Files
StellaSora_DataLua/lua/game/ui/infinitytower/infinitytowerbountyup.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

69 lines
2.4 KiB
Lua

local InfinityTowerBountyUp = class("InfinityTowerBountyUp", BaseCtrl)
InfinityTowerBountyUp._mapNodeConfig = {
aniBlur = {
sNodeName = "t_fullscreen_blur_blue",
sComponentName = "Animator"
},
btnClose = {
sComponentName = "Button",
callback = "OnBtnClick_Close"
},
imgFrameBgAni = {sNodeName = "imgFrameBg", sComponentName = "Animator"},
texBountyUp = {
sComponentName = "TMP_Text",
sLanguageId = "InfinityTower_Daily_BountyUp"
},
texLastLv = {sComponentName = "TMP_Text"},
texCurrentLv = {sComponentName = "TMP_Text"},
auto_lv = {},
auto_lvTime = {
sComponentName = "TMP_Text",
sLanguageId = "InfinityTower_AutoLevel"
},
SuccessBar = {}
}
InfinityTowerBountyUp._mapEventConfig = {
Show_Infinity_BountyUp = "OnEvent_ShowInfinityBountyUp",
Close_BountyUp_Auto = "OnEvent_CloseInfinityBountyUp"
}
function InfinityTowerBountyUp:Awake()
self._mapNode.aniBlur.gameObject:SetActive(false)
self._mapNode.btnClose.gameObject:SetActive(false)
self._mapNode.SuccessBar.gameObject:SetActive(false)
end
function InfinityTowerBountyUp:OnEvent_ShowInfinityBountyUp()
self._mapNode.aniBlur.gameObject:SetActive(true)
self:Open()
end
function InfinityTowerBountyUp:Open()
if PlayerData.InfinityTower:GetAutoNextLv() then
self._mapNode.auto_lv:SetActive(true)
else
self._mapNode.auto_lv:SetActive(false)
end
NovaAPI.SetTMPText(self._mapNode.texLastLv, PlayerData.InfinityTower.LastBountyLevel)
NovaAPI.SetTMPText(self._mapNode.texCurrentLv, PlayerData.InfinityTower.BountyLevel)
self._mapNode.aniBlur.gameObject:SetActive(true)
self._mapNode.btnClose.gameObject:SetActive(true)
self._mapNode.SuccessBar.gameObject:SetActive(true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.8)
end
function InfinityTowerBountyUp:OnBtnClick_Close(btn)
self._mapNode.aniBlur.gameObject:SetActive(false)
self._mapNode.imgFrameBgAni:Play("InfinityTowerBountyUp_out")
self:AddTimer(1, 0.2, function()
self._mapNode.btnClose.gameObject:SetActive(false)
self._mapNode.SuccessBar.gameObject:SetActive(false)
end, true, true, true)
EventManager.Hit("Close_Infinity_BountyUp")
end
function InfinityTowerBountyUp:OnEvent_CloseInfinityBountyUp()
self._mapNode.aniBlur.gameObject:SetActive(false)
self._mapNode.btnClose.gameObject:SetActive(false)
self._mapNode.imgFrameBgAni:Play("InfinityTowerBountyUp_out")
self:AddTimer(1, 0.2, function()
self._mapNode.SuccessBar.gameObject:SetActive(false)
end, true, true, true)
end
return InfinityTowerBountyUp