Files
StellaSora_DataLua/lua/game/ui/startower/potential/potentiallevelupctrl.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

221 lines
7.0 KiB
Lua

local PotentialLevelUpCtrl = class("PotentialLevelUpCtrl", BaseCtrl)
local WwiseAudioMgr = CS.WwiseAudioManager.Instance
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
PotentialLevelUpCtrl._mapNodeConfig = {
blurBg = {},
menuBg = {},
btnMask = {
sComponentName = "NaviButton",
callback = "OnBtnClick_MaskBg"
},
contentRoot = {
sNodeName = "----SafeAreaRoot----"
},
animCtrl = {
sComponentName = "Animator",
sNodeName = "----SafeAreaRoot----"
},
btnDepot = {
sComponentName = "NaviButton",
callback = "OnBtnClick_Depot"
},
imgUpgradeTitle = {},
imgSelectTitle = {},
txtUpgrade = {sComponentName = "TMP_Text"},
txtTitle = {
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Potential_LevelUp_Title"
},
txtCloseTips = {
sComponentName = "TMP_Text",
sLanguageId = "StarTower_Potential_LevelUp_Click"
},
goChangeDesc = {},
btnPotential = {sComponentName = "NaviButton", nCount = 3},
rtBtnPotential = {
sNodeName = "btnPotential",
sComponentName = "RectTransform",
nCount = 3
},
potentialCard = {
nCount = 3,
sCtrlName = "Game.UI.StarTower.Potential.PotentialCardItemCtrl"
},
ScrollView = {
nCount = 3,
sComponentName = "GamepadScroll"
},
btnConfirm = {sComponentName = "NaviButton"},
txtBtnConfirm = {
sComponentName = "TMP_Text",
sLanguageId = "Potential_Select_Confirm"
},
rtBtnConfirm = {
sNodeName = "btnConfirm",
sComponentName = "RectTransform"
},
depotPoint = {},
cardFinishParticle = {},
ActionBar = {
sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
}
}
PotentialLevelUpCtrl._mapEventConfig = {
ShowPotentialLevelUp = "OnEvent_ShowPotentialLevelUp",
GamepadUIReopen = "OnEvent_Reopen"
}
PotentialLevelUpCtrl._mapRedDotConfig = {}
function PotentialLevelUpCtrl:Refresh(tbPotential)
if tbPotential == nil or #tbPotential == 0 then
return
end
self._mapNode.imgUpgradeTitle.gameObject:SetActive(false)
self._mapNode.imgSelectTitle.gameObject:SetActive(true)
self._mapNode.btnConfirm.gameObject:SetActive(false)
self._mapNode.goChangeDesc.gameObject:SetActive(false)
self:RefreshPotentialList(tbPotential)
end
function PotentialLevelUpCtrl:RefreshPotentialList(tbPotential)
local tbCardObj = {}
local bSimple = PlayerData.StarTower:GetPotentialDescSimple()
for k, v in ipairs(self._mapNode.potentialCard) do
v.gameObject:SetActive(false)
self._mapNode.btnPotential[k].gameObject:SetActive(tbPotential[k] ~= nil)
if tbPotential[k] ~= nil then
local nTid = tbPotential[k].nId
local potentialCfg = ConfigTable.GetData("Potential", nTid)
if nil ~= potentialCfg then
local nCharId = potentialCfg.CharId
local nPotentialAddLv = self._panel.mapPotentialAddLevel[nCharId][nTid] or 0
v:SetPotentialItem(nTid, tbPotential[k].nLevel, tbPotential[k].nNextLevel, bSimple, true, nPotentialAddLv, AllEnum.PotentialCardType.StarTower)
table.insert(tbCardObj, v)
end
end
end
if 0 < #tbCardObj then
local wait = function()
EventManager.Hit(EventId.BlockInput, true)
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)
cardObj:PlayAnim("tc_newperk_card_in")
WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_select")
end
frameCount = 0
else
frameCount = frameCount + 1
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
end
end
EventManager.Hit(EventId.BlockInput, false)
end
cs_coroutine.start(wait)
end
end
function PotentialLevelUpCtrl:HidePanel()
PanelManager.InputEnable()
EventManager.Hit("StarTowerSetButtonEnable", true, true)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.btnMask.gameObject:SetActive(false)
NovaAPI.SetCanvasSortingOrder(self.canvas, self.nInitSortingOrder)
GamepadUIManager.DisableGamepadUI("PotentialLevelUpCtrl")
if nil ~= self.callback then
self.callback()
end
end
function PotentialLevelUpCtrl:Awake()
self.canvas = self.gameObject:GetComponent("Canvas")
self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas)
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(false)
self._mapNode.menuBg.gameObject:SetActive(false)
self._mapNode.txtCloseTips.gameObject:SetActive(true)
self._mapNode.btnMask.gameObject:SetActive(false)
self.tbGamepadUINode = self:GetGamepadUINode()
end
function PotentialLevelUpCtrl:OnEnable()
end
function PotentialLevelUpCtrl:OnDisable()
end
function PotentialLevelUpCtrl:OnBtnClick_MaskBg()
self:HidePanel()
end
function PotentialLevelUpCtrl: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)
self._mapNode.btnMask.gameObject:SetActive(false)
EventManager.Hit(EventId.StarTowerDepot, AllEnum.StarTowerDepotTog.Potential)
end
function PotentialLevelUpCtrl:OnEvent_CloseStarTowerDepot()
if self.bOpenDepot then
self.bOpenDepot = false
EventManager.Hit("StarTowerSetButtonEnable", false, false)
self._mapNode.blurBg.gameObject:SetActive(true)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.contentRoot.gameObject:SetActive(true)
self._mapNode.btnMask.gameObject:SetActive(true)
if self.nSelectIdx ~= 0 then
for k, v in ipairs(self._mapNode.potentialCard) do
if k == self.nSelectIdx then
v:PlayAnim("tc_newperk_card_switch_up")
v:ChangeWordRaycast(true)
end
end
end
end
cs_coroutine.start(wait)
end
end
function PotentialLevelUpCtrl:OnEvent_ShowPotentialLevelUp(tbPotential, callback)
self._panel:SetTop(self.canvas)
if self._mapNode.blurBg.gameObject.activeSelf == false then
PanelManager.InputDisable()
end
EventManager.Hit("StarTowerSetButtonEnable", false, false)
GamepadUIManager.EnableGamepadUI("PotentialLevelUpCtrl", self.tbGamepadUINode)
self.callback = callback
self._mapNode.contentRoot.gameObject:SetActive(false)
self._mapNode.blurBg.gameObject:SetActive(true)
self._mapNode.btnMask.gameObject:SetActive(true)
self._mapNode.menuBg.gameObject:SetActive(false)
self._mapNode.cardFinishParticle:SetActive(false)
self._mapNode.btnConfirm.gameObject:SetActive(false)
local wait = function()
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
self._mapNode.contentRoot.gameObject:SetActive(true)
self._mapNode.animCtrl:Play("PotentialSelectPanel_in")
self:Refresh(tbPotential)
end
cs_coroutine.start(wait)
local tbConfig = {
{
sAction = "Confirm",
sLang = "ActionBar_Confirm"
},
{
sAction = "Scroll",
sLang = "ActionBar_Scroll"
},
{
sAction = "Depot",
sLang = "ActionBar_Depot"
}
}
self._mapNode.ActionBar:InitActionBar(tbConfig)
end
function PotentialLevelUpCtrl:OnEvent_Reopen(sName)
if sName ~= "PotentialLevelUpCtrl" then
return
end
self:OnEvent_CloseStarTowerDepot()
end
return PotentialLevelUpCtrl