8c4bd41668
EN: 1.13.0.124 CN: 1.13.0.124 JP: 1.13.0.128 KR: 1.13.0.130
80 lines
2.6 KiB
Lua
80 lines
2.6 KiB
Lua
local BaseCtrl = require("GameCore.UI.BaseCtrl")
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local SoldierBuffCtrl = class("SoldierBuffCtrl", BaseCtrl)
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SoldierBuffCtrl._mapNodeConfig = {
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BigBuffItem = {
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sNodeName = "BigBuff",
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sCtrlName = "Game.UI.Soldier.Sandtable.Items.SoldierBuffItemCtrl"
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},
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sv_buff = {
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sComponentName = "LoopScrollView"
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},
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smallBuff = {
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sNodeName = "buff",
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nCount = 20,
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sCtrlName = "Game.UI.Soldier.Sandtable.Items.SoldierBuffItemCtrl"
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},
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imgLineRoot = {},
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goBuffRoot = {
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sComponentName = "RectTransform"
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}
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}
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SoldierBuffCtrl._mapEventConfig = {}
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SoldierBuffCtrl._mapRedDotConfig = {}
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function SoldierBuffCtrl:Awake()
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end
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function SoldierBuffCtrl:OnEnable()
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end
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function SoldierBuffCtrl:OnDisable()
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end
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function SoldierBuffCtrl:OnDestroy()
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end
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function SoldierBuffCtrl:RefreshBuff()
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self._nStarterCardId = 0
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self._tbStrategyCardIds = {}
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self.tbBuffCfgs = {}
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if self.btn_detail == nil then
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self.btn_detail = self.gameObject:GetComponent("UIButton")
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end
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local levelData = PlayerData.SoldierData:GetCurLevelData()
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local tbStarterCard, tbStrategyCard = levelData:GetCardData()
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if tbStarterCard == nil or #tbStarterCard == 0 then
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self._mapNode.goBuffRoot.gameObject:SetActive(false)
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return
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end
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self._mapNode.goBuffRoot.gameObject:SetActive(true)
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self._nStarterCardId = tbStarterCard[1].nId
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self._tbStrategyCardIds = tbStrategyCard
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local cfg = ConfigTable.GetData("SoldierStarterCard", self._nStarterCardId)
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table.insert(self.tbBuffCfgs, cfg)
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for k, v in ipairs(self._tbStrategyCardIds) do
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local cfg = ConfigTable.GetData("SoldierStrategyCard", v.nId)
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table.insert(self.tbBuffCfgs, cfg)
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end
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self.btn_detail.onClick:RemoveAllListeners()
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self.btn_detail.onClick:AddListener(function()
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EventManager.Hit(EventId.OpenPanel, PanelId.SoldierBuffTipsPanel, self.tbBuffCfgs)
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end)
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self:_RefreshBuffItems()
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end
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function SoldierBuffCtrl:_RefreshBuffItems()
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self._mapNode.imgLineRoot.gameObject:SetActive(#self._tbStrategyCardIds > 0)
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if self._mapNode.BigBuffItem ~= nil then
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local cfg = ConfigTable.GetData("SoldierStarterCard", self._nStarterCardId)
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self._mapNode.BigBuffItem:SetData(cfg)
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end
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for k, v in ipairs(self._mapNode.smallBuff) do
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v.gameObject:SetActive(false)
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end
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for k, v in ipairs(self._tbStrategyCardIds) do
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if self._mapNode.smallBuff[k] ~= nil then
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local cfg = ConfigTable.GetData("SoldierStrategyCard", v.nId)
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self._mapNode.smallBuff[k]:SetData(cfg)
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self._mapNode.smallBuff[k].gameObject:SetActive(true)
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end
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end
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CS.UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.goBuffRoot)
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end
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function SoldierBuffCtrl:RefreshBuffItem(goGrid, gridIndex)
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end
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return SoldierBuffCtrl
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