Files
StellaSora_DataLua/lua/game/ui/equipment/equipmentattrpreviewctrl.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

111 lines
3.5 KiB
Lua

local EquipmentAttrPreviewCtrl = class("EquipmentAttrPreviewCtrl", BaseCtrl)
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
EquipmentAttrPreviewCtrl._mapNodeConfig = {
blur = {
sNodeName = "t_fullscreen_blur_blue"
},
aniBlur = {
sNodeName = "t_fullscreen_blur_blue",
sComponentName = "Animator"
},
btnCloseBg = {
sNodeName = "snapshot",
sComponentName = "Button",
callback = "OnBtnClick_Close"
},
txtWindowTitle = {
sComponentName = "TMP_Text",
sLanguageId = "Equipment_Title_AttrPreview"
},
window = {},
aniWindow = {sNodeName = "window", sComponentName = "Animator"},
btnClose = {
sComponentName = "UIButton",
callback = "OnBtnClick_Close"
},
Content = {sComponentName = "Transform"},
goAttr = {},
ActionBar = {
sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
},
btnShortcutClose = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Close"
}
}
EquipmentAttrPreviewCtrl._mapEventConfig = {}
function EquipmentAttrPreviewCtrl:Open()
self._mapNode.blur:SetActive(true)
self:PlayInAni()
self:Refresh()
end
function EquipmentAttrPreviewCtrl:Refresh()
local mapSlotData
if self.tbEquipment == nil then
self.tbEquipment, mapSlotData = PlayerData.Equipment:GetEquipedGem(self.nCharId)
end
for k, v in ipairs(self.tbEquipment) do
local goItemObj = instantiate(self._mapNode.goAttr, self._mapNode.Content)
goItemObj:SetActive(true)
local txtName = goItemObj.transform:Find("t_common_04/imgBg/txtName"):GetComponent("TMP_Text")
local sRoman = mapSlotData and ConfigTable.GetUIText("RomanNumeral_" .. mapSlotData[k].nGemIndex) or ""
local sName = orderedFormat(ConfigTable.GetUIText("Equipment_AttrPreviewName_" .. k), v.sName, sRoman)
NovaAPI.SetTMPText(txtName, sName)
for i = 1, 4 do
local goAttr = goItemObj.transform:Find("rtBg/goProperty" .. i).gameObject
local ctrlAttr = self:BindCtrlByNode(goAttr, "Game.UI.TemplateEx.TemplateRandomPropertyCtrl")
ctrlAttr:SetProperty(v.tbAffix[i], self.nCharId)
end
end
end
function EquipmentAttrPreviewCtrl:PlayInAni()
self._mapNode.window:SetActive(true)
self._mapNode.aniWindow:Play("t_window_04_t_in")
EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
end
function EquipmentAttrPreviewCtrl:PlayOutAni()
self._mapNode.aniWindow:Play("t_window_04_t_out")
self._mapNode.aniBlur:SetTrigger("tOut")
self:AddTimer(1, 0.2, "Close", true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
end
function EquipmentAttrPreviewCtrl:Close()
self._mapNode.window:SetActive(false)
EventManager.Hit(EventId.ClosePanel, PanelId.EquipmentAttrPreview)
end
function EquipmentAttrPreviewCtrl:Awake()
self._mapNode.window:SetActive(false)
local tbParam = self:GetPanelParam()
if type(tbParam) == "table" then
self.nCharId = tbParam[1]
self.tbEquipment = tbParam[2]
end
self._mapNode.btnShortcutClose.gameObject:SetActive(GamepadUIManager.GetInputState())
if GamepadUIManager.GetInputState() then
local tbConfig = {
{
sAction = "Back",
sLang = "ActionBar_Back"
}
}
self._mapNode.ActionBar:InitActionBar(tbConfig)
end
end
function EquipmentAttrPreviewCtrl:OnEnable()
if GamepadUIManager.GetInputState() then
GamepadUIManager.EnableGamepadUI("EquipmentAttrPreviewCtrl", self:GetGamepadUINode(), nil, true)
end
self:Open()
end
function EquipmentAttrPreviewCtrl:OnDisable()
if GamepadUIManager.GetInputState() then
GamepadUIManager.DisableGamepadUI("EquipmentAttrPreviewCtrl")
end
end
function EquipmentAttrPreviewCtrl:OnDestroy()
end
function EquipmentAttrPreviewCtrl:OnBtnClick_Close()
self:PlayOutAni()
end
return EquipmentAttrPreviewCtrl