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

148 lines
4.4 KiB
Lua

local SoldierHandbookCharCtrl = class("SoldierHandbookCharCtrl", BaseCtrl)
local tabType = {
All = 1,
Gold = 2,
Purple = 3,
Blue = 4,
Green = 5,
White = 6
}
local tab2ChessRarity = {
[tabType.All] = 1,
[tabType.Gold] = GameEnum.ChessRarity.Gold,
[tabType.Purple] = GameEnum.ChessRarity.Purple,
[tabType.Blue] = GameEnum.ChessRarity.Blue,
[tabType.Green] = GameEnum.ChessRarity.Green,
[tabType.White] = GameEnum.ChessRarity.White
}
SoldierHandbookCharCtrl._mapNodeConfig = {
btn_tab = {
nCount = 6,
sComponentName = "UIButton",
callback = "OnBtnClick_Tab"
},
tab_On = {nCount = 6},
tab_Off = {nCount = 6},
sv_loop = {
sComponentName = "LoopScrollView"
},
DetailCtrl = {
sNodeName = "DetailRoot",
sCtrlName = "Game.UI.Soldier.Handbook.SoldierHandbookCharDetailCtrl"
}
}
SoldierHandbookCharCtrl._mapEventConfig = {}
SoldierHandbookCharCtrl._mapRedDotConfig = {}
function SoldierHandbookCharCtrl:OnDestroy()
self:Clear()
end
function SoldierHandbookCharCtrl:Clear()
if self.tbItemCtrl ~= nil then
for _, v in ipairs(self.tbItemCtrl) do
self:UnbindCtrlByNode(v)
end
self.tbItemCtrl = {}
end
self._mapNode.DetailCtrl:Clear()
end
function SoldierHandbookCharCtrl:Init()
self.tbItemCtrl = {}
self:InitCharList()
self:SwitchToTab(tabType.All, true)
end
function SoldierHandbookCharCtrl:InitCharList()
self.tbAllChar = {}
self.mapCharByRarity = {}
local actData = PlayerData.Activity:GetActivityDataByType(GameEnum.activityType.Soldier)
if actData == nil then
return
end
local nActId = actData:GetActId()
local seasonConfig = ConfigTable.GetData("SoldierSeason", nActId)
if seasonConfig == nil then
return
end
local func_ForEach_Char = function(mapCharData)
if mapCharData.BoardChess and seasonConfig.ChessGroupId == mapCharData.GroupId then
table.insert(self.tbAllChar, mapCharData)
if self.mapCharByRarity[mapCharData.Rarity] == nil then
self.mapCharByRarity[mapCharData.Rarity] = {}
end
table.insert(self.mapCharByRarity[mapCharData.Rarity], mapCharData)
end
end
ForEachTableLine(DataTable.SoldierCharacter, func_ForEach_Char)
table.sort(self.tbAllChar, function(a, b)
if a.Rarity == b.Rarity then
return a.Id < b.Id
end
return a.Rarity > b.Rarity
end)
for nRarity, tbChar in pairs(self.mapCharByRarity) do
table.sort(tbChar, function(a, b)
return a.Id < b.Id
end)
end
end
function SoldierHandbookCharCtrl:RefreshCharList()
if self.tbItemCtrl ~= nil then
for _, v in ipairs(self.tbItemCtrl) do
self:UnbindCtrlByNode(v)
end
self.tbItemCtrl = nil
end
self.tbItemCtrl = {}
self.tbCurCharList = {}
self.nSelectIndex = 1
if self.nCurTab == tabType.All then
self.tbCurCharList = self.tbAllChar
else
self.tbCurCharList = self.mapCharByRarity[tab2ChessRarity[self.nCurTab]]
end
self._mapNode.sv_loop:Init(#self.tbCurCharList, self, self.OnCharRefreshGrid, self.OnCharGridBtnClick, false)
EventManager.Hit("SoldierHandbookChar_Selected", self.tbCurCharList[self.nSelectIndex].Id)
self:RefreshDetail()
end
function SoldierHandbookCharCtrl:OnCharRefreshGrid(goGrid, gridIndex)
local nIndex = gridIndex + 1
local nInstanceId = goGrid:GetInstanceID()
if not self.tbItemCtrl[nInstanceId] then
self.tbItemCtrl[nInstanceId] = self:BindCtrlByNode(goGrid, "Game.UI.Soldier.Handbook.SoldierHandbookCharItemCtrl")
end
self.tbItemCtrl[nInstanceId]:SetItemData(self.tbCurCharList[nIndex], self.nSelectIndex == nIndex)
end
function SoldierHandbookCharCtrl:OnCharGridBtnClick(goGrid, gridIndex)
local nIndex = gridIndex + 1
self.nSelectIndex = nIndex
EventManager.Hit("SoldierHandbookChar_Selected", self.tbCurCharList[self.nSelectIndex].Id)
self:RefreshDetail()
end
function SoldierHandbookCharCtrl:SwitchToTab(nTab, bForce)
if self.nCurTab == nTab and not bForce then
return
end
if self.nCurTab ~= nil then
self._mapNode.tab_Off[self.nCurTab]:SetActive(true)
self._mapNode.tab_On[self.nCurTab]:SetActive(false)
else
for i = 1, 6 do
self._mapNode.tab_Off[i]:SetActive(true)
self._mapNode.tab_On[i]:SetActive(false)
end
end
self.nCurTab = nTab
self._mapNode.tab_On[self.nCurTab]:SetActive(true)
self._mapNode.tab_Off[self.nCurTab]:SetActive(false)
self:RefreshCharList()
end
function SoldierHandbookCharCtrl:RefreshDetail()
self._mapNode.DetailCtrl:RefreshDetail(self.tbCurCharList[self.nSelectIndex].Id)
end
function SoldierHandbookCharCtrl:OnBtnClick_Tab(btn, nIndex)
if nIndex == self.nCurTab then
return
end
self:SwitchToTab(nIndex)
end
return SoldierHandbookCharCtrl