 1
end
end
end
function CharTalentTrialCtrl:SetAllVisibale(bVisible)
NovaAPI.SetCanvasGroupAlpha(self._mapNode.root_canvas_group, bVisible == true and 1 or 0)
NovaAPI.SetCanvasGroupBlocksRaycasts(self._mapNode.root_canvas_group, bVisible == true)
NovaAPI.SetCanvasGroupInteractable(self._mapNode.root_canvas_group, bVisible == true)
end
function CharTalentTrialCtrl:SetL2D()
local nCharSkinId = ConfigTable.GetData_Character(self.nCharId).DefaultSkinId
Actor2DManager.SetActor2D(self:GetPanelId(), self._mapNode.rawImg, self.nCharId, nCharSkinId, {
"TalentL2D",
self.nL2DStatus
}, 2)
end
function CharTalentTrialCtrl:SetBtnUIShowHide()
self._mapNode.btn_FullScreen_PlayBtnUIShowAnim:SetActive(self.bUIVisible == false)
self._mapNode.btnUIShow.gameObject:SetActive(self.bUIVisible == false)
self._mapNode.btnUIHide.gameObject:SetActive(self.bUIVisible == true)
end
function CharTalentTrialCtrl:CheckGroupState(bLock, nNormalCount, nNodeLimit)
local nState = 1
if bLock == true then
nState = 1
else
nState = nNodeLimit <= nNormalCount and 3 or 2
end
return nState
end
function CharTalentTrialCtrl:GetCurTalentId(nGroupId, nNormalCount)
local tbTalent = {}
local mapTalent = CacheTable.GetData("_Talent", nGroupId)
for k, v in pairs(mapTalent) do
if v.Type == GameEnum.talentType.OrdinaryNode then
table.insert(tbTalent, {
nId = v.Id,
nSort = v.Sort,
nIndex = v.Index
})
end
end
table.sort(tbTalent, function(a, b)
return a.nSort < b.nSort
end)
local mapTempTalentData = tbTalent[nNormalCount + 1]
if mapTempTalentData ~= nil then
return mapTempTalentData.nId
else
return nil
end
end
function CharTalentTrialCtrl:Awake()
self:SetAllVisibale(false)
self.bUIVisible = true
self.nCurGroupIndex = 1
self.nGroupNum = #self._mapNode.KeyNode
end
function CharTalentTrialCtrl:OnDisable()
Actor2DManager.UnsetActor2D(false, 2, true)
end
function CharTalentTrialCtrl:OnDestroy()
end
function CharTalentTrialCtrl:OnBtnClick_UIShow(btn)
if self.bUIVisible == false then
self.bUIVisible = true
self:SetBtnUIShowHide()
EventManager.Hit("ChangeCharTopBar", true, false)
EventManager.Hit("ChangeCharFgTab", true)
self._mapNode.anim:Play("CharTalent_Root_show")
EventManager.Hit(EventId.TemporaryBlockInput, 1)
end
end
function CharTalentTrialCtrl:OnBtnClick_UIHide(btn)
if self.bUIVisible == true then
self.bUIVisible = false
self:SetBtnUIShowHide()
EventManager.Hit("ChangeCharTopBar", false, false)
EventManager.Hit("ChangeCharFgTab", false)
self._mapNode.anim:Play("CharTalent_Root_hide")
EventManager.Hit(EventId.TemporaryBlockInput, 1)
end
end
function CharTalentTrialCtrl:SetOverview()
for i = 1, self.nGroupNum do
local mapGroupData = self.tbGroup[i]
local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", mapGroupData.nId)
local objCtrlKeyNode = self._mapNode.KeyNode[i]
if mapGroupData ~= nil and mapCfgData_TalentGroup ~= nil and objCtrlKeyNode ~= nil then
local nState = self:CheckGroupState(mapGroupData.bLock, mapGroupData.nNormalCount, mapCfgData_TalentGroup.NodeLimit)
objCtrlKeyNode:Refresh(mapGroupData.nId, i, nState)
end
end
end
function CharTalentTrialCtrl:OnEvent_CharRelatePanelOpen(nNextPanel, nCharId)
local bIsThis = nNextPanel == PanelId.CharTalentTrial
self:SetAllVisibale(bIsThis == true)
self._mapNode.anim:Play(bIsThis == true and "CharTalent_Root_in" or "CharTalent_Root_out")
self:BuildUIData()
self:RefreshAll()
end
function CharTalentTrialCtrl:OnBtnClick_Option(btn, nIndex)
if self.nSelectBgIndex == nIndex then
return
end
local change = function()
self._mapNode.imgOptionOn[self.nSelectBgIndex]:SetActive(false)
self._mapNode.imgOptionOff[self.nSelectBgIndex]:SetActive(true)
self._mapNode.imgOptionOn[nIndex]:SetActive(true)
self._mapNode.imgOptionOff[nIndex]:SetActive(false)
self.nSelectBgIndex = nIndex
end
if nIndex ~= 1 then
local mapGroupCfg = ConfigTable.GetData("TalentGroup", self.tbGroup[nIndex - 1].nId)
if not mapGroupCfg then
return
end
local bMax = self.tbGroup[nIndex - 1].nNormalCount >= mapGroupCfg.NodeLimit
if bMax then
change()
else
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("CharTalent_BackgroundLockTip"))
end
else
change()
end
end
function CharTalentTrialCtrl:OnBtnClick_Key(btn, nIndex)
self.nCurGroupIndex = nIndex
self:SetDetail()
EventManager.Hit("ChangeCharFgTab", false)
EventManager.Hit("ChangeCharTopBar", false, false)
self._mapNode.anim:Play("CharTalent_Root_o2d")
end
function CharTalentTrialCtrl:SetDetail(nUIState)
local mapGroupData = self.tbGroup[self.nCurGroupIndex]
self.nCurGroupId = mapGroupData.nId
local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", self.nCurGroupId)
local nHasNum = PlayerData.Item:GetItemCountByID(self.nItemId)
self.bEnoughNum = nHasNum >= self.nItemNum
local _n = math.floor(nHasNum / self.nItemNum)
if _n > mapCfgData_TalentGroup.NodeLimit - mapGroupData.nNormalCount then
_n = mapCfgData_TalentGroup.NodeLimit - mapGroupData.nNormalCount
end
local nCanActivateNum = self.bEnoughNum == true and _n or 1
local nAsPossibleAsCan = self.bEnoughNum == true and _n * self.nItemNum or self.nItemNum
NovaAPI.SetTMPText(self._mapNode.tmpGroupName, string.format("%02d %s", self.nCurGroupIndex, mapCfgData_TalentGroup.Title))
local nState = self:CheckGroupState(mapGroupData.bLock, mapGroupData.nNormalCount, mapCfgData_TalentGroup.NodeLimit)
self:SetAtlasSprite(self._mapNode.imgGroupNode, "11_ico", "zs_talent_star_l_" .. tostring(nState))
if nUIState ~= 1 then
self._mapNode.animGroupNode:Play("empty")
self._mapNode.imgGroupNode.transform:GetChild(0).localScale = Vector3.zero
end
for i = 1, mapCfgData_TalentGroup.NodeLimit do
if self._mapNode.imgNode[i] ~= nil then
local _name = "zs_talent_progress_1"
if mapGroupData.bLock ~= true then
if i <= mapGroupData.nNormalCount then
_name = "zs_talent_progress_3"
elseif nCanActivateNum >= i - mapGroupData.nNormalCount then
_name = "zs_talent_progress_2"
end
end
self:SetAtlasSprite(self._mapNode.imgNode[i], "11_ico", _name)
end
end
local mapCfgData_Talent = ConfigTable.GetData("Talent", mapGroupData.nKeyTalent)
NovaAPI.SetTMPText(self._mapNode.tmpGroupDesc, UTILS.ParseDesc(mapCfgData_Talent))
if nUIState == 1 then
self._mapNode.animDetailText:Play("CharTalent_Text_in")
end
if nUIState == 2 then
self._mapNode.animRoot:Play("CharTalent_Switch_in")
end
end
function CharTalentTrialCtrl:_PlayFX(anim, n)
local tbAnimName = {
"TalentNode_Unlock",
"TalentGroupNode_Unlock",
"CharTalent_Text_out",
"CharTalent_Switch_out"
}
anim:Play(tbAnimName[n])
if n == 2 then
WwiseAudioManager:PostEvent("ui_charInfo_talent_active_large_part2")
end
end
function CharTalentTrialCtrl:PlaySwitchGroupPrevNxtAnim()
local sequence = DOTween.Sequence()
sequence:AppendInterval(0.1)
sequence:AppendCallback(dotween_callback_handler(self, self._PlayFX, self._mapNode.animRoot, 4))
sequence:AppendInterval(0.3)
sequence:AppendCallback(dotween_callback_handler(self, self.SetDetail, 2))
EventManager.Hit(EventId.TemporaryBlockInput, 1)
end
function CharTalentTrialCtrl:OnBtnClick_Back(btn)
EventManager.Hit("ChangeCharFgTab", true)
EventManager.Hit("ChangeCharTopBar", true, false)
self._mapNode.anim:Play("CharTalent_Root_d2o")
end
function CharTalentTrialCtrl:OnBtnClick_PrevGroup(btn)
self.nCurGroupIndex = self.nCurGroupIndex - 1
if self.nCurGroupIndex < 1 then
self.nCurGroupIndex = self.nGroupNum
end
self:PlaySwitchGroupPrevNxtAnim()
end
function CharTalentTrialCtrl:OnBtnClick_NextGroup(btn)
self.nCurGroupIndex = self.nCurGroupIndex + 1
if self.nCurGroupIndex > self.nGroupNum then
self.nCurGroupIndex = 1
end
self:PlaySwitchGroupPrevNxtAnim()
end
function CharTalentTrialCtrl:OnBtnClick_Word(link, sWordId)
UTILS.ClickWordLink(link, sWordId)
end
return CharTalentTrialCtrl