eafd8f4088
EN: 1.9.0.107 CN: 1.9.0.108 JP: 1.9.0.112 KR: 1.9.0.112
472 lines
16 KiB
Lua
472 lines
16 KiB
Lua
local TutorialPotentialSelectCtrl = class("TutorialPotentialSelectCtrl", BaseCtrl)
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local WwiseAudioMgr = CS.WwiseAudioManager.Instance
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local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
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TutorialPotentialSelectCtrl._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.Tutorial.TutorialPotentialCardItemCtrl"
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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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TutorialPotentialSelectCtrl._mapEventConfig = {
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Tutorial_PotentialSelect = "OnEvent_TutorialPotentialSelect",
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GamepadUIChange = "OnEvent_GamepadUIChange",
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GamepadUIReopen = "OnEvent_Reopen"
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}
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TutorialPotentialSelectCtrl._mapRedDotConfig = {}
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function TutorialPotentialSelectCtrl:Refresh(tbPotential)
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if tbPotential == nil or #tbPotential == 0 then
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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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self.nSelectIdx = 0
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self._mapNode.imgUpgradeTitle.gameObject:SetActive(false)
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self._mapNode.imgSelectTitle.gameObject:SetActive(false)
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NovaAPI.SetTMPText(self._mapNode.txtTitle, ConfigTable.GetUIText("StarTower_Potential_Select_Title_1"))
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self._mapNode.RollButton:SetActive(false)
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self._mapNode.btnConfirm.gameObject:SetActive(false)
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self:RefreshPotentialList(tbPotential)
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self:SetSimpleState()
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self:PlayCharVoice(tbPotential)
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local tbConfig = {}
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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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self._mapNode.ActionBar:InitActionBar(tbConfig)
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end
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function TutorialPotentialSelectCtrl:RefreshPotentialList(tbPotential)
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self.bSpecialPotential = false
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self.tbPotential = tbPotential
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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]
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local potentialCfg = ConfigTable.GetData("Potential", nTid)
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if nil ~= potentialCfg then
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local bSpecial = v:SetPotentialItem(nTid, self.bSimple, true, AllEnum.PotentialCardType.StarTower, 1, 1, 0)
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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 animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
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"PotentialSelectPanel_in"
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})
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EventManager.Hit(EventId.TemporaryBlockInput, animTime)
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WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_select")
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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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cardObj:PlayAnim("tc_newperk_card_in")
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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 TutorialPotentialSelectCtrl: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 TutorialPotentialSelectCtrl: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 potentialCfg = ConfigTable.GetData("Potential", v)
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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])", v))
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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 sVoiceKey = "perk"
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PlayerData.Voice:PlayCharVoice(sVoiceKey, nCharId)
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end
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function TutorialPotentialSelectCtrl:SelectComplete()
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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(self.nSelectIdx)
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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(self.nSelectIdx)
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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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end
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function TutorialPotentialSelectCtrl: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 TutorialPotentialSelectCtrl: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("TutorialPotentialSelectCtrl")
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end
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function TutorialPotentialSelectCtrl:Awake()
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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(false)
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self._mapNode.imgCoinBg.gameObject:SetActive(false)
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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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end
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function TutorialPotentialSelectCtrl: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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self._mapNode.btnDepot.gameObject:SetActive(false)
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end
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function TutorialPotentialSelectCtrl: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 TutorialPotentialSelectCtrl:OnBtnClick_Depot()
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end
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function TutorialPotentialSelectCtrl:OnBtnClick_ChangeDesc()
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self.bSimple = not self.bSimple
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PlayerData.StarTower:SetPotentialDescSimple(self.bSimple)
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self:SetSimpleState()
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for _, v in ipairs(self._mapNode.potentialCard) do
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v:ChangeDesc(self.bSimple)
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end
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end
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function TutorialPotentialSelectCtrl:OnBtnClick_Confirm()
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self:SelectComplete()
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end
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function TutorialPotentialSelectCtrl:OnBtnClick_Roll()
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end
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function TutorialPotentialSelectCtrl:OnBtnSelect_PotentialItem(btn, nIndex)
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local nUIType = GamepadUIManager.GetCurUIType()
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if nUIType ~= AllEnum.GamepadUIType.Other and nUIType ~= AllEnum.GamepadUIType.Mouse then
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self:OnBtnClick_PotentialItem(btn, nIndex)
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end
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end
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function TutorialPotentialSelectCtrl:OnBtnClick_PotentialItem(btn, nIndex)
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if nil == self.tbPotential[nIndex] or self.nSelectIdx == nIndex then
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return
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end
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WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_slide")
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self:MoveConfirmButton(btn)
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for k, v in ipairs(self._mapNode.potentialCard) do
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if k == nIndex then
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v:PlayAnim("tc_newperk_card_switch_up")
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v:ChangeWordRaycast(true)
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elseif k == self.nSelectIdx then
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v:PlayAnim("tc_newperk_card_switch_down")
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v:ChangeWordRaycast(false)
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end
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end
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self:SelectScroll(nIndex)
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self.nSelectIdx = nIndex
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end
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function TutorialPotentialSelectCtrl:OnEvent_TutorialPotentialSelect(tbPotential, callback)
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self.callback = callback
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if tbPotential == nil or #tbPotential == 0 then
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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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self._panel:SetTop(self.canvas)
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self.bSkip = false
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local bCloseCamera = false
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if not self.bOpen then
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PanelManager.InputDisable()
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EventManager.Hit("StarTowerSetButtonEnable", false, false)
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bCloseCamera = true
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GamepadUIManager.EnableGamepadUI("TutorialPotentialSelectCtrl", self.tbGamepadUINode)
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end
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self.bOpen = true
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self.tbPotential = {}
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self._mapNode.contentRoot.gameObject:SetActive(false)
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self._mapNode.blurBg.gameObject:SetActive(true)
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self._mapNode.menuBg.gameObject:SetActive(false)
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self._mapNode.cardFinishParticle:SetActive(false)
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self._mapNode.RollButton:SetActive(false)
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EventManager.Hit(EventId.BlockInput, true)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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EventManager.Hit(EventId.BlockInput, false)
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if bCloseCamera then
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CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
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end
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self._mapNode.contentRoot.gameObject:SetActive(true)
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self._mapNode.animCtrl:Play("PotentialSelectPanel_in")
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self:Refresh(tbPotential)
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end
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cs_coroutine.start(wait)
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self._mapNode.btnConfirm.gameObject:SetActive(false)
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self.nSelectIdx = 0
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self.bSimple = PlayerData.StarTower:GetPotentialDescSimple()
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end
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function TutorialPotentialSelectCtrl:OnEvent_CloseStarTowerDepot()
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if self.bOpenDepot then
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self.bOpenDepot = false
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EventManager.Hit("StarTowerSetButtonEnable", false, false)
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self._mapNode.blurBg.gameObject:SetActive(true)
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local nSelect = self.nSelectIdx ~= 0 and self.nSelectIdx or 1
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GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject)
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EventManager.Hit(EventId.BlockInput, true)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
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self._mapNode.contentRoot.gameObject:SetActive(true)
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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EventManager.Hit(EventId.BlockInput, false)
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for k, v in ipairs(self._mapNode.potentialCard) do
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v:CloseBgEffect()
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end
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if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then
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self.nSelectIdx = 1
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self:MoveConfirmButton(self._mapNode.btnPotential[self.nSelectIdx])
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end
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if self.nSelectIdx ~= 0 then
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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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v:PlayAnim("tc_newperk_card_switch_up")
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v:ChangeWordRaycast(true)
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self:SelectScroll(self.nSelectIdx)
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end
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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 TutorialPotentialSelectCtrl:OnEvent_GamepadUIChange(sName, nBeforeType, nAfterType)
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if sName ~= "TutorialPotentialSelectCtrl" then
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return
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end
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if self.nSelectIdx == 0 then
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return
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end
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if nBeforeType == AllEnum.GamepadUIType.Other or nBeforeType == AllEnum.GamepadUIType.Mouse then
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GamepadUIManager.ClearSelectedUI()
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GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[self.nSelectIdx].gameObject)
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end
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end
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function TutorialPotentialSelectCtrl:OnEvent_Reopen(sName)
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if sName ~= "TutorialPotentialSelectCtrl" then
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return
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end
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if self.bOpenDepot then
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self:OnEvent_CloseStarTowerDepot()
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else
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if self.nSelectIdx == 0 and GamepadUIManager.GetCurUIType() ~= AllEnum.GamepadUIType.Other then
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self.nSelectIdx = 1
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end
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if self.nSelectIdx == 0 then
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return
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end
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GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[self.nSelectIdx].gameObject)
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self._mapNode.potentialCard[self.nSelectIdx]:ChangeWordRaycast(true)
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self:SelectScroll(self.nSelectIdx)
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end
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end
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function TutorialPotentialSelectCtrl:ResetSelect(tbUI)
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self.nSelectIdx = 0
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GamepadUIManager.SetNavigation(tbUI)
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local animTime = NovaAPI.GetAnimClipLength(self._mapNode.animCtrl, {
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"PotentialSelectPanel_in"
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}) + 0.1
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self:AddTimer(1, animTime, function()
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if self.nSelectIdx == 0 then
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local nSelect = 1
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GamepadUIManager.ClearSelectedUI()
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GamepadUIManager.SetSelectedUI(self._mapNode.btnPotential[nSelect].gameObject)
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if GamepadUIManager.GetCurUIType() == AllEnum.GamepadUIType.Mouse then
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self:OnBtnClick_PotentialItem(self._mapNode.btnPotential[nSelect].gameObject, nSelect)
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end
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end
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if self.bSpecialPotential then
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EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PotentialSelectSpecial_Tutorial")
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else
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EventManager.Hit("Guide_PassiveCheck_Msg", "Guide_PotentialSelect_Tutorial")
|
|
end
|
|
end, true, true, true)
|
|
end
|
|
function TutorialPotentialSelectCtrl: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 TutorialPotentialSelectCtrl
|