Files
StellaSora_DataLua/lua/game/ui/play_penguincard/penguincardpreparectrl.lua
T
SL1900 86d82306fe Update - 1.7.0.88
EN: 1.7.0.88
CN: 1.7.0.90
JP: 1.7.0.91
KR: 1.7.0.94
2026-02-24 22:00:00 +09:00

416 lines
15 KiB
Lua

local PenguinCardPrepareCtrl = class("PenguinCardPrepareCtrl", BaseCtrl)
local WwiseManger = CS.WwiseAudioManager.Instance
local _, Black = ColorUtility.TryParseHtmlString("#3E3C5B")
local _, Red = ColorUtility.TryParseHtmlString("#ef3d5c")
local _, LineOff = ColorUtility.TryParseHtmlString("#8C8296")
local _, LineOn = ColorUtility.TryParseHtmlString("#756980")
local StarPos1 = 144
local StarPos2 = 218
local StarPos3 = 277
PenguinCardPrepareCtrl._mapNodeConfig = {
txtAddMax = {
nCount = 3,
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_AddBtnMax"
},
btnAddRound = {
sComponentName = "UIButton",
callback = "OnBtnClick_AddRound"
},
txtBtnAddRound = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Btn_AddRound"
},
txtAddRoundCost = {sComponentName = "TMP_Text"},
goAddRoundOn = {},
goAddRoundOff = {},
btnAddSlot = {
sComponentName = "UIButton",
callback = "OnBtnClick_AddSlot"
},
txtBtnAddSlot = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Btn_AddSlot"
},
txtAddSlotCost = {sComponentName = "TMP_Text"},
goAddSlotOn = {},
goAddSlotOff = {},
btnAddRoll = {
sComponentName = "UIButton",
callback = "OnBtnClick_AddRoll"
},
txtBtnAddRoll = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Btn_AddRoll"
},
txtAddRollCost = {sComponentName = "TMP_Text"},
goAddRollOn = {},
goAddRollOff = {},
txtScore = {sComponentName = "TMP_Text"},
imgStarOff = {nCount = 3},
imgStarOn = {nCount = 3},
imgLine = {nCount = 2, sComponentName = "Image"},
imgStarProgress = {
sComponentName = "RectTransform"
},
txtLeftTurn = {sComponentName = "TMP_Text"},
imgDescBg = {},
txtLevelDesc = {sComponentName = "TMP_Text"},
txtSelectTip = {sComponentName = "TMP_Text"},
PenguinCardItem = {
nCount = 3,
sCtrlName = "Game.UI.Play_PenguinCard.PenguinCardItemCtrl"
},
btnRoll = {
sComponentName = "UIButton",
callback = "OnBtnClick_Roll"
},
txtBtnRoll = {sComponentName = "TMP_Text"},
txtRollCost = {sComponentName = "TMP_Text"},
trBtnRoll = {sNodeName = "btnRoll", sComponentName = "Transform"},
btnStartTurn = {
sComponentName = "UIButton",
callback = "OnBtnClick_StartTurn"
},
txtBtnStartTurn = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Btn_NextTurn"
},
btnWin = {
sComponentName = "UIButton",
callback = "OnBtnClick_Win"
},
txtBtnWin = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_Btn_Win"
},
txtWinTip = {
sComponentName = "TMP_Text",
sLanguageId = "PenguinCard_WinTip"
},
aniWin = {sNodeName = "--Info--", sComponentName = "Animator"}
}
PenguinCardPrepareCtrl._mapEventConfig = {
PenguinCard_AddRound = "OnEvent_AddRound",
PenguinCard_AddSlot = "OnEvent_AddSlot",
PenguinCard_AddRoll = "OnEvent_AddRoll",
PenguinCard_ChangeScore = "OnEvent_ChangeScore",
PenguinCard_RollPenguinCard = "OnEvent_RollPenguinCard",
PenguinCard_SelectPenguinCard = "OnEvent_SelectPenguinCard",
PenguinCard_SalePenguinCard = "OnEvent_SalePenguinCard"
}
function PenguinCardPrepareCtrl:Refresh()
self:RefreshAddRound()
self:RefreshAddSlot()
self:RefreshAddRoll()
self:RefreshScore()
self:RefreshLeftTurn()
self:RefreshRoll()
self:RefreshWin()
end
function PenguinCardPrepareCtrl:RefreshAddRound()
local bMax = self._panel.mapLevel.nRoundLimit >= self._panel.mapLevel.nMaxRound
self._mapNode.goAddRoundOn:SetActive(not bMax)
self._mapNode.goAddRoundOff:SetActive(bMax)
if not bMax then
self:RefreshAddRoundCost()
end
end
function PenguinCardPrepareCtrl:RefreshAddRoundCost()
if self._panel.mapLevel.nRoundLimit >= self._panel.mapLevel.nMaxRound then
return
end
local nCost = self._panel.mapLevel.tbRoundUpgradeCost[self._panel.mapLevel.nRoundLimit + 1]
NovaAPI.SetTMPText(self._mapNode.txtAddRoundCost, self:ThousandsNumber(nCost))
NovaAPI.SetTMPColor(self._mapNode.txtAddRoundCost, nCost > self._panel.mapLevel.nScore and Red_Unable or Black)
end
function PenguinCardPrepareCtrl:RefreshAddSlot()
local bMax = self._panel.mapLevel.nSlotCount >= self._panel.mapLevel.nMaxSlot
self._mapNode.goAddSlotOn:SetActive(not bMax)
self._mapNode.goAddSlotOff:SetActive(bMax)
if not bMax then
self:RefreshAddSlotCost()
end
end
function PenguinCardPrepareCtrl:RefreshAddSlotCost()
if self._panel.mapLevel.nSlotCount >= self._panel.mapLevel.nMaxSlot then
return
end
local nCost = self._panel.mapLevel.tbSlotUpgradeCost[self._panel.mapLevel.nSlotCount + 1]
NovaAPI.SetTMPText(self._mapNode.txtAddSlotCost, self:ThousandsNumber(nCost))
NovaAPI.SetTMPColor(self._mapNode.txtAddSlotCost, nCost > self._panel.mapLevel.nScore and Red_Unable or Black)
end
function PenguinCardPrepareCtrl:RefreshAddRoll()
local bMax = self._panel.mapLevel.nBuyLimit >= self._panel.mapLevel.nMaxBuyLimit
self._mapNode.goAddRollOn:SetActive(not bMax)
self._mapNode.goAddRollOff:SetActive(bMax)
if not bMax then
self:RefreshAddRollCost()
end
end
function PenguinCardPrepareCtrl:RefreshAddRollCost()
if self._panel.mapLevel.nBuyLimit >= self._panel.mapLevel.nMaxBuyLimit then
return
end
local nCost = self._panel.mapLevel.tbBuyLimitUpgradeCost[self._panel.mapLevel.nBuyLimit + 1]
NovaAPI.SetTMPText(self._mapNode.txtAddRollCost, self:ThousandsNumber(nCost))
NovaAPI.SetTMPColor(self._mapNode.txtAddRollCost, nCost > self._panel.mapLevel.nScore and Red_Unable or Black)
end
function PenguinCardPrepareCtrl:RefreshScore()
NovaAPI.SetTMPText(self._mapNode.txtScore, self:ThousandsNumber(clearFloat(self._panel.mapLevel.nScore)))
if self._panel.mapLevel.tbStarScore[3] > 0 then
local nStar = self._panel.mapLevel:GetStar()
local nPos = self:GetStarPos(nStar, self._panel.mapLevel.nScore)
self._mapNode.imgStarProgress.sizeDelta = Vector2(nPos, 24)
end
for i, v in ipairs(self._panel.mapLevel.tbStarScore) do
self._mapNode.imgStarOff[i]:SetActive(v > self._panel.mapLevel.nScore)
self._mapNode.imgStarOn[i]:SetActive(v <= self._panel.mapLevel.nScore)
if i < 3 then
NovaAPI.SetImageColor(self._mapNode.imgLine[i], v > self._panel.mapLevel.nScore and LineOff or LineOn)
end
end
self._mapNode.imgDescBg.gameObject:SetActive(self._panel.mapLevel.sLevelDesc ~= "")
NovaAPI.SetTMPText(self._mapNode.txtLevelDesc, self._panel.mapLevel.sLevelDesc)
end
function PenguinCardPrepareCtrl:GetStarPos(nStar, nScore)
nStar = nStar + 1
if nStar < 1 then
nStar = 1
end
if 3 < nStar then
nStar = 3
end
local nMax = self._panel.mapLevel.tbStarScore[nStar]
if nStar == 1 then
local nP = nScore / nMax
if 1 < nP then
nP = 1
end
return nP * StarPos1
elseif nStar == 2 then
local nStarScore1 = self._panel.mapLevel.tbStarScore[1]
local nIntervalScore = nMax - nStarScore1
local nIntervalPos = StarPos2 - StarPos1
local nP = (nScore - nStarScore1) / nIntervalScore
if 1 < nP then
nP = 1
end
return nP * nIntervalPos + StarPos1
elseif nStar == 3 then
local nStarScore2 = self._panel.mapLevel.tbStarScore[2]
local nIntervalScore = nMax - nStarScore2
local nIntervalPos = StarPos3 - StarPos2
local nP = (nScore - nStarScore2) / nIntervalScore
if 1 < nP then
nP = 1
end
return nP * nIntervalPos + StarPos2
end
end
function PenguinCardPrepareCtrl:RefreshLeftTurn()
local nLeft = self._panel.mapLevel.nMaxTurn - self._panel.mapLevel.nCurTurn + 1
NovaAPI.SetTMPText(self._mapNode.txtLeftTurn, orderedFormat(ConfigTable.GetUIText("PenguinCard_LeftTurn"), nLeft))
end
function PenguinCardPrepareCtrl:RefreshRoll(bRoll)
self:RefreshRollCard(bRoll)
self:RefreshRollDesc()
self:RefreshRollCost()
end
function PenguinCardPrepareCtrl:RefreshRollCard(bRoll)
local nMax = #self._panel.mapLevel.tbSelectablePenguinCard
for i = 1, 3 do
self._mapNode.PenguinCardItem[i].gameObject:SetActive(i <= nMax)
if i <= nMax then
self._mapNode.PenguinCardItem[i]:Refresh_Select(self._panel.mapLevel.tbSelectablePenguinCard[i], i, bRoll)
end
end
end
function PenguinCardPrepareCtrl:RefreshRollDesc()
if self._panel.mapLevel.nBuyLimit == 0 then
NovaAPI.SetTMPText(self._mapNode.txtBtnRoll, ConfigTable.GetUIText("PenguinCard_Btn_Roll"))
elseif self._panel.mapLevel.nTurnBuyCount == self._panel.mapLevel.nBuyLimit then
local sSuffix = orderedFormat(ConfigTable.GetUIText("PenguinCard_Btn_RollSuffix"), "<color=#bd3059>0</color>", self._panel.mapLevel.nBuyLimit)
NovaAPI.SetTMPText(self._mapNode.txtBtnRoll, ConfigTable.GetUIText("PenguinCard_Btn_Roll") .. sSuffix)
else
local sSuffix = orderedFormat(ConfigTable.GetUIText("PenguinCard_Btn_RollSuffix"), self._panel.mapLevel.nBuyLimit - self._panel.mapLevel.nTurnBuyCount, self._panel.mapLevel.nBuyLimit)
NovaAPI.SetTMPText(self._mapNode.txtBtnRoll, ConfigTable.GetUIText("PenguinCard_Btn_Roll") .. sSuffix)
end
if self._panel.mapLevel.bSelectedPenguinCard then
NovaAPI.SetTMPText(self._mapNode.txtSelectTip, ConfigTable.GetUIText("PenguinCard_SelectCardDoneTip"))
else
NovaAPI.SetTMPText(self._mapNode.txtSelectTip, ConfigTable.GetUIText("PenguinCard_SelectCardTip"))
end
end
function PenguinCardPrepareCtrl:RefreshRollCost()
if self._panel.mapLevel.nBuyLimit == 0 then
self._mapNode.txtRollCost.gameObject:SetActive(false)
return
end
if self._panel.mapLevel.nTurnBuyCount == self._panel.mapLevel.nBuyLimit then
self._mapNode.txtRollCost.gameObject:SetActive(false)
return
end
self._mapNode.txtRollCost.gameObject:SetActive(true)
local nCost = self._panel.mapLevel:GetRollPenguinCardCost()
NovaAPI.SetTMPText(self._mapNode.txtRollCost, self:ThousandsNumber(nCost))
NovaAPI.SetTMPColor(self._mapNode.txtRollCost, nCost > self._panel.mapLevel.nScore and Red or White_Normal)
end
function PenguinCardPrepareCtrl:RefreshWin()
local nStar = self._panel.mapLevel:GetStar()
if self._panel.mapLevel.bPreTurnWin then
self._mapNode.imgStarOff[3]:SetActive(true)
self._mapNode.imgStarOn[3]:SetActive(false)
self._mapNode.btnWin.gameObject:SetActive(false)
self._mapNode.txtWinTip.gameObject:SetActive(false)
self:AddTimer(1, 0.7, function()
self._mapNode.btnWin.gameObject:SetActive(true)
self._mapNode.txtWinTip.gameObject:SetActive(true)
self._mapNode.btnWin.interactable = true
self._mapNode.imgStarOff[3]:SetActive(false)
self._mapNode.imgStarOn[3]:SetActive(true)
self._mapNode.aniWin:Play("PengUinCard_Prepare_Info_Win")
WwiseManger:PostEvent("Mode_Card_level_win")
end, true, true, true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.7)
else
self._mapNode.btnWin.gameObject:SetActive(nStar == 3)
self._mapNode.txtWinTip.gameObject:SetActive(nStar == 3)
self._mapNode.btnWin.interactable = nStar == 3
end
NovaAPI.SetTMPText(self._mapNode.txtBtnStartTurn, nStar == 3 and ConfigTable.GetUIText("PenguinCard_Btn_ContinueTurn") or ConfigTable.GetUIText("PenguinCard_Btn_NextTurn"))
end
function PenguinCardPrepareCtrl:PlayOutAni()
self.animator:Play("PengUinCard_Prepare_out", 0, 0)
for i = 1, 3 do
if self._mapNode.PenguinCardItem[i].gameObject.activeSelf == true then
self._mapNode.PenguinCardItem[i]:PlayHideAni()
end
end
end
function PenguinCardPrepareCtrl:Awake()
self.animator = self.gameObject:GetComponent("Animator")
end
function PenguinCardPrepareCtrl:OnEnable()
end
function PenguinCardPrepareCtrl:OnDisable()
end
function PenguinCardPrepareCtrl:OnBtnClick_AddRoll(btn)
self._panel.mapLevel:AddRoll()
end
function PenguinCardPrepareCtrl:OnBtnClick_AddSlot(btn)
self._panel.mapLevel:AddSlot()
end
function PenguinCardPrepareCtrl:OnBtnClick_AddRound(btn)
self._panel.mapLevel:AddRound()
end
function PenguinCardPrepareCtrl:OnBtnClick_Roll(btn)
self._panel.mapLevel:RollPenguinCard()
end
function PenguinCardPrepareCtrl:OnBtnClick_Win(btn)
self._panel.mapLevel:CompleteGame()
end
function PenguinCardPrepareCtrl:OnBtnClick_StartTurn(btn)
local bWarn = self._panel.mapLevel.bWarning
if not self._panel.mapLevel.bSelectedPenguinCard and bWarn then
local isSelectAgain = false
local confirmCallback = function()
self._panel.mapLevel:SetWarning(not isSelectAgain)
self._panel.mapLevel:SwitchGameState()
end
local againCallback = function(isSelect)
isSelectAgain = isSelect
end
local msg = {
sContent = ConfigTable.GetUIText("PenguinCard_Tip_NotSelectedPenguinCard"),
callbackConfirm = confirmCallback,
callbackAgain = againCallback
}
EventManager.Hit("PenguinCard_OpenConfirm", msg)
else
self._panel.mapLevel:SwitchGameState()
end
end
function PenguinCardPrepareCtrl:OnEvent_AddRoll()
self:RefreshAddRoll()
self:RefreshRollDesc()
self:RefreshRollCost()
local ani = self._mapNode.trBtnRoll:Find("AnimRoot"):GetComponent("Animator")
ani:Play("PengUinCard_Prepare_Roll_Add", 0, 0)
end
function PenguinCardPrepareCtrl:OnEvent_AddSlot()
self:RefreshAddSlot()
end
function PenguinCardPrepareCtrl:OnEvent_AddRound()
self:RefreshAddRound()
end
function PenguinCardPrepareCtrl:OnEvent_ChangeScore(nBefore, nBeforeStar, nStar)
self:RefreshAddRoundCost()
self:RefreshAddSlotCost()
self:RefreshAddRollCost()
if nBefore < self._panel.mapLevel.nScore and self._panel.mapLevel.nGameState == 1 then
WwiseManger:PostEvent("Mode_Card_coin")
end
local callback = dotween_callback_handler(self, function()
if nBefore < self._panel.mapLevel.nScore and self._panel.mapLevel.nGameState == 1 then
WwiseManger:PostEvent("Mode_Card_coin_stop")
end
end)
DOTween.To(function()
return nBefore
end, function(v)
NovaAPI.SetTMPText(self._mapNode.txtScore, self:ThousandsNumber(math.floor(v)))
end, self._panel.mapLevel.nScore, 0.5):OnComplete(callback)
if self._panel.mapLevel.tbStarScore[3] > 0 then
local nPos = self:GetStarPos(nStar, self._panel.mapLevel.nScore)
self._mapNode.imgStarProgress:DOSizeDelta(Vector2(nPos, 24), 0.5):SetEase(Ease.OutQuad)
end
for i, v in ipairs(self._panel.mapLevel.tbStarScore) do
self._mapNode.imgStarOff[i]:SetActive(v > self._panel.mapLevel.nScore)
self._mapNode.imgStarOn[i]:SetActive(v <= self._panel.mapLevel.nScore)
if i < 3 then
NovaAPI.SetImageColor(self._mapNode.imgLine[i], v > self._panel.mapLevel.nScore and LineOff or LineOn)
end
end
if self._panel.mapLevel.nGameState == 1 then
if nBeforeStar == 3 and nStar < 3 then
self._mapNode.btnWin.interactable = false
self._mapNode.aniWin:Play("PengUinCard_Prepare_Info_Nowin")
WwiseManger:PostEvent("Mode_Card_level_wingo")
self:AddTimer(1, 0.5, function()
self._mapNode.btnWin.gameObject:SetActive(false)
self._mapNode.txtWinTip.gameObject:SetActive(false)
end, true, true, true)
elseif nBeforeStar < 3 and nStar == 3 then
self._mapNode.btnWin.gameObject:SetActive(true)
self._mapNode.txtWinTip.gameObject:SetActive(true)
self._mapNode.btnWin.interactable = false
self._mapNode.aniWin:Play("PengUinCard_Prepare_Info_Win")
WwiseManger:PostEvent("Mode_Card_level_win")
self:AddTimer(1, 1, function()
self._mapNode.btnWin.interactable = true
end, true, true, true)
end
end
end
function PenguinCardPrepareCtrl:OnEvent_RollPenguinCard()
self:RefreshRoll(true)
EventManager.Hit(EventId.TemporaryBlockInput, 0.5)
WwiseManger:PostEvent("Mode_Card_refresh")
end
function PenguinCardPrepareCtrl:OnEvent_SelectPenguinCard()
local nMax = #self._panel.mapLevel.tbSelectablePenguinCard
for i = 1, nMax do
self._mapNode.PenguinCardItem[i]:PlayFlipAni()
end
self:RefreshRollDesc()
end
function PenguinCardPrepareCtrl:OnEvent_SalePenguinCard(_, nGroupId)
for i = 1, 3 do
if self._mapNode.PenguinCardItem[i].gameObject.activeSelf == true then
self._mapNode.PenguinCardItem[i]:RefreshUpgrade(nGroupId)
end
end
end
return PenguinCardPrepareCtrl