Files
StellaSora_DataLua/lua/game/ui/equipment/equipmentrollctrl.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 EquipmentRollCtrl = class("EquipmentRollCtrl", BaseCtrl)
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
EquipmentRollCtrl._mapNodeConfig = {
TopBar = {
sNodeName = "TopBarPanel",
sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
},
imgEquipmentIcon = {sComponentName = "Image"},
txtEquipmentName = {sComponentName = "TMP_Text"},
txtEquipmentDesc = {sComponentName = "TMP_Text"},
txtLockSwitch = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Roll_LockRoll"
},
btnSwitch = {
nCount = 2,
sComponentName = "UIButton",
callback = "OnBtnClick_Switch"
},
txtLockLimit = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Roll_LockAttrTitle"
},
txtLockLimitCount = {sComponentName = "TMP_Text"},
txtTitleCurAttr = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Roll_CurAttr"
},
goProperty = {
nCount = 4,
sCtrlName = "Game.UI.TemplateEx.TemplateRandomPropertyCtrl"
},
btnUnlock = {
nCount = 4,
sComponentName = "UIButton",
callback = "OnBtnClick_Unlock"
},
btnLock = {
nCount = 4,
sComponentName = "UIButton",
callback = "OnBtnClick_Lock"
},
txtAlterEmpty = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Roll_NoneRolled"
},
goAlter = {},
goPropertyAlter = {
nCount = 4,
sCtrlName = "Game.UI.TemplateEx.TemplateRandomPropertyCtrl"
},
btnConfirm = {
sComponentName = "UIButton",
callback = "OnBtnClick_Confirm"
},
btnRoll = {
sComponentName = "UIButton",
callback = "OnBtnClick_Roll"
},
txtBtnConfirm = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Btn_ConfirmRollResult"
},
txtBtnRoll = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Btn_Reroll"
},
imgConfirmMask = {},
imgCostIcon = {nCount = 2, sComponentName = "Image"},
txtCostCount = {nCount = 2, sComponentName = "TMP_Text"},
goCost2 = {},
Replace = {
sNodeName = "----Replace----",
sCtrlName = "Game.UI.Equipment.EquipmentAttrReplaceCtrl"
}
}
EquipmentRollCtrl._mapEventConfig = {}
function EquipmentRollCtrl:RefreshData()
local nGemId = PlayerData.Equipment:GetGemIdBySlot(self.nCharId, self.nSlotId)
self.mapGemCfg = ConfigTable.GetData("CharGem", nGemId)
self.mapSlotCfg = ConfigTable.GetData("CharGemSlotControl", self.nSlotId)
local tbEquipment = PlayerData.Equipment:GetEquipmentBySlot(self.nCharId, self.nSlotId)
self.mapEquipment = tbEquipment[self.nSelectGemIndex]
self.tbLockAttr = {}
self._mapNode.TopBar:CreateCoin({
self.mapGemCfg.RefreshCostTid,
self.mapSlotCfg.LockItemTid
})
end
function EquipmentRollCtrl:Refresh()
self:RefreshData()
self:RefreshEquipmentInfo()
self:RefreshAttr()
self:RefreshAlterAttr()
self:RefreshCoin()
self:RefreshConfirm()
end
function EquipmentRollCtrl:RefreshEquipmentInfo()
self:SetPngSprite(self._mapNode.imgEquipmentIcon, self.mapGemCfg.Icon)
local sRoman = ConfigTable.GetUIText("RomanNumeral_" .. self.nSelectGemIndex)
local sSuf = orderedFormat(ConfigTable.GetUIText("Equipment_NameIndexSuffix"), sRoman)
NovaAPI.SetTMPText(self._mapNode.txtEquipmentName, self.mapGemCfg.Title .. sSuf)
NovaAPI.SetTMPText(self._mapNode.txtEquipmentDesc, self.mapGemCfg.Desc)
local nLockAttr = self:GetAttrLockCount()
NovaAPI.SetTMPText(self._mapNode.txtLockLimitCount, orderedFormat(ConfigTable.GetUIText("Equipment_Roll_LockAttrCount"), nLockAttr, self.mapSlotCfg.LockableNum))
self:RefreshLock()
end
function EquipmentRollCtrl:GetAttrLockCount()
local nLockAttr = 0
for _, v in pairs(self.tbLockAttr) do
if v == true then
nLockAttr = nLockAttr + 1
end
end
return nLockAttr
end
function EquipmentRollCtrl:RefreshLock()
self._mapNode.btnSwitch[1].gameObject:SetActive(not self.mapEquipment.bLock)
self._mapNode.btnSwitch[2].gameObject:SetActive(self.mapEquipment.bLock)
end
function EquipmentRollCtrl:RefreshAttr()
for i = 1, 4 do
self._mapNode.goProperty[i]:SetProperty(self.mapEquipment.tbAffix[i], self.nCharId)
self:RefreshAttrLock(i)
end
end
function EquipmentRollCtrl:RefreshAttrLock(nIndex)
local bAttrLock = self.tbLockAttr[nIndex] == true
self._mapNode.btnUnlock[nIndex].gameObject:SetActive(bAttrLock)
self._mapNode.btnLock[nIndex].gameObject:SetActive(not bAttrLock)
end
function EquipmentRollCtrl:RefreshAlterAttr(bRoll)
if bRoll then
self._mapNode.goAlter.gameObject:SetActive(false)
end
local bEmpty = self.mapEquipment:CheckAlterEmpty()
self._mapNode.txtAlterEmpty.gameObject:SetActive(bEmpty)
self._mapNode.goAlter.gameObject:SetActive(not bEmpty)
if not bEmpty then
for i = 1, 4 do
self._mapNode.goPropertyAlter[i]:SetProperty(self.mapEquipment.tbAlterAffix[i], self.nCharId, self.tbLockAttr[i])
end
end
end
function EquipmentRollCtrl:RefreshCoin()
local nLockAttr = self:GetAttrLockCount()
local bUseLock = 0 < nLockAttr
self._mapNode.goCost2.gameObject:SetActive(bUseLock)
self._mapNode.imgCostIcon[2].gameObject:SetActive(bUseLock)
self._mapNode.txtCostCount[2].gameObject:SetActive(bUseLock)
if bUseLock then
self:SetSprite_Coin(self._mapNode.imgCostIcon[2], self.mapSlotCfg.LockItemTid)
local nHas = PlayerData.Item:GetItemCountByID(self.mapSlotCfg.LockItemTid)
NovaAPI.SetTMPText(self._mapNode.txtCostCount[2], self.mapSlotCfg.LockItemQty * nLockAttr)
NovaAPI.SetTMPColor(self._mapNode.txtCostCount[2], nHas < self.mapSlotCfg.LockItemQty * nLockAttr and Red_Unable or Blue_Normal)
end
self:SetSprite_Coin(self._mapNode.imgCostIcon[1], self.mapGemCfg.RefreshCostTid)
local nHas = PlayerData.Item:GetItemCountByID(self.mapGemCfg.RefreshCostTid)
NovaAPI.SetTMPText(self._mapNode.txtCostCount[1], self.mapSlotCfg.RefreshCostQty)
NovaAPI.SetTMPColor(self._mapNode.txtCostCount[1], nHas < self.mapSlotCfg.RefreshCostQty and Red_Unable or Blue_Normal)
end
function EquipmentRollCtrl:RefreshConfirm()
local bEmpty = self.mapEquipment:CheckAlterEmpty()
self._mapNode.imgConfirmMask:SetActive(bEmpty)
end
function EquipmentRollCtrl:GetRareCount(tbAffix)
local nRareCount = 0
for _, v in ipairs(tbAffix) do
if v ~= 0 then
local mapCfg = ConfigTable.GetData("CharGemAttrValue", v)
if mapCfg and mapCfg.Rarity == GameEnum.itemRarity.SSR then
nRareCount = nRareCount + 1
end
end
end
return nRareCount
end
function EquipmentRollCtrl:FadeIn()
self.animator = self.gameObject.transform:GetComponent("Animator")
self.animator:Play("EquipmentSelectPanel_in1")
end
function EquipmentRollCtrl:Awake()
local tbParam = self:GetPanelParam()
if type(tbParam) == "table" then
self.nCharId = tbParam[1]
self.nSlotId = tbParam[2]
self.nSelectGemIndex = tbParam[3]
end
end
function EquipmentRollCtrl:OnEnable()
self:Refresh()
end
function EquipmentRollCtrl:OnDisable()
end
function EquipmentRollCtrl:OnDestroy()
end
function EquipmentRollCtrl:OnBtnClick_Switch(btn, nIndex)
local bLock = nIndex == 1
local callback = function()
self:RefreshLock()
end
PlayerData.Equipment:SendCharGemUpdateGemLockStatusReq(self.nCharId, self.nSlotId, self.nSelectGemIndex, bLock, callback)
end
function EquipmentRollCtrl:OnBtnClick_Unlock(btn, nIndex)
self.tbLockAttr[nIndex] = false
self:RefreshAttrLock(nIndex)
local nLockAttr = self:GetAttrLockCount()
self:RefreshCoin()
NovaAPI.SetTMPText(self._mapNode.txtLockLimitCount, orderedFormat(ConfigTable.GetUIText("Equipment_Roll_LockAttrCount"), nLockAttr, self.mapSlotCfg.LockableNum))
end
function EquipmentRollCtrl:OnBtnClick_Lock(btn, nIndex)
local nLockAttr = self:GetAttrLockCount()
if nLockAttr >= self.mapSlotCfg.LockableNum then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_LockAttrMax"))
return
end
self.tbLockAttr[nIndex] = true
self:RefreshAttrLock(nIndex)
self:RefreshCoin()
NovaAPI.SetTMPText(self._mapNode.txtLockLimitCount, orderedFormat(ConfigTable.GetUIText("Equipment_Roll_LockAttrCount"), nLockAttr + 1, self.mapSlotCfg.LockableNum))
end
function EquipmentRollCtrl:OnBtnClick_Confirm(btn)
local bEmpty = self.mapEquipment:CheckAlterEmpty()
if bEmpty then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_ConfirmRoll_AlterEmpty"))
return
end
if self.mapEquipment.bLock then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_ConfirmRoll_EquipmentLock"))
return
end
local callback = function()
self:RefreshAttr()
self:RefreshAlterAttr()
self:RefreshCoin()
self:RefreshConfirm()
self.animator:Play("EquipmentSelectPanel_in", 0, 0)
end
local sRoman = ConfigTable.GetUIText("RomanNumeral_" .. self.nSelectGemIndex)
local sSuf = orderedFormat(ConfigTable.GetUIText("Equipment_NameIndexSuffix"), sRoman)
local sName = self.mapGemCfg.Title .. sSuf
self._mapNode.Replace:Open(sName, self.mapEquipment, self.nCharId, self.nSlotId, self.nSelectGemIndex, callback)
end
function EquipmentRollCtrl:OnBtnClick_Roll(btn)
if self.mapEquipment.bLock then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_Roll_EquipmentLock"))
return
end
local roll = function()
local bEnough = false
local nHasRefresh = PlayerData.Item:GetItemCountByID(self.mapGemCfg.RefreshCostTid)
local nLockAttr = self:GetAttrLockCount()
local bUseLock = 0 < nLockAttr
if bUseLock then
local nHasLock = PlayerData.Item:GetItemCountByID(self.mapSlotCfg.LockItemTid)
bEnough = nHasLock >= self.mapSlotCfg.LockItemQty * nLockAttr and nHasRefresh >= self.mapSlotCfg.RefreshCostQty
else
bEnough = nHasRefresh >= self.mapSlotCfg.RefreshCostQty
end
if not bEnough then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Equipment_MatNotEnough_Roll"))
return
end
local tbLockAttrId = {}
for k, v in pairs(self.tbLockAttr) do
if v == true then
table.insert(tbLockAttrId, self.mapEquipment.tbAffix[k])
end
end
local callback = function()
self:RefreshAlterAttr(true)
self:RefreshCoin()
self:RefreshConfirm()
WwiseAudioMgr:PostEvent("ui_charInfo_equipment_reforge_ani")
end
PlayerData.Equipment:SendCharGemRefreshReq(self.nCharId, self.nSlotId, self.nSelectGemIndex, tbLockAttrId, callback)
end
local warning = function()
local isSelectAgain = false
local confirmCallback = function()
PlayerData.Equipment:SetRollWarning(not isSelectAgain)
roll()
end
local againCallback = function(isSelect)
isSelectAgain = isSelect
end
local msg = {
nType = AllEnum.MessageBox.Confirm,
sContent = ConfigTable.GetUIText("Equipment_RollWarning_HighQuality"),
callbackConfirm = confirmCallback,
callbackAgain = againCallback,
sAgain = ConfigTable.GetUIText("MessageBox_LoginWarning")
}
EventManager.Hit(EventId.OpenMessageBox, msg)
end
local bWarn = PlayerData.Equipment:GetRollWarning()
if self.mapEquipment.tbAlterAffix and bWarn then
local nRareCount = self:GetRareCount(self.mapEquipment.tbAffix)
local nAlterRareCount = self:GetRareCount(self.mapEquipment.tbAlterAffix)
local bLock = false
for k, v in pairs(self.tbLockAttr) do
if v == true then
bLock = true
break
end
end
if not bLock and nAlterRareCount >= ConfigTable.GetConfigNumber("CharGemHighQualityNum") then
warning()
elseif bLock and nRareCount < nAlterRareCount then
warning()
else
roll()
end
else
roll()
end
end
return EquipmentRollCtrl