Files
StellaSora_DataLua/lua/game/ui/soldier/soldierquestctrl.lua
T
SL1900 8c4bd41668 Update - 1.13.0.124
EN: 1.13.0.124
CN: 1.13.0.124
JP: 1.13.0.128
KR: 1.13.0.130
2026-07-21 12:30:00 +09:00

291 lines
11 KiB
Lua

local SoldierQuestCtrl = class("SoldierQuestCtrl", BaseCtrl)
SoldierQuestCtrl._mapNodeConfig = {
animator = {sNodeName = "WindowRoot", sComponentName = "Animator"},
btnClose = {
sComponentName = "UIButton",
callback = "OnBtnClick_Close"
},
btn_close = {
sComponentName = "UIButton",
callback = "OnBtnClick_Close"
},
txtWindowTitle = {
sComponentName = "TMP_Text",
sLanguageId = "Soldier_QuestPanelTitle"
},
btnLeft = {
sComponentName = "UIButton",
callback = "OnBtnClick_Tab1"
},
btnRight = {
sComponentName = "UIButton",
callback = "OnBtnClick_Tab2"
},
sv = {
sComponentName = "LoopScrollView"
},
btn_GetAllReward = {
sComponentName = "UIButton",
callback = "OnBtnClick_GetReward"
},
txt_GetAllReward = {
sComponentName = "TMP_Text",
sLanguageId = "Soldier_Quest_GetAllReward"
},
btn_GetAllReward_None = {
sComponentName = "UIButton",
callback = "OnBtnClick_GetReward_None"
},
txt_GetAllReward_None = {
sComponentName = "TMP_Text",
sLanguageId = "Soldier_Quest_GetAllReward"
}
}
SoldierQuestCtrl._mapEventConfig = {}
SoldierQuestCtrl._mapRedDotConfig = {}
function SoldierQuestCtrl:Awake()
self._mapNode.animator:Play("t_window_04_t_in")
EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
self.nTabIndex = 1
self.tbQuestGroup = {}
self.tbAllQuestData = PlayerData.SoldierData:GetAllQuestData()
self.nSelectedGroupId = 0
self.tbQuestList = {}
end
function SoldierQuestCtrl:OnEnable()
self:InitQuestGroup()
self:InitTab()
self:CheckTabPriority()
self:SelectTab(self.nTabIndex, true)
end
function SoldierQuestCtrl:OnDisable()
end
function SoldierQuestCtrl:OnDestroy()
if self.tbItemCtrl ~= nil then
for _, ctrl in pairs(self.tbItemCtrl) do
self:UnbindCtrlByNode(ctrl)
end
end
end
function SoldierQuestCtrl:CheckTabPriority()
local bIsLockRight = PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[2])
if bIsLockRight then
self.nTabIndex = 1
return
end
local bHasRedDotLeft = RedDotManager.GetValid(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[1])
local bHasRedDotRight = RedDotManager.GetValid(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[2])
if bHasRedDotLeft then
self.nTabIndex = 1
return
elseif bHasRedDotRight then
self.nTabIndex = 2
return
end
local tbQuestData = PlayerData.SoldierData:GetQuestDataByGroupId(self.tbQuestGroup[1])
self.tbQuestList = {}
for _, questData in pairs(tbQuestData) do
table.insert(self.tbQuestList, questData)
end
local nCompleteCount = 0
for _, questData in ipairs(self.tbQuestList) do
if questData.nStatus == AllEnum.ActQuestStatus.Received then
nCompleteCount = nCompleteCount + 1
end
end
if nCompleteCount == #self.tbQuestList then
self.nTabIndex = 2
return
end
end
function SoldierQuestCtrl:InitQuestGroup()
local func_ForEach_QuestGroup = function(mapLineData)
if mapLineData.ActivityId == self.nActId then
table.insert(self.tbQuestGroup, mapLineData.Id)
end
end
ForEachTableLine(DataTable.SoldierQuestGroup, func_ForEach_QuestGroup)
table.sort(self.tbQuestGroup, function(a, b)
return a < b
end)
end
function SoldierQuestCtrl:InitTab()
if #self.tbQuestGroup < 2 then
return
end
local txtLeft1 = self._mapNode.btnLeft.transform:Find("AnimRoot/imgOff/txtLeft"):GetComponent("TMP_Text")
local txtLeft2 = self._mapNode.btnLeft.transform:Find("AnimRoot/imgOn/txtLeft"):GetComponent("TMP_Text")
local groupConfig1 = ConfigTable.GetData("SoldierQuestGroup", self.tbQuestGroup[1])
local groupConfig2 = ConfigTable.GetData("SoldierQuestGroup", self.tbQuestGroup[2])
NovaAPI.SetTMPText(txtLeft1, groupConfig1.Des)
NovaAPI.SetTMPText(txtLeft2, groupConfig1.Des)
local txtRight1 = self._mapNode.btnRight.transform:Find("AnimRoot/imgOn/txtRight"):GetComponent("TMP_Text")
local txtRight2 = self._mapNode.btnRight.transform:Find("AnimRoot/imgOff/txtRight"):GetComponent("TMP_Text")
NovaAPI.SetTMPText(txtRight1, groupConfig2.Des)
NovaAPI.SetTMPText(txtRight2, groupConfig2.Des)
self:RefreshRedDot()
local bIsLockLeft = PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[1])
local bIsLockRight = PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[2])
self._mapNode.btnRight.transform:Find("AnimRoot/imgOff/imgLock").gameObject:SetActive(bIsLockRight)
end
function SoldierQuestCtrl:SelectTab(nTabIndex, bForce)
if self.nTabIndex == nTabIndex and not bForce then
return
end
self.nTabIndex = nTabIndex
local imgOn1 = self._mapNode.btnLeft.transform:Find("AnimRoot/imgOn")
local imgOff1 = self._mapNode.btnLeft.transform:Find("AnimRoot/imgOff")
local imgOn2 = self._mapNode.btnRight.transform:Find("AnimRoot/imgOn")
local imgOff2 = self._mapNode.btnRight.transform:Find("AnimRoot/imgOff")
imgOn1.gameObject:SetActive(self.nTabIndex == 1)
imgOff1.gameObject:SetActive(self.nTabIndex ~= 1)
imgOn2.gameObject:SetActive(self.nTabIndex == 2)
imgOff2.gameObject:SetActive(self.nTabIndex ~= 2)
self.nSelectedGroupId = self.tbQuestGroup[self.nTabIndex]
local tbQuestData = PlayerData.SoldierData:GetQuestDataByGroupId(self.nSelectedGroupId)
if tbQuestData == nil then
local actData = PlayerData.Activity:GetActivityDataByType(GameEnum.activityType.Soldier)
actData:RefreshAllQuestData(function()
self:SelectTab(self.nTabIndex, true)
end)
return
end
self.tbQuestList = {}
for _, questData in pairs(tbQuestData) do
table.insert(self.tbQuestList, questData)
end
table.sort(self.tbQuestList, function(a, b)
if a.nStatus ~= b.nStatus then
return a.nStatus < b.nStatus
end
return a.nId < b.nId
end)
self.tbItemCtrl = {}
self._mapNode.sv:Init(#self.tbQuestList, self, self.OnRefreshQuestGrid)
local bHasComplete = false
for _, questData in pairs(self.tbQuestList) do
if questData.nStatus == AllEnum.ActQuestStatus.Complete then
bHasComplete = true
break
end
end
self._mapNode.btn_GetAllReward.gameObject:SetActive(bHasComplete)
self._mapNode.btn_GetAllReward_None.gameObject:SetActive(not bHasComplete)
PlayerData.SoldierData:SetViewedGroupId(self.nSelectedGroupId)
self:RefreshRedDot()
end
function SoldierQuestCtrl:RefreshRedDot()
local redDotLeft = self._mapNode.btnLeft.transform:Find("AnimRoot/redDotLeft")
local redDotRight = self._mapNode.btnRight.transform:Find("AnimRoot/redDotRight")
RedDotManager.RegisterNode(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[1], redDotLeft.gameObject)
RedDotManager.RegisterNode(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[2], redDotRight.gameObject)
local redDotLeftNew = self._mapNode.btnLeft.transform:Find("AnimRoot/redDotLeftNew")
local redDotRightNew = self._mapNode.btnRight.transform:Find("AnimRoot/redDotRightNew")
local bHasRedDotLeft = RedDotManager.GetValid(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[1])
local bHasRedDotRight = RedDotManager.GetValid(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[2])
local bHasNewQuestLeft = RedDotManager.GetValid(RedDotDefine.Solider_Quest_New_Group, self.tbQuestGroup[1])
local bHasNewQuestRight = RedDotManager.GetValid(RedDotDefine.Solider_Quest_New_Group, self.tbQuestGroup[2])
if bHasNewQuestLeft and not bHasRedDotLeft then
redDotLeftNew.gameObject:SetActive(true)
else
redDotLeftNew.gameObject:SetActive(false)
end
if bHasNewQuestRight and not bHasRedDotRight then
redDotRightNew.gameObject:SetActive(true)
else
redDotRightNew.gameObject:SetActive(false)
end
end
function SoldierQuestCtrl:OnRefreshQuestGrid(goGrid, gridIndex)
local nIndex = gridIndex + 1
local questData = self.tbQuestList[nIndex]
local questConfig = ConfigTable.GetData("SoldierQuest", questData.nId)
if questConfig == nil then
return
end
for i = 1, 2 do
do
local index = i
local btnItem = goGrid.transform:Find("DetailRoot/AnimRoot/btn_item" .. index):GetComponent("UIButton")
local item = btnItem.transform:Find("AnimRoot/item")
local instanceId = btnItem:GetInstanceID()
if self.tbItemCtrl[instanceId] == nil then
self.tbItemCtrl[instanceId] = self:BindCtrlByNode(item.gameObject, "Game.UI.TemplateEx.TemplateItemCtrl")
end
local itemId = questConfig["Reward" .. index]
local itemCount = questConfig["RewardQty" .. index]
if 0 < itemId then
btnItem.gameObject:SetActive(true)
else
btnItem.gameObject:SetActive(false)
end
self.tbItemCtrl[instanceId]:SetItem(itemId, nil, itemCount, false, questData.nstatus == AllEnum.ActQuestStatus.Received, false, false)
btnItem.onClick:RemoveAllListeners()
btnItem.onClick:AddListener(function()
UTILS.ClickItemGridWithTips(itemId, btnItem.transform, true, true, false)
end)
end
end
local txt_target = goGrid.transform:Find("DetailRoot/AnimRoot/txt_target"):GetComponent("TMP_Text")
NovaAPI.SetTMPText(txt_target, questConfig.Desc)
local barFill = goGrid.transform:Find("DetailRoot/AnimRoot/imgBarBg/imgMainBarFill"):GetComponent("Image")
NovaAPI.SetImageFillAmount(barFill, questData.Progress[1].Cur / questData.Progress[1].Max)
local txt_com = goGrid.transform:Find("DetailRoot/AnimRoot/txt_com"):GetComponent("TMP_Text")
local img_Received = goGrid.transform:Find("DetailRoot/AnimRoot/img_Received")
img_Received.gameObject:SetActive(questData.nStatus == AllEnum.ActQuestStatus.Received)
if questData.nStatus == AllEnum.ActQuestStatus.UnComplete then
NovaAPI.SetImageFillAmount(barFill, questData.Progress[1].Cur / questData.Progress[1].Max)
NovaAPI.SetTMPText(txt_com, string.format("%d/%d", questData.Progress[1].Cur, questData.Progress[1].Max))
else
NovaAPI.SetImageFillAmount(barFill, 1)
NovaAPI.SetTMPText(txt_com, ConfigTable.GetUIText("Soldier_Quest_Complete"))
end
local btn_JumpTo = goGrid.transform:Find("DetailRoot/AnimRoot/btn_JumpTo"):GetComponent("UIButton")
local txt_JumpTo = btn_JumpTo.transform:Find("AnimRoot/txtBtn"):GetComponent("TMP_Text")
local btn_GetReward = goGrid.transform:Find("DetailRoot/AnimRoot/btn_GetReward"):GetComponent("UIButton")
local txt_GetReward = btn_GetReward.transform:Find("AnimRoot/txtBtn"):GetComponent("TMP_Text")
NovaAPI.SetTMPText(txt_JumpTo, ConfigTable.GetUIText("Soldier_Quest_JumpTo"))
NovaAPI.SetTMPText(txt_GetReward, ConfigTable.GetUIText("Soldier_Quest_Receive"))
btn_JumpTo.gameObject:SetActive(questData.nStatus == AllEnum.ActQuestStatus.UnComplete)
btn_JumpTo.onClick:RemoveAllListeners()
btn_JumpTo.onClick:AddListener(function()
EventManager.Hit(EventId.OpenPanel, PanelId.SoldierLevelSelectPanel)
self:OnBtnClick_Close()
end)
btn_GetReward.gameObject:SetActive(questData.nStatus == AllEnum.ActQuestStatus.Complete)
btn_GetReward.onClick:RemoveAllListeners()
btn_GetReward.onClick:AddListener(function()
PlayerData.SoldierData:ReceiveQuestReward(self.nSelectedGroupId, questData.nId, function()
self:SelectTab(self.nTabIndex, true)
end)
end)
end
function SoldierQuestCtrl:OnBtnClick_Close()
EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
self._mapNode.animator:Play("t_window_04_t_out")
self:AddTimer(1, 0.2, function()
EventManager.Hit(EventId.ClosePanel, PanelId.SoldierQuestPanel)
end, true, true, true)
end
function SoldierQuestCtrl:OnBtnClick_GetReward()
PlayerData.SoldierData:ReceiveQuestReward(self.nSelectedGroupId, 0, function()
self:SelectTab(self.nTabIndex, true)
end)
end
function SoldierQuestCtrl:OnBtnClick_GetReward_None()
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Soldier_Quest_ReceiveNone"))
end
function SoldierQuestCtrl:OnBtnClick_Tab1()
if PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[1]) then
return
end
self:SelectTab(1)
end
function SoldierQuestCtrl:OnBtnClick_Tab2()
if PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[2]) then
return
end
self:SelectTab(2)
end
return SoldierQuestCtrl