Files
StellaSora_DataLua/lua/game/ui/startower/fatecard/fatecardselectctrl.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

576 lines
19 KiB
Lua

local FateCardSelectCtrl = class("FateCardSelectCtrl", BaseCtrl)
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
local LocalData = require("GameCore.Data.LocalData")
local newDayTime = UTILS.GetDayRefreshTimeOffset()
FateCardSelectCtrl._mapNodeConfig = {
blurBg = {},
contentRoot = {
sNodeName = "----SafeAreaRoot----"
},
animCtrl = {
sComponentName = "Animator",
sNodeName = "----SafeAreaRoot----"
},
imgTitleBg = {},
txtTitle = {sComponentName = "TMP_Text"},
imgCoinBg = {},
imgCoin = {sComponentName = "Image"},
txtCoinCount = {sComponentName = "TMP_Text"},
btnFateCard = {
sComponentName = "NaviButton",
nCount = 3,
callback = "OnBtnClick_FateCardItem"
},
rtBtnFateCard = {
sNodeName = "btnFateCard",
sComponentName = "RectTransform",
nCount = 3
},
goFateCardItem = {
nCount = 3,
sCtrlName = "Game.UI.StarTower.FateCard.FateCardItemCtrl"
},
btnConfirm = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Confirm"
},
txtBtnConfirm = {
sComponentName = "TMP_Text",
sLanguageId = "FateCard_Select_Confirm"
},
rtBtnConfirm = {
sNodeName = "btnConfirm",
sComponentName = "RectTransform"
},
btnAbandon = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Abandon"
},
btnDepot = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Depot"
},
fxEndPoint = {},
depotPoint = {},
cardFinishParticle = {nCount = 2},
RollButton = {},
btnRoll = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Roll"
},
imgRollCostIcon = {sComponentName = "Image"},
txtRollCostCount = {sComponentName = "TMP_Text"},
ActionBar = {
sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
}
}
FateCardSelectCtrl._mapEventConfig = {
StarTowerSelectFateCard = "OnEvent_StarTowerSelectFateCard",
RefreshStarTowerCoin = "OnEvent_SetCoin",
GamepadUIChange = "OnEvent_GamepadUIChange",
GamepadUIReopen = "OnEvent_Reopen"
}
FateCardSelectCtrl._mapRedDotConfig = {}
function FateCardSelectCtrl:Refresh(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward, bAfterRoll)
self.bReward = bReward
if tbFateCard == nil or #tbFateCard == 0 then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("StarTower_FateCard_Select_Empty_Tip"))
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.btnConfirm.gameObject:SetActive(false)
EventManager.Hit("StarTowerSetButtonEnable", true, false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
self:HidePanel()
return
end
self._mapNode.RollButton:SetActive(mapRoll and mapRoll.CanReRoll)
self.nEventId = nEventId
self.nSelectIdx = 0
self.nCoin = nCoin
NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(self.nCoin))
self.mapRoll = mapRoll
self:RefreshCoin(nCoin, mapRoll)
self:RefreshFateCardList(tbFateCard, tbNewIds, bAfterRoll)
NovaAPI.SetTMPText(self._mapNode.txtTitle, bReward and ConfigTable.GetUIText("FateCard_Select_RewardTitle") or ConfigTable.GetUIText("FateCard_Select_Title"))
local tbConfig = {}
if mapRoll and mapRoll.CanReRoll then
tbConfig = {
{
sAction = "Confirm",
sLang = "ActionBar_Confirm"
},
{
sAction = "Roll",
sLang = "ActionBar_Reroll"
},
{
sAction = "Scroll",
sLang = "ActionBar_Scroll"
},
{
sAction = "Depot",
sLang = "ActionBar_Depot"
},
{
sAction = "Back",
sLang = "ActionBar_SkipReward"
}
}
else
tbConfig = {
{
sAction = "Confirm",
sLang = "ActionBar_Confirm"
},
{
sAction = "Scroll",
sLang = "ActionBar_Scroll"
},
{
sAction = "Depot",
sLang = "ActionBar_Depot"
},
{
sAction = "Back",
sLang = "ActionBar_SkipReward"
}
}
end
self._mapNode.ActionBar:InitActionBar(tbConfig)
end
function FateCardSelectCtrl:RefreshCoin(nCoin, mapRoll)
if not mapRoll or not mapRoll.CanReRoll then
return
end
self:SetSprite_Coin(self._mapNode.imgRollCostIcon, AllEnum.CoinItemId.FixedRogCurrency)
NovaAPI.SetTMPText(self._mapNode.txtRollCostCount, mapRoll.ReRollPrice)
NovaAPI.SetTMPColor(self._mapNode.txtRollCostCount, nCoin < mapRoll.ReRollPrice and Red_Unable or Blue_Normal)
end
function FateCardSelectCtrl:RefreshFateCardList(tbFateCard, tbNewIds, bAfterRoll)
self._mapNode.btnConfirm.gameObject:SetActive(false)
self.tbFateCardList = clone(tbFateCard)
local tbCardObj, tbBtnObj = {}, {}
for k, v in ipairs(self._mapNode.goFateCardItem) do
v.gameObject:SetActive(false)
self._mapNode.btnFateCard[k].gameObject:SetActive(self.tbFateCardList[k] ~= nil)
if self.tbFateCardList[k] ~= nil then
local bNew = false
if tbNewIds ~= nil then
for _, nId in ipairs(tbNewIds) do
if nId == self.tbFateCardList[k] then
bNew = true
break
end
end
end
v:SetFateCardItem(self.tbFateCardList[k], bNew)
v:ChangeWordRaycast(false)
table.insert(tbCardObj, v)
table.insert(tbBtnObj, self._mapNode.btnFateCard[k])
end
end
self:ResetSelect(tbBtnObj)
local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
"PotentialSelectPanel_in"
})
EventManager.Hit(EventId.TemporaryBlockInput, animTime)
if self.bReward then
WwiseAudioMgr:PlaySound("ui_roguelike_luckeyCard_active")
else
WwiseAudioMgr:PlaySound("ui_roguelike_itemCard")
end
if 0 < #tbCardObj then
local wait = function()
local frameCount = 0
while 0 < #tbCardObj do
if 4 <= frameCount then
local cardObj = table.remove(tbCardObj, 1)
if cardObj ~= nil then
cardObj.gameObject:SetActive(true)
if bAfterRoll then
cardObj:PlayAnim("tc_newperk_card_RollEffect")
cardObj:ActiveRollEffect()
else
cardObj:PlayAnim("tc_newperk_card_in")
end
end
frameCount = 0
else
frameCount = frameCount + 1
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
end
end
end
cs_coroutine.start(wait)
end
end
function FateCardSelectCtrl:SelectComplete(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward)
if nEventId == nil or nEventId == 0 then
EventManager.Hit(EventId.BlockInput, true)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.btnConfirm.gameObject:SetActive(false)
EventManager.Hit("StarTowerSetButtonEnable", true, false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
local bSelect = false
for k, v in ipairs(self._mapNode.goFateCardItem) do
if k == self.nSelectIdx then
bSelect = true
local animCtrl = v.gameObject:GetComponent("Animator")
animCtrl:Play("tc_newperk_card_out")
local fxRoot = v.gameObject.transform:Find("FX")
local fx = v.gameObject.transform:Find("FX/glow")
local OutAnimFinish = function()
local beginPos = fxRoot.transform.position
local controlPos = Vector3(3, 5, 0)
local bType1 = PanelManager.CheckPanelOpen(PanelId.StarTowerShop) or self:GetPanelId() == PanelId.StarTowerFastBattle
local endPos, goCardFx
if bType1 then
endPos = self._mapNode.depotPoint.transform.position
goCardFx = self._mapNode.cardFinishParticle[1]
else
endPos = self._mapNode.fxEndPoint.transform.position
goCardFx = self._mapNode.cardFinishParticle[2]
end
local wait = function()
WwiseAudioMgr:PlaySound("ui_roguelike_card_flyby")
local totalMoveTime = 0.3
local moveTime = 0
local normalizedTime = 0
while normalizedTime < 1 do
moveTime = moveTime + CS.UnityEngine.Time.unscaledDeltaTime
normalizedTime = moveTime / totalMoveTime
normalizedTime = normalizedTime <= 1 and normalizedTime or 1
local x, y, z = UTILS.GetBezierPointByT(beginPos, controlPos, endPos, normalizedTime)
local angleZ = 100 * normalizedTime * 2
angleZ = angleZ <= 100 and angleZ or 100
fxRoot.transform.localEulerAngles = Vector3(0, 0, angleZ)
fxRoot.transform.position = Vector3(x, y, z)
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
end
goCardFx.gameObject:SetActive(true)
fx.gameObject:SetActive(false)
coroutine.yield(CS.UnityEngine.WaitForSecondsRealtime(0.5))
EventManager.Hit(EventId.BlockInput, false)
self:HidePanel()
fxRoot.transform.position = beginPos
fxRoot.transform.localEulerAngles = Vector3(0, 0, 0)
fx.gameObject:SetActive(true)
if nil ~= self.callback then
self.callback(-1, nEventId)
end
end
cs_coroutine.start(wait)
end
self:SetAnimationCallback(animCtrl, OutAnimFinish)
else
v.gameObject:SetActive(false)
end
end
self._mapNode.animCtrl:Play("PotentialSelectPanel_out")
if not bSelect then
local nAnimLen = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
"PotentialSelectPanel_out"
})
self:AddTimer(1, nAnimLen, function()
EventManager.Hit(EventId.BlockInput, false)
self:HidePanel()
if nil ~= self.callback then
self.callback(-1, nEventId)
end
end, true, true, true, nil)
end
EventManager.Hit("Guide_FateCard_SelectComplete")
else
self:Refresh(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward)
if bReward then
self._mapNode.animCtrl:Play("VampireFateCard_in1")
end
end
end
function FateCardSelectCtrl:MoveConfirmButton(btnCard)
local rtBtn = btnCard:GetComponent("RectTransform")
self._mapNode.rtBtnConfirm.localPosition = Vector3(rtBtn.localPosition.x, self.btnConfirmPosY, 0)
if self._mapNode.btnConfirm.gameObject.activeSelf == false then
self._mapNode.btnConfirm.gameObject:SetActive(true)
else
local animCtrl = self._mapNode.btnConfirm.transform:Find("AnimRoot"):GetComponent("Animator")
animCtrl:Play("btnConfirm_in", 0, 0)
end
end
function FateCardSelectCtrl:HidePanel()
self.bOpen = false
PanelManager.InputEnable()
EventManager.Hit("StarTowerSetButtonEnable", true, true)
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(false)
NovaAPI.SetCanvasSortingOrder(self.canvas, self.nInitSortingOrder)
GamepadUIManager.DisableGamepadUI("FateCardSelectCtrl")
end
function FateCardSelectCtrl:Awake()
self.bOpen = false
self.canvas = self.gameObject:GetComponent("Canvas")
self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas)
self.btnConfirmPosY = self._mapNode.rtBtnConfirm.localPosition.y
self.bOpenDepot = false
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.btnDepot.gameObject:SetActive(self._panel.nStarTowerId ~= 999)
self.tbGamepadUINode = self:GetGamepadUINode()
self.nCoin = 0
self:SetSprite_Coin(self._mapNode.imgCoin, AllEnum.CoinItemId.FixedRogCurrency)
NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self.nCoin)
end
function FateCardSelectCtrl:OnEnable()
self.handler = {}
for k, v in ipairs(self._mapNode.btnFateCard) do
self.handler[k] = ui_handler(self, self.OnBtnSelect_FateCardItem, v, k)
v.onSelect:AddListener(self.handler[k])
end
end
function FateCardSelectCtrl:OnDisable()
for k, v in ipairs(self._mapNode.btnFateCard) do
v.onSelect:RemoveListener(self.handler[k])
end
end
function FateCardSelectCtrl:OnBtnClick_Confirm()
if nil ~= self.callback then
local completeFunc = function(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward)
self:SelectComplete(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward)
end
self.callback(self.nSelectIdx, self.nEventId, completeFunc)
end
end
function FateCardSelectCtrl:OnBtnClick_Roll()
if not self.callback then
return
end
if self.nCoin < self.mapRoll.ReRollPrice then
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("StarTower_ReRoll_NotEnoughCoin"))
return
end
local completeFunc = function(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward)
self:Refresh(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward, true)
end
self.callback(self.nSelectIdx, self.nEventId, completeFunc, true)
end
function FateCardSelectCtrl:OnBtnClick_Abandon()
local confirm = function()
if nil ~= self.callback then
self.nSelectIdx = 0
local abandonFunc = function(nEventId, tbFateCard, tbNewIds)
self:SelectComplete(nEventId, tbFateCard, tbNewIds)
end
self.callback(1000, self.nEventId, abandonFunc)
end
if self.bReward then
WwiseAudioMgr:PlaySound("ui_roguelike_perk_active_stop")
end
end
local TipsTime = LocalData.GetPlayerLocalData("FateCard_Tips_Time")
local _tipDay = 0
if TipsTime ~= nil then
_tipDay = tonumber(TipsTime)
end
local curTimeStamp = CS.ClientManager.Instance.serverTimeStampWithTimeZone
local fixedTimeStamp = curTimeStamp + newDayTime * 3600
local nYear = tonumber(os.date("!%Y", fixedTimeStamp))
local nMonth = tonumber(os.date("!%m", fixedTimeStamp))
local nDay = tonumber(os.date("!%d", fixedTimeStamp))
local nowD = nYear * 366 + nMonth * 31 + nDay
if nowD == _tipDay then
confirm()
else
local isSelectAgain = false
local confirmCallback = function()
if isSelectAgain then
local _curTimeStamp = CS.ClientManager.Instance.serverTimeStampWithTimeZone
local _fixedTimeStamp = _curTimeStamp + newDayTime * 3600
local _nYear = tonumber(os.date("!%Y", _fixedTimeStamp))
local _nMonth = tonumber(os.date("!%m", _fixedTimeStamp))
local _nDay = tonumber(os.date("!%d", _fixedTimeStamp))
local _nowD = _nYear * 366 + _nMonth * 31 + _nDay
LocalData.SetPlayerLocalData("FateCard_Tips_Time", tostring(_nowD))
end
confirm()
end
local againCallback = function(isSelect)
isSelectAgain = isSelect
end
local msg = {
nType = AllEnum.MessageBox.Confirm,
sContent = orderedFormat(ConfigTable.GetUIText("FateCard_AbandonTip")),
callbackConfirm = confirmCallback,
callbackAgain = againCallback
}
EventManager.Hit(EventId.OpenMessageBox, msg)
end
end
function FateCardSelectCtrl:OnBtnSelect_FateCardItem(btn, nIndex)
local nUIType = GamepadUIManager.GetCurUIType()
if nUIType ~= AllEnum.GamepadUIType.Other and nUIType ~= AllEnum.GamepadUIType.Mouse or self.bRecommended then
self:OnBtnClick_FateCardItem(btn, nIndex)
end
end
function FateCardSelectCtrl:OnBtnClick_FateCardItem(btn, nIndex)
if nil == self.tbFateCardList[nIndex] or self.nSelectIdx == nIndex then
return
end
WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_slide")
self:MoveConfirmButton(btn)
for k, v in ipairs(self._mapNode.goFateCardItem) do
if k == nIndex then
v:PlayAnim("tc_newperk_card_switch_up")
v:ChangeWordRaycast(true)
elseif k == self.nSelectIdx then
v:PlayAnim("tc_newperk_card_switch_down")
v:ChangeWordRaycast(false)
end
end
self:SelectScroll(nIndex)
self.nSelectIdx = nIndex
end
function FateCardSelectCtrl:OnBtnClick_Depot()
self.bOpenDepot = true
EventManager.Hit("StarTowerSetButtonEnable", false, false)
CS.GameCameraStackManager.Instance:OpenMainCamera()
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(false)
EventManager.Hit(EventId.StarTowerDepot, AllEnum.StarTowerDepotTog.ItemList)
end
function FateCardSelectCtrl:OnEvent_StarTowerSelectFateCard(nEventId, tbFateCard, tbNewIds, callback, mapRoll, nCoin, bReward)
self._panel:SetTop(self.canvas)
self.callback = callback
local bClosePanel = false
if not self.bOpen then
PanelManager.InputDisable()
EventManager.Hit("StarTowerSetButtonEnable", false, false)
bClosePanel = true
GamepadUIManager.EnableGamepadUI("FateCardSelectCtrl", self.tbGamepadUINode)
end
self.bOpen = true
self.nSelectIdx = 0
self.tbFateCardList = {}
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(true)
self._mapNode.cardFinishParticle[1].gameObject:SetActive(false)
self._mapNode.cardFinishParticle[2].gameObject:SetActive(false)
self._mapNode.RollButton:SetActive(false)
EventManager.Hit(EventId.BlockInput, true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
EventManager.Hit(EventId.BlockInput, false)
if bClosePanel then
CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
end
self._mapNode.contentRoot.gameObject:SetActive(true)
if bReward then
self._mapNode.animCtrl:Play("VampireFateCard_in1")
else
self._mapNode.animCtrl:Play("PotentialSelectPanel_in")
end
self:Refresh(nEventId, tbFateCard, tbNewIds, mapRoll, nCoin, bReward)
end
cs_coroutine.start(wait)
end
function FateCardSelectCtrl:OnEvent_CloseStarTowerDepot()
if self.bOpenDepot then
self.bOpenDepot = false
EventManager.Hit("StarTowerSetButtonEnable", false, false)
self._mapNode.blurBg.gameObject:SetActive(true)
local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or 1
GamepadUIManager.SetSelectedUI(self._mapNode.btnFateCard[nSelect].gameObject)
EventManager.Hit(EventId.BlockInput, true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
EventManager.Hit(EventId.BlockInput, false)
CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
self._mapNode.contentRoot.gameObject:SetActive(true)
if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then
self.nSelectIdx = 1
self:MoveConfirmButton(self._mapNode.btnFateCard[self.nSelectIdx])
end
for k, v in ipairs(self._mapNode.goFateCardItem) do
if k == self.nSelectIdx then
v:PlayAnim("tc_newperk_card_switch_up")
v:ChangeWordRaycast(true)
self:SelectScroll(self.nSelectIdx)
end
end
end
cs_coroutine.start(wait)
end
end
function FateCardSelectCtrl:OnEvent_GamepadUIChange(sName, nBeforeType, nAfterType)
if sName ~= "FateCardSelectCtrl" then
return
end
if nBeforeType == AllEnum.GamepadUIType.Other or nBeforeType == AllEnum.GamepadUIType.Mouse then
local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or 1
GamepadUIManager.ClearSelectedUI()
GamepadUIManager.SetSelectedUI(self._mapNode.btnFateCard[nSelect].gameObject)
end
end
function FateCardSelectCtrl:OnEvent_Reopen(sName)
if sName ~= "FateCardSelectCtrl" then
return
end
if self.bOpenDepot then
self:OnEvent_CloseStarTowerDepot()
else
if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then
self.nSelectIdx = 1
end
if self.nSelectIdx == 0 then
return
end
GamepadUIManager.SetSelectedUI(self._mapNode.btnFateCard[self.nSelectIdx].gameObject)
self._mapNode.goFateCardItem[self.nSelectIdx]:ChangeWordRaycast(true)
self:SelectScroll(self.nSelectIdx)
end
end
function FateCardSelectCtrl:OnEvent_SetCoin(nCount)
if self.mapRoll ~= nil and self.mapRoll.CanReRoll and nCount then
if nCount > self.nCoin then
local twCoin = DOTween.To(function()
return self.nCoin
end, function(v)
NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(math.floor(v)))
end, nCount, 1)
local _cb = function()
self.nCoin = nCount
end
twCoin.onComplete = dotween_callback_handler(self, _cb)
else
NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(nCount))
self.nCoin = nCount
end
end
end
function FateCardSelectCtrl:ResetSelect(tbUI)
self.nSelectIdx = 0
self.bRecommended = false
GamepadUIManager.SetNavigation(tbUI)
local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
"PotentialSelectPanel_in"
}) + 0.1
self:AddTimer(1, animTime, function()
if self.nSelectIdx == 0 then
GamepadUIManager.ClearSelectedUI()
GamepadUIManager.SetSelectedUI(self._mapNode.btnFateCard[1].gameObject)
if GamepadUIManager.GetCurUIType() == AllEnum.GamepadUIType.Mouse then
self:OnBtnClick_FateCardItem(self._mapNode.btnFateCard[1].gameObject, 1)
end
end
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_FateCardSelect")
end, true, true, true)
end
function FateCardSelectCtrl:SelectScroll(nIndex)
for _, v in ipairs(self._mapNode.goFateCardItem) do
v:SetGamePadScrollEnable(false)
end
if nIndex then
self._mapNode.goFateCardItem[nIndex]:SetGamePadScrollEnable(true)
end
end
return FateCardSelectCtrl