5e0d58cfad
EN: 1.2.0.60 CN: 1.2.0.61 JP: 1.2.0.63 KR: 1.2.0.67
139 lines
4.7 KiB
Lua
139 lines
4.7 KiB
Lua
local MainlineLevelCtrl = class("MainlineLevelCtrl", BaseCtrl)
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local LayoutRebuilder = CS.UnityEngine.UI.LayoutRebuilder
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MainlineLevelCtrl._mapNodeConfig = {
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txtLevelIndex = {sComponentName = "TMP_Text"},
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txtLevelName = {sComponentName = "TMP_Text"},
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goAvg = {},
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goNormal = {},
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imgLevel = {sComponentName = "Image"},
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imgLevel1 = {sComponentName = "Image"},
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imgStar = {nCount = 3, sComponentName = "Button"},
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imgJade = {sComponentName = "Image"},
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txtCount = {sComponentName = "TMP_Text"},
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btnSelect = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Select"
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},
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btnSelectComplete = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Select"
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},
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goJade = {
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sComponentName = "RectTransform"
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},
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imgComplete = {},
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goMask = {},
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goMaskBlack = {},
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TMP_UnlockCount = {sComponentName = "TMP_Text"},
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imgUnlockIcon = {sComponentName = "Image"},
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btnUnlock = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Unlock"
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},
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unlockAnim = {sComponentName = "Animator", sNodeName = "lockAnim"},
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TMPGo = {
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sComponentName = "TMP_Text",
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sLanguageId = "Maninline_Btn_Go",
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nCount = 2
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}
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}
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MainlineLevelCtrl._mapEventConfig = {}
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function MainlineLevelCtrl:Awake()
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end
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function MainlineLevelCtrl:FadeOut(callback)
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if type(callback) == "function" then
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callback()
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end
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end
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function MainlineLevelCtrl:OnEnable()
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end
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function MainlineLevelCtrl:OnDisable()
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end
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function MainlineLevelCtrl:OnDestroy()
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end
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function MainlineLevelCtrl:OnRelease()
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end
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function MainlineLevelCtrl:Refresh(mapData, nStar, unLock, nTid, nCount, tbTarget)
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self.nStar = nStar
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self.levelData = mapData
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if not unLock then
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self.gameObject:SetActive(false)
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self.gameObject.transform.localScale = Vector3.zero
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return
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end
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self.gameObject.transform.localScale = Vector3.one
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self.gameObject:SetActive(true)
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NovaAPI.SetTMPText(self._mapNode.txtLevelIndex, mapData.Num)
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NovaAPI.SetTMPText(self._mapNode.txtLevelName, mapData.Name)
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if mapData.AvgId == "" or mapData.AvgId == nil then
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self._mapNode.goAvg:SetActive(false)
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self._mapNode.goNormal:SetActive(true)
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for index = 1, 3 do
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self._mapNode.imgStar[index].interactable = tbTarget[index]
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end
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self:SetPngSprite(self._mapNode.imgLevel1, mapData.MainlineImg)
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else
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self._mapNode.goAvg:SetActive(true)
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self._mapNode.goNormal:SetActive(false)
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self:SetPngSprite(self._mapNode.imgLevel, mapData.MainlineImg)
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end
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self._mapNode.goJade.gameObject:SetActive(nStar < 1)
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self._mapNode.imgComplete.gameObject:SetActive(1 <= nStar)
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if nTid == 0 then
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self._mapNode.imgJade.gameObject:SetActive(false)
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self._mapNode.txtCount.gameObject:SetActive(false)
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else
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self._mapNode.imgJade.gameObject:SetActive(true)
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self._mapNode.txtCount.gameObject:SetActive(true)
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local itemCfgData = ConfigTable.GetData_Item(nTid)
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self:SetPngSprite(self._mapNode.imgJade, itemCfgData.Icon)
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NovaAPI.SetTMPText(self._mapNode.txtCount, nCount)
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end
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local _, unlockCoin = PlayerData.Mainline:IsMainlineLevelUnlock(self.levelData.Id)
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if not unlockCoin and 0 < self.levelData.UnlockItem then
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self._mapNode.goMask:SetActive(true)
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self._mapNode.goMaskBlack:SetActive(true)
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self._mapNode.btnUnlock.gameObject:SetActive(true)
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self._mapNode.btnSelect.gameObject:SetActive(false)
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self._mapNode.btnSelectComplete.gameObject:SetActive(false)
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NovaAPI.SetTMPText(self._mapNode.TMP_UnlockCount, self.levelData.UnlockQty)
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self:SetSprite_Coin(self._mapNode.imgUnlockIcon, self.levelData.UnlockItem)
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else
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self._mapNode.goMask:SetActive(false)
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self._mapNode.btnSelect.gameObject:SetActive(nStar < 1)
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self._mapNode.btnSelectComplete.gameObject:SetActive(1 <= nStar)
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end
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LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.goJade)
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end
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function MainlineLevelCtrl:OnBtnClick_Unlock(btn)
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local callback = function()
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local wait = function()
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self._mapNode.goMask:SetActive(false)
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end
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local wait1 = function()
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self._mapNode.goMaskBlack:SetActive(false)
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end
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local wait2 = function()
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self:OnBtnClick_Select()
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end
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self._mapNode.unlockAnim:Play("unlock_in")
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CS.WwiseAudioManager.Instance:PostEvent("ui_mainline_unlock")
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self._mapNode.btnSelect.gameObject:SetActive(self.nStar < 1)
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self._mapNode.btnSelectComplete.gameObject:SetActive(self.nStar >= 1)
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self._mapNode.btnUnlock.gameObject:SetActive(false)
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self:AddTimer(1, 1.3, wait, true, true, true, nil)
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self:AddTimer(1, 0.3, wait1, true, true, true, nil)
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self:AddTimer(1, 0.7, wait2, true, true, true, nil)
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end
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local curCount = PlayerData.Item:GetItemCountByID(self.levelData.UnlockItem)
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if curCount >= self.levelData.UnlockQty then
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PlayerData.Mainline:NetMsg_UnlockMainline(self.levelData.Id, callback)
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else
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EventManager.Hit(EventId.OpenMessageBox, "解锁道具不足")
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end
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end
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function MainlineLevelCtrl:OnBtnClick_Select(btn)
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EventManager.Hit("SelectLevel", self.levelData.Id)
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end
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return MainlineLevelCtrl
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