46f967a584
EN: 1.6.0.84 CN: 1.6.0.87 JP: 1.6.0.88 KR: 1.6.0.91
698 lines
24 KiB
Lua
698 lines
24 KiB
Lua
local PotentialSelectCtrl = class("PotentialSelectCtrl", BaseCtrl)
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local WwiseAudioMgr = CS.WwiseAudioManager.Instance
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local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
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PotentialSelectCtrl._mapNodeConfig = {
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blurBg = {},
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menuBg = {},
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contentRoot = {
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sNodeName = "----SafeAreaRoot----"
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},
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animCtrl = {
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sComponentName = "Animator",
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sNodeName = "----SafeAreaRoot----"
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},
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txtCloseTips = {},
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btnMask = {},
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imgCoinBg = {},
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imgCoin = {sComponentName = "Image"},
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txtCoinCount = {sComponentName = "TMP_Text"},
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btnDepot = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Depot"
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},
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imgUpgradeTitle = {},
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imgSelectTitle = {},
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txtUpgrade = {sComponentName = "TMP_Text"},
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txtTitle = {sComponentName = "TMP_Text"},
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goChangeDesc = {},
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txtChange = {
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sComponentName = "TMP_Text",
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sLanguageId = "Potential_Change_Desc"
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},
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btnChangeDesc = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_ChangeDesc"
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},
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goOpen = {},
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goOff = {},
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btnPotential = {
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sComponentName = "NaviButton",
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nCount = 3,
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callback = "OnBtnClick_PotentialItem"
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},
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rtBtnPotential = {
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sNodeName = "btnPotential",
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sComponentName = "RectTransform",
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nCount = 3
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},
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potentialCard = {
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nCount = 3,
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sCtrlName = "Game.UI.StarTower.Potential.PotentialCardItemCtrl"
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},
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ScrollView = {
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nCount = 3,
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sComponentName = "GamepadScroll"
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},
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SpScrollView = {
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nCount = 3,
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sComponentName = "GamepadScroll"
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},
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btnConfirm = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Confirm"
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},
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txtBtnConfirm = {
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sComponentName = "TMP_Text",
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sLanguageId = "Potential_Select_Confirm"
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},
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rtBtnConfirm = {
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sNodeName = "btnConfirm",
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sComponentName = "RectTransform"
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},
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depotPoint = {},
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cardFinishParticle = {},
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RollButton = {},
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btnRoll = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Roll"
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},
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imgRollCostIcon = {sComponentName = "Image"},
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txtRollCostCount = {sComponentName = "TMP_Text"},
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ActionBar = {
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sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
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}
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}
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PotentialSelectCtrl._mapEventConfig = {
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StarTowerPotentialSelect = "OnEvent_StarTowerPotentialSelect",
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RefreshStarTowerCoin = "OnEvent_SetCoin",
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GamepadUIChange = "OnEvent_GamepadUIChange",
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GamepadUIReopen = "OnEvent_Reopen"
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}
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PotentialSelectCtrl._mapRedDotConfig = {}
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function PotentialSelectCtrl:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, bAfterRoll, tbRecommend)
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self.nEventId = nEventId
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if tbPotential == nil or #tbPotential == 0 then
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local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
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self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
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end
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self.callback(1000, nEventId, completeFunc)
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traceback("潜能卡选择列表为空!!!")
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return
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end
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local bSpecial = false
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local itemCfg = ConfigTable.GetData_Item(tbPotential[1].Id)
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if itemCfg then
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bSpecial = itemCfg.Stype == GameEnum.itemStype.SpecificPotential
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end
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if bSpecial and mapRoll then
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mapRoll.CanReRoll = false
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end
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self.nSelectIdx = 0
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self.nPanelType = nType
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self._mapNode.imgUpgradeTitle.gameObject:SetActive(nType == 1)
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self._mapNode.imgSelectTitle.gameObject:SetActive(nType ~= 1)
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if nType == 0 then
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NovaAPI.SetTMPText(self._mapNode.txtTitle, ConfigTable.GetUIText("StarTower_Potential_Select_Title_1"))
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elseif nType == 1 then
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if nLevel ~= nil and nLevel ~= 0 then
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NovaAPI.SetTMPText(self._mapNode.txtUpgrade, orderedFormat(ConfigTable.GetUIText("Potential_Select_Title"), nLevel))
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end
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elseif nType == 2 then
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NovaAPI.SetTMPText(self._mapNode.txtTitle, ConfigTable.GetUIText("StarTower_Potential_Select_Title_2"))
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else
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self._mapNode.imgSelectTitle.gameObject:SetActive(false)
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end
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self._mapNode.RollButton:SetActive(mapRoll and mapRoll.CanReRoll and nType ~= 2)
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self._mapNode.btnConfirm.gameObject:SetActive(false)
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self.nCoin = nCoin
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NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(self.nCoin))
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self.mapRoll = mapRoll
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self:RefreshCoin(nCoin, mapRoll)
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self:RefreshPotentialList(tbPotential, mapPotential, tbNewIds, tbLuckyIds, bAfterRoll, tbRecommend)
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self:SetSimpleState()
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self:PlayCharVoice(tbPotential)
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local tbConfig = {}
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if mapRoll and mapRoll.CanReRoll then
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tbConfig = {
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{
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sAction = "Confirm",
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sLang = "ActionBar_Confirm"
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},
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{
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sAction = "Roll",
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sLang = "ActionBar_Reroll"
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},
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{
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sAction = "Scroll",
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sLang = "ActionBar_Scroll"
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},
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{
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sAction = "Depot",
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sLang = "ActionBar_Depot"
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},
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{
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sAction = "Switch",
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sLang = "ActionBar_ChangeDesc"
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}
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}
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else
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tbConfig = {
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{
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sAction = "Confirm",
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sLang = "ActionBar_Confirm"
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},
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{
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sAction = "Scroll",
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sLang = "ActionBar_Scroll"
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},
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{
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sAction = "Depot",
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sLang = "ActionBar_Depot"
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},
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{
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sAction = "Switch",
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sLang = "ActionBar_ChangeDesc"
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}
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}
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end
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if self._panel.nStarTowerId == 999 then
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tbConfig = {
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{
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sAction = "Confirm",
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sLang = "ActionBar_Confirm"
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},
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{
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sAction = "Scroll",
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sLang = "ActionBar_Scroll"
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},
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{
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sAction = "Switch",
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sLang = "ActionBar_ChangeDesc"
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}
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}
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end
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self._mapNode.ActionBar:InitActionBar(tbConfig)
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end
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function PotentialSelectCtrl:RefreshCoin(nCoin, mapRoll)
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if not mapRoll or not mapRoll.CanReRoll then
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return
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end
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self:SetSprite_Coin(self._mapNode.imgRollCostIcon, AllEnum.CoinItemId.FixedRogCurrency)
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NovaAPI.SetTMPText(self._mapNode.txtRollCostCount, mapRoll.ReRollPrice)
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NovaAPI.SetTMPColor(self._mapNode.txtRollCostCount, nCoin < mapRoll.ReRollPrice and Red_Unable or Blue_Normal)
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end
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function PotentialSelectCtrl:RefreshPotentialList(tbPotential, mapPotential, tbNewIds, tbLuckyIds, bAfterRoll, tbRecommendParam)
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local tbRecommend = {}
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if 0 < #tbRecommendParam then
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table.insert(tbRecommend, tbRecommendParam[1])
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end
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self.bSpecialPotential = false
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self.tbPotential = {}
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self.nRecommendIdx = 1
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for _, v in ipairs(tbPotential) do
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local bNew, bLucky = false, false
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local nCurLevel = mapPotential[v.Id]
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local nAddLevel = v.Count
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local nNextLevel = nCurLevel + nAddLevel
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local mapCfg = ConfigTable.GetData("Potential", v.Id)
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if mapCfg ~= nil then
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local nMaxLevel = PlayerData.StarTower:GetPotentialMaxLevelWithEquipment()
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nNextLevel = math.min(nNextLevel, nMaxLevel)
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end
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if nCurLevel == 0 then
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nCurLevel = nAddLevel
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end
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if tbNewIds ~= nil then
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for _, nId in ipairs(tbNewIds) do
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if nId == v.Id then
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bNew = true
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break
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end
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end
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end
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if tbLuckyIds ~= nil then
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for _, nId in ipairs(tbLuckyIds) do
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if nId == v.Id then
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bLucky = true
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break
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end
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end
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end
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table.insert(self.tbPotential, {
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nId = v.Id,
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nLevel = nCurLevel,
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nNextLevel = nNextLevel,
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bNew = bNew,
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bLucky = bLucky
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})
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end
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local tbCardObj, tbBtnObj = {}, {}
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for k, v in ipairs(self._mapNode.potentialCard) do
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v.gameObject:SetActive(false)
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self._mapNode.btnPotential[k].gameObject:SetActive(self.tbPotential[k] ~= nil)
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if self.tbPotential[k] ~= nil then
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local nTid = self.tbPotential[k].nId
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local potentialCfg = ConfigTable.GetData("Potential", nTid)
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if nil ~= potentialCfg then
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local nCharId = potentialCfg.CharId
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local nPotentialAddLv = self._panel.mapPotentialAddLevel[nCharId][nTid] or 0
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local data = self.tbPotential[k]
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local bSpecial = v:SetPotentialItem(nTid, data.nLevel, data.nNextLevel, self.bSimple, true, nPotentialAddLv, AllEnum.PotentialCardType.StarTower, data.bNew, data.bLucky)
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local bRec = 0 < table.indexof(tbRecommend, nTid)
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v:SetRecommend(bRec)
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if bRec then
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self.nRecommendIdx = k
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end
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v:ChangeWordRaycast(false)
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table.insert(tbCardObj, v)
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table.insert(tbBtnObj, self._mapNode.btnPotential[k])
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self.bSpecialPotential = self.bSpecialPotential or bSpecial
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end
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end
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end
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self:ResetSelect(tbBtnObj)
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local nCardAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.potentialCard[1].animCtrl, {
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"tc_newperk_card_in"
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})
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local nPanelAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
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"PotentialSelectPanel_in"
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})
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local nAnimTime = nCardAnimTime > nPanelAnimTime and nCardAnimTime or nPanelAnimTime
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EventManager.Hit(EventId.TemporaryBlockInput, nAnimTime)
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if self.nPanelType == 2 then
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WwiseAudioMgr:PlaySound("ui_roguelike_shop_slotMachine")
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else
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WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_select")
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end
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if 0 < #tbCardObj then
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local wait = function()
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local frameCount = 0
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while 0 < #tbCardObj do
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if 4 <= frameCount then
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local cardObj = table.remove(tbCardObj, 1)
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if cardObj ~= nil then
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cardObj.gameObject:SetActive(true)
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if bAfterRoll then
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cardObj:PlayAnim("tc_newperk_card_RollEffect")
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cardObj:ActiveRollEffect()
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else
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cardObj:PlayAnim("tc_newperk_card_in")
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end
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end
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frameCount = 0
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else
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frameCount = frameCount + 1
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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end
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end
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end
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cs_coroutine.start(wait)
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end
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end
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function PotentialSelectCtrl:SetSimpleState()
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self._mapNode.goOff.gameObject:SetActive(not self.bSimple)
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self._mapNode.goOpen.gameObject:SetActive(self.bSimple)
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end
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function PotentialSelectCtrl:PlayCharVoice(tbPotential)
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local nCharId = 0
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for k, v in ipairs(tbPotential) do
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local nId = v.Id
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local potentialCfg = ConfigTable.GetData("Potential", nId)
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if nil == potentialCfg then
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printError(string.format("获取潜能表配置失败!!!id = [%s])", nId))
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return
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end
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nCharId = potentialCfg.CharId
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break
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end
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local bMainChar = self._panel:CheckMainChar(nCharId)
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local sVoiceKey = ""
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if bMainChar then
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sVoiceKey = "perk"
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else
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sVoiceKey = "subPerk"
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end
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PlayerData.Voice:PlayCharVoice(sVoiceKey, nCharId)
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end
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function PotentialSelectCtrl:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
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if nEventId == 0 then
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if self.bSkip then
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self:HidePanel()
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if nil ~= self.callback then
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self.callback(nEventId, -1)
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end
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return
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end
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EventManager.Hit(EventId.BlockInput, true)
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self._mapNode.blurBg.gameObject:SetActive(false)
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self._mapNode.menuBg.gameObject:SetActive(true)
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self._mapNode.btnConfirm.gameObject:SetActive(false)
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EventManager.Hit("StarTowerSetButtonEnable", true, false)
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CS.GameCameraStackManager.Instance:OpenMainCamera()
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for k, v in ipairs(self._mapNode.potentialCard) do
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if k == self.nSelectIdx then
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local animCtrl = v.gameObject:GetComponent("Animator")
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animCtrl:Play("tc_newperk_card_out")
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local fxRoot = v.gameObject.transform:Find("FX")
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local fx = v.gameObject.transform:Find("FX/glow")
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local OutAnimFinish = function()
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local beginPos = fxRoot.transform.position
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local controlPos = Vector3(3, 5, 0)
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local endPos = self._mapNode.depotPoint.transform.position
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local wait = function()
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WwiseAudioMgr:PlaySound("ui_roguelike_card_flyby")
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local totalMoveTime = 0.3
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local moveTime = 0
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local normalizedTime = 0
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while normalizedTime < 1 do
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moveTime = moveTime + CS.UnityEngine.Time.unscaledDeltaTime
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normalizedTime = moveTime / totalMoveTime
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normalizedTime = normalizedTime <= 1 and normalizedTime or 1
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local x, y, z = UTILS.GetBezierPointByT(beginPos, controlPos, endPos, normalizedTime)
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local angleZ = 100 * normalizedTime * 2
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angleZ = angleZ <= 100 and angleZ or 100
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fxRoot.transform.localEulerAngles = Vector3(0, 0, angleZ)
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fxRoot.transform.position = Vector3(x, y, z)
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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end
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self._mapNode.cardFinishParticle:SetActive(true)
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fx.gameObject:SetActive(false)
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coroutine.yield(CS.UnityEngine.WaitForSecondsRealtime(0.5))
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EventManager.Hit(EventId.BlockInput, false)
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self:HidePanel()
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fxRoot.transform.position = beginPos
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fxRoot.transform.localEulerAngles = Vector3(0, 0, 0)
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fx.gameObject:SetActive(true)
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if nil ~= self.callback then
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self.callback(nEventId, -1)
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end
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end
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cs_coroutine.start(wait)
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end
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self:SetAnimationCallback(animCtrl, OutAnimFinish)
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else
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v.gameObject:SetActive(false)
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end
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end
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self._mapNode.animCtrl:Play("PotentialSelectPanel_out")
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EventManager.Hit("Guide_Potential_SelectComplete")
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else
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self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, false, tbRecommend)
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end
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end
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function PotentialSelectCtrl:MoveConfirmButton(btnCard)
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local rtBtn = btnCard:GetComponent("RectTransform")
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self._mapNode.rtBtnConfirm.localPosition = Vector3(rtBtn.localPosition.x, self.btnConfirmPosY, 0)
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if self._mapNode.btnConfirm.gameObject.activeSelf == false then
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self._mapNode.btnConfirm.gameObject:SetActive(true)
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else
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local animCtrl = self._mapNode.btnConfirm.transform:Find("AnimRoot"):GetComponent("Animator")
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animCtrl:Play("btnConfirm_in", 0, 0)
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end
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end
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function PotentialSelectCtrl:HidePanel()
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self.bOpen = false
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if not self.bSkip then
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PanelManager.InputEnable()
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EventManager.Hit("StarTowerSetButtonEnable", true, true)
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end
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self._mapNode.blurBg.gameObject:SetActive(false)
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self._mapNode.contentRoot.gameObject:SetActive(false)
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NovaAPI.SetCanvasSortingOrder(self.canvas, self.nInitSortingOrder)
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GamepadUIManager.DisableGamepadUI("PotentialSelectCtrl")
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end
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function PotentialSelectCtrl:Awake()
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self.nRecommendIdx = 1
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self.canvas = self.gameObject:GetComponent("Canvas")
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self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas)
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self.btnConfirmPosY = self._mapNode.rtBtnConfirm.localPosition.y
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self._mapNode.contentRoot.gameObject:SetActive(false)
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self._mapNode.blurBg.gameObject:SetActive(false)
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self._mapNode.menuBg.gameObject:SetActive(false)
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self._mapNode.btnDepot.gameObject:SetActive(self._panel.nStarTowerId ~= 999)
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self._mapNode.imgCoinBg.gameObject:SetActive(self._panel.nStarTowerId ~= 999)
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self._mapNode.txtCloseTips.gameObject:SetActive(false)
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self._mapNode.btnMask.gameObject:SetActive(false)
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self.tbGamepadUINode = self:GetGamepadUINode()
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self.nCoin = 0
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self:SetSprite_Coin(self._mapNode.imgCoin, AllEnum.CoinItemId.FixedRogCurrency)
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NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self.nCoin)
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end
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function PotentialSelectCtrl:OnEnable()
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self.handler = {}
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for k, v in ipairs(self._mapNode.btnPotential) do
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self.handler[k] = ui_handler(self, self.OnBtnSelect_PotentialItem, v, k)
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v.onSelect:AddListener(self.handler[k])
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end
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if self._panel.nStarTowerId ~= nil and self._panel.nStarTowerId == 999 then
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self._mapNode.btnDepot.gameObject:SetActive(false)
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else
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self._mapNode.btnDepot.gameObject:SetActive(true)
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end
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end
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function PotentialSelectCtrl:OnDisable()
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for k, v in ipairs(self._mapNode.btnPotential) do
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v.onSelect:RemoveListener(self.handler[k])
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end
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end
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function PotentialSelectCtrl:OnBtnClick_Depot()
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self.bOpenDepot = true
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EventManager.Hit("StarTowerSetButtonEnable", false, false)
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CS.GameCameraStackManager.Instance:OpenMainCamera()
|
|
for k, v in ipairs(self._mapNode.potentialCard) do
|
|
v:ChangeWordRaycast(false)
|
|
end
|
|
self._mapNode.contentRoot.gameObject:SetActive(false)
|
|
self._mapNode.blurBg.gameObject:SetActive(false)
|
|
EventManager.Hit(EventId.StarTowerDepot, AllEnum.StarTowerDepotTog.Potential)
|
|
end
|
|
function PotentialSelectCtrl:OnBtnClick_ChangeDesc()
|
|
self.bSimple = not self.bSimple
|
|
PlayerData.StarTower:SetPotentialDescSimple(self.bSimple)
|
|
self:SetSimpleState()
|
|
for _, v in ipairs(self._mapNode.potentialCard) do
|
|
v:ChangeDesc(self.bSimple)
|
|
end
|
|
end
|
|
function PotentialSelectCtrl:OnBtnClick_Confirm()
|
|
if self.nSelectIdx ~= 0 and self.callback ~= nil then
|
|
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
|
|
EventManager.Hit(EventId.BlockInput, false)
|
|
self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
|
|
if self.nPanelType == 2 then
|
|
PlayerData.Voice:PlayCharVoice("thankLvup", 9133, nil, true)
|
|
end
|
|
end
|
|
EventManager.Hit(EventId.BlockInput, true)
|
|
self.callback(self.nSelectIdx, self.nEventId, completeFunc)
|
|
end
|
|
end
|
|
function PotentialSelectCtrl:OnBtnClick_Roll()
|
|
if not self.callback then
|
|
return
|
|
end
|
|
if self.nCoin < self.mapRoll.ReRollPrice then
|
|
EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("StarTower_ReRoll_NotEnoughCoin"))
|
|
return
|
|
end
|
|
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, tbRecommend)
|
|
EventManager.Hit(EventId.BlockInput, false)
|
|
self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, true, tbRecommend)
|
|
end
|
|
EventManager.Hit(EventId.BlockInput, true)
|
|
self.callback(self.nSelectIdx, self.nEventId, completeFunc, true)
|
|
end
|
|
function PotentialSelectCtrl:OnBtnSelect_PotentialItem(btn, nIndex)
|
|
local nUIType = GamepadUIManager.GetCurUIType()
|
|
if nUIType ~= AllEnum.GamepadUIType.Other and nUIType ~= AllEnum.GamepadUIType.Mouse or self.bRecommended then
|
|
self:OnBtnClick_PotentialItem(btn, nIndex)
|
|
end
|
|
end
|
|
function PotentialSelectCtrl:OnBtnClick_PotentialItem(btn, nIndex)
|
|
if nil == self.tbPotential[nIndex] or self.nSelectIdx == nIndex then
|
|
return
|
|
end
|
|
WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_slide")
|
|
self:MoveConfirmButton(btn)
|
|
for k, v in ipairs(self._mapNode.potentialCard) do
|
|
if k == nIndex then
|
|
v:PlayAnim("tc_newperk_card_switch_up")
|
|
v:ChangeWordRaycast(true)
|
|
elseif k == self.nSelectIdx then
|
|
v:PlayAnim("tc_newperk_card_switch_down")
|
|
v:ChangeWordRaycast(false)
|
|
end
|
|
end
|
|
self:SelectScroll(nIndex)
|
|
self.nSelectIdx = nIndex
|
|
end
|
|
function PotentialSelectCtrl:OnEvent_StarTowerPotentialSelect(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, callback, mapRoll, nCoin, tbLuckyIds, tbRecommend)
|
|
self.callback = callback
|
|
if tbPotential == nil or #tbPotential == 0 then
|
|
self.bSkip = true
|
|
local completeFunc = function(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, tbRecommend)
|
|
self:SelectComplete(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, tbRecommend)
|
|
end
|
|
self.callback(1000, nEventId, completeFunc)
|
|
traceback("潜能卡选择列表为空!!!")
|
|
return
|
|
end
|
|
self._panel:SetTop(self.canvas)
|
|
self.bSkip = false
|
|
local bCloseCamera = false
|
|
if not self.bOpen then
|
|
PanelManager.InputDisable()
|
|
EventManager.Hit("StarTowerSetButtonEnable", false, false)
|
|
bCloseCamera = true
|
|
GamepadUIManager.EnableGamepadUI("PotentialSelectCtrl", self.tbGamepadUINode)
|
|
end
|
|
self.bOpen = true
|
|
self.tbPotential = {}
|
|
self._mapNode.contentRoot.gameObject:SetActive(false)
|
|
self._mapNode.blurBg.gameObject:SetActive(true)
|
|
self._mapNode.menuBg.gameObject:SetActive(false)
|
|
self._mapNode.cardFinishParticle:SetActive(false)
|
|
self._mapNode.RollButton:SetActive(false)
|
|
EventManager.Hit(EventId.BlockInput, true)
|
|
local wait = function()
|
|
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
|
|
EventManager.Hit(EventId.BlockInput, false)
|
|
if bCloseCamera then
|
|
CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
|
|
end
|
|
self._mapNode.contentRoot.gameObject:SetActive(true)
|
|
self._mapNode.animCtrl:Play("PotentialSelectPanel_in")
|
|
self:Refresh(nEventId, tbPotential, mapPotential, nType, nLevel, tbNewIds, mapRoll, nCoin, tbLuckyIds, false, tbRecommend)
|
|
end
|
|
cs_coroutine.start(wait)
|
|
self._mapNode.btnConfirm.gameObject:SetActive(false)
|
|
self.nSelectIdx = 0
|
|
self.bSimple = PlayerData.StarTower:GetPotentialDescSimple()
|
|
end
|
|
function PotentialSelectCtrl:OnEvent_CloseStarTowerDepot()
|
|
if self.bOpenDepot then
|
|
self.bOpenDepot = false
|
|
EventManager.Hit("StarTowerSetButtonEnable", false, false)
|
|
self._mapNode.blurBg.gameObject:SetActive(true)
|
|
local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or 1
|
|
GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject)
|
|
EventManager.Hit(EventId.BlockInput, true)
|
|
local wait = function()
|
|
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
|
|
CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
|
|
self._mapNode.contentRoot.gameObject:SetActive(true)
|
|
coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
|
|
EventManager.Hit(EventId.BlockInput, false)
|
|
for k, v in ipairs(self._mapNode.potentialCard) do
|
|
v:CloseBgEffect()
|
|
end
|
|
if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then
|
|
self.nSelectIdx = 1
|
|
self:MoveConfirmButton(self._mapNode.btnPotential[self.nSelectIdx])
|
|
end
|
|
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)
|
|
self:SelectScroll(self.nSelectIdx)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
cs_coroutine.start(wait)
|
|
end
|
|
end
|
|
function PotentialSelectCtrl:OnEvent_GamepadUIChange(sName, nBeforeType, nAfterType)
|
|
if sName ~= "PotentialSelectCtrl" then
|
|
return
|
|
end
|
|
if nBeforeType == AllEnum.GamepadUIType.Other or nBeforeType == AllEnum.GamepadUIType.Mouse then
|
|
local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or self.nRecommendIdx
|
|
GamepadUIManager.ClearSelectedUI()
|
|
GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject)
|
|
end
|
|
end
|
|
function PotentialSelectCtrl:OnEvent_Reopen(sName)
|
|
if sName ~= "PotentialSelectCtrl" then
|
|
return
|
|
end
|
|
if self.bOpenDepot then
|
|
self:OnEvent_CloseStarTowerDepot()
|
|
else
|
|
if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then
|
|
self.nSelectIdx = 1
|
|
end
|
|
if self.nSelectIdx == 0 then
|
|
return
|
|
end
|
|
GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[self.nSelectIdx].gameObject)
|
|
self._mapNode.potentialCard[self.nSelectIdx]:ChangeWordRaycast(true)
|
|
self:SelectScroll(self.nSelectIdx)
|
|
end
|
|
end
|
|
function PotentialSelectCtrl:OnEvent_SetCoin(nCount)
|
|
if self.mapRoll ~= nil and self.mapRoll.CanReRoll and nCount then
|
|
if nCount > self.nCoin then
|
|
local twCoin = DOTween.To(function()
|
|
return self.nCoin
|
|
end, function(v)
|
|
NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(math.floor(v)))
|
|
end, nCount, 1)
|
|
local _cb = function()
|
|
self.nCoin = nCount
|
|
end
|
|
twCoin.onComplete = dotween_callback_handler(self, _cb)
|
|
else
|
|
NovaAPI.SetTMPText(self._mapNode.txtCoinCount, self:ThousandsNumber(nCount))
|
|
self.nCoin = nCount
|
|
end
|
|
end
|
|
end
|
|
function PotentialSelectCtrl:ResetSelect(tbUI)
|
|
self.nSelectIdx = 0
|
|
local nRecommendedIdx = 0
|
|
self.bRecommended = nRecommendedIdx ~= 0
|
|
GamepadUIManager.SetNavigation(tbUI)
|
|
local nCardAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.potentialCard[1].animCtrl, {
|
|
"tc_newperk_card_in"
|
|
})
|
|
local nPanelAnimTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
|
|
"PotentialSelectPanel_in"
|
|
})
|
|
local nAnimTime = nCardAnimTime > nPanelAnimTime and nCardAnimTime or nPanelAnimTime
|
|
nAnimTime = nAnimTime + 0.4
|
|
self:AddTimer(1, nAnimTime, function()
|
|
if self.nSelectIdx == 0 then
|
|
local nSelect = nRecommendedIdx == 0 and 1 or nRecommendedIdx
|
|
GamepadUIManager.ClearSelectedUI()
|
|
GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject)
|
|
if GamepadUIManager.GetCurUIType() == AllEnum.GamepadUIType.Mouse then
|
|
self:OnBtnClick_PotentialItem(self._mapNode.btnPotential[nSelect].gameObject, nSelect)
|
|
end
|
|
end
|
|
if self._panel.nStarTowerId ~= 999 then
|
|
if self.bSpecialPotential then
|
|
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PotentialSelectSpecial")
|
|
else
|
|
EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PotentialSelect")
|
|
end
|
|
end
|
|
end, true, true, true)
|
|
end
|
|
function PotentialSelectCtrl:SelectScroll(nIndex)
|
|
for _, v in ipairs(self._mapNode.ScrollView) do
|
|
NovaAPI.SetComponentEnable(v, false)
|
|
end
|
|
if nIndex then
|
|
NovaAPI.SetComponentEnable(self._mapNode.ScrollView[nIndex], true)
|
|
end
|
|
for _, v in ipairs(self._mapNode.SpScrollView) do
|
|
NovaAPI.SetComponentEnable(v, false)
|
|
end
|
|
if nIndex then
|
|
NovaAPI.SetComponentEnable(self._mapNode.SpScrollView[nIndex], true)
|
|
end
|
|
end
|
|
return PotentialSelectCtrl
|