Files
StellaSora_DataLua/lua/game/ui/play_breakout_30101/breakoutlevelcellctrl.lua
T
SL1900 35c8d87e86 Update - 1.4.0.73
EN: 1.4.0.73
CN: 1.4.0.74
JP: 1.4.0.77
KR: 1.4.0.80
2025-12-25 19:00:00 +09:00

166 lines
5.7 KiB
Lua

local BreakOutLevelCellCtrl = class("TowerDefenseLevelCellCtrl", BaseCtrl)
local DifficultyState = {
"Entry",
"Newbie",
"Advanced",
"Expert"
}
BreakOutLevelCellCtrl._mapNodeConfig = {
txt_Name = {sComponentName = "TMP_Text"},
img_FinishIcon = {
sNodeName = "Icon_Finish"
},
obj_TipTime = {
sNodeName = "TipTimeMask"
},
txt_Time = {sComponentName = "TMP_Text"},
obj_TipUnLock = {
sNodeName = "TipsUnLockMask"
},
txt_Lock = {sComponentName = "TMP_Text"},
obj_TipEndMask = {sNodeName = "TipEndMask"},
txt_TipEnd = {
sComponentName = "TMP_Text",
sLanguageId = "Activity_End"
},
btnGrid = {
sNodeName = "btnGrid",
sComponentName = "UIButton",
callback = "OnBtnClick_SelectLevel"
},
eventActBannerDrag = {
sNodeName = "btnGrid",
sComponentName = "UIDrag",
callback = "OnDrag_Act"
},
redDotNew = {}
}
BreakOutLevelCellCtrl._mapEventConfig = {}
BreakOutLevelCellCtrl._mapRedDotConfig = {}
function BreakOutLevelCellCtrl:SetData(nActId, nLevelId)
self.ActId = nActId
self.BreakOutData = PlayerData.Activity:GetActivityDataById(nActId)
self.nActivityGroupId = ConfigTable.GetData("Activity", nActId).MidGroupId
if self.levelData ~= nil then
RedDotManager.UnRegisterNode(RedDotDefine.Activity_BreakOut_DifficultyTap_Level, {
self.nActivityGroupId,
self.levelData.nLevelId
}, self._mapNode.redDotNew)
end
self.LevelId = nLevelId
self.levelData = self.BreakOutData:GetDetailLevelDataById(self.LevelId)
NovaAPI.SetTMPText(self._mapNode.txt_Name, self.levelData.Name)
self:RefreshLevelState()
RedDotManager.RegisterNode(RedDotDefine.Activity_BreakOut_DifficultyTap_Level, {
self.nActivityGroupId,
self.LevelId
}, self._mapNode.redDotNew)
end
function BreakOutLevelCellCtrl:RefreshLevelState()
self._mapNode.obj_TipTime.gameObject:SetActive(false)
self._mapNode.obj_TipUnLock.gameObject:SetActive(false)
self._mapNode.obj_TipEndMask.gameObject:SetActive(false)
self._mapNode.img_FinishIcon.gameObject:SetActive(false)
local bIsOpen = self:RefreshLevelTime(self.LevelId)
if bIsOpen == nil or not bIsOpen then
return
end
local isEnd = self:IsLevelsEndTime()
if isEnd then
self._mapNode.img_FinishIcon.gameObject:SetActive(isEnd)
return
end
self:RefreshLevelLockState()
self:RefreshLevelFinishState()
end
function BreakOutLevelCellCtrl:RefreshLevelTime()
if self.levelData == nil then
return
end
local curTime = CS.ClientManager.Instance.serverTimeStamp
if curTime >= self.BreakOutData:GetLevelStartTime(self.LevelId) then
self._mapNode.obj_TipTime.gameObject:SetActive(false)
return true
else
local remainTime = self.BreakOutData:GetLevelStartTime(self.LevelId) - curTime
local sTime = self:GetTimeText(remainTime)
NovaAPI.SetTMPText(self._mapNode.txt_Time, orderedFormat(ConfigTable.GetUIText("TowerDef_TimeTips") or "", sTime))
self._mapNode.obj_TipTime.gameObject:SetActive(true)
return false
end
end
function BreakOutLevelCellCtrl:GetTimeText(remainTime)
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
return sTimeStr
end
function BreakOutLevelCellCtrl:RefreshLevelLockState()
if self.levelData == nil then
return
end
local bIsPreLevelComplete = self.BreakOutData:IsPreLevelComplete(self.LevelId)
if bIsPreLevelComplete then
self._mapNode.obj_TipUnLock.gameObject:SetActive(false)
else
local nPreLevelId = ConfigTable.GetData("BreakOutLevel", self.LevelId).PreLevelId
local sDifficultState = ConfigTable.GetUIText(DifficultyState[self.BreakOutData:GetBreakoutLevelDifficult(nPreLevelId)])
local sTip = orderedFormat(ConfigTable.GetUIText("OpenAfterClearingLevel") or "", sDifficultState, self.BreakOutData:GetBreakoutLevelDifficult(nPreLevelId))
NovaAPI.SetTMPText(self._mapNode.txt_Lock, sTip)
self._mapNode.obj_TipUnLock.gameObject:SetActive(true)
end
end
function BreakOutLevelCellCtrl:RefreshLevelFinishState()
self._mapNode.img_FinishIcon.gameObject:SetActive(self.BreakOutData:IsLevelComplete(self.LevelId))
end
function BreakOutLevelCellCtrl:IsLevelsEndTime()
local nCurTime = CS.ClientManager.Instance.serverTimeStamp
local nEndTime = self.BreakOutData:GetActCloseTime(self.LevelId)
if nCurTime > nEndTime then
return true
end
return false
end
function BreakOutLevelCellCtrl:OnBtnClick_SelectLevel()
printLog("点击按钮")
local bTimeUnlock, bPreComplete = self.BreakOutData:IsLevelUnlocked(self.LevelId)
if not bTimeUnlock and not bPreComplete then
return
end
self.BreakOutData:EnterLevelSelect(self.LevelId)
EventManager.Hit("JumpToLevelDetail", self.ActId, self.LevelId)
end
function BreakOutLevelCellCtrl:OnDrag_Act(mDrag)
printLog("滑动按钮")
if self.levelData.Type == GameEnum.ActivityBreakoutLevelType.Entry or self.levelData.Type ~= GameEnum.ActivityBreakoutLevelType.Expert then
end
EventManager.Hit("DragLevelList", mDrag)
end
return BreakOutLevelCellCtrl