8c4bd41668
EN: 1.13.0.124 CN: 1.13.0.124 JP: 1.13.0.128 KR: 1.13.0.130
291 lines
11 KiB
Lua
291 lines
11 KiB
Lua
local SoldierQuestCtrl = class("SoldierQuestCtrl", BaseCtrl)
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SoldierQuestCtrl._mapNodeConfig = {
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animator = {sNodeName = "WindowRoot", sComponentName = "Animator"},
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btnClose = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Close"
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},
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btn_close = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Close"
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},
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txtWindowTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_QuestPanelTitle"
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},
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btnLeft = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Tab1"
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},
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btnRight = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Tab2"
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},
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sv = {
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sComponentName = "LoopScrollView"
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},
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btn_GetAllReward = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_GetReward"
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},
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txt_GetAllReward = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Quest_GetAllReward"
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},
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btn_GetAllReward_None = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_GetReward_None"
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},
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txt_GetAllReward_None = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_Quest_GetAllReward"
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}
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}
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SoldierQuestCtrl._mapEventConfig = {}
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SoldierQuestCtrl._mapRedDotConfig = {}
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function SoldierQuestCtrl:Awake()
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self._mapNode.animator:Play("t_window_04_t_in")
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EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
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self.nTabIndex = 1
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self.tbQuestGroup = {}
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self.tbAllQuestData = PlayerData.SoldierData:GetAllQuestData()
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self.nSelectedGroupId = 0
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self.tbQuestList = {}
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end
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function SoldierQuestCtrl:OnEnable()
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self:InitQuestGroup()
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self:InitTab()
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self:CheckTabPriority()
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self:SelectTab(self.nTabIndex, true)
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end
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function SoldierQuestCtrl:OnDisable()
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end
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function SoldierQuestCtrl:OnDestroy()
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if self.tbItemCtrl ~= nil then
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for _, ctrl in pairs(self.tbItemCtrl) do
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self:UnbindCtrlByNode(ctrl)
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end
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end
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end
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function SoldierQuestCtrl:CheckTabPriority()
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local bIsLockRight = PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[2])
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if bIsLockRight then
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self.nTabIndex = 1
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return
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end
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local bHasRedDotLeft = RedDotManager.GetValid(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[1])
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local bHasRedDotRight = RedDotManager.GetValid(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[2])
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if bHasRedDotLeft then
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self.nTabIndex = 1
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return
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elseif bHasRedDotRight then
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self.nTabIndex = 2
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return
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end
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local tbQuestData = PlayerData.SoldierData:GetQuestDataByGroupId(self.tbQuestGroup[1])
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self.tbQuestList = {}
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for _, questData in pairs(tbQuestData) do
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table.insert(self.tbQuestList, questData)
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end
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local nCompleteCount = 0
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for _, questData in ipairs(self.tbQuestList) do
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if questData.nStatus == AllEnum.ActQuestStatus.Received then
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nCompleteCount = nCompleteCount + 1
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end
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end
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if nCompleteCount == #self.tbQuestList then
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self.nTabIndex = 2
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return
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end
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end
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function SoldierQuestCtrl:InitQuestGroup()
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local func_ForEach_QuestGroup = function(mapLineData)
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if mapLineData.ActivityId == self.nActId then
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table.insert(self.tbQuestGroup, mapLineData.Id)
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end
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end
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ForEachTableLine(DataTable.SoldierQuestGroup, func_ForEach_QuestGroup)
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table.sort(self.tbQuestGroup, function(a, b)
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return a < b
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end)
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end
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function SoldierQuestCtrl:InitTab()
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if #self.tbQuestGroup < 2 then
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return
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end
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local txtLeft1 = self._mapNode.btnLeft.transform:Find("AnimRoot/imgOff/txtLeft"):GetComponent("TMP_Text")
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local txtLeft2 = self._mapNode.btnLeft.transform:Find("AnimRoot/imgOn/txtLeft"):GetComponent("TMP_Text")
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local groupConfig1 = ConfigTable.GetData("SoldierQuestGroup", self.tbQuestGroup[1])
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local groupConfig2 = ConfigTable.GetData("SoldierQuestGroup", self.tbQuestGroup[2])
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NovaAPI.SetTMPText(txtLeft1, groupConfig1.Des)
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NovaAPI.SetTMPText(txtLeft2, groupConfig1.Des)
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local txtRight1 = self._mapNode.btnRight.transform:Find("AnimRoot/imgOn/txtRight"):GetComponent("TMP_Text")
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local txtRight2 = self._mapNode.btnRight.transform:Find("AnimRoot/imgOff/txtRight"):GetComponent("TMP_Text")
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NovaAPI.SetTMPText(txtRight1, groupConfig2.Des)
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NovaAPI.SetTMPText(txtRight2, groupConfig2.Des)
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self:RefreshRedDot()
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local bIsLockLeft = PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[1])
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local bIsLockRight = PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[2])
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self._mapNode.btnRight.transform:Find("AnimRoot/imgOff/imgLock").gameObject:SetActive(bIsLockRight)
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end
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function SoldierQuestCtrl:SelectTab(nTabIndex, bForce)
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if self.nTabIndex == nTabIndex and not bForce then
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return
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end
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self.nTabIndex = nTabIndex
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local imgOn1 = self._mapNode.btnLeft.transform:Find("AnimRoot/imgOn")
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local imgOff1 = self._mapNode.btnLeft.transform:Find("AnimRoot/imgOff")
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local imgOn2 = self._mapNode.btnRight.transform:Find("AnimRoot/imgOn")
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local imgOff2 = self._mapNode.btnRight.transform:Find("AnimRoot/imgOff")
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imgOn1.gameObject:SetActive(self.nTabIndex == 1)
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imgOff1.gameObject:SetActive(self.nTabIndex ~= 1)
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imgOn2.gameObject:SetActive(self.nTabIndex == 2)
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imgOff2.gameObject:SetActive(self.nTabIndex ~= 2)
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self.nSelectedGroupId = self.tbQuestGroup[self.nTabIndex]
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local tbQuestData = PlayerData.SoldierData:GetQuestDataByGroupId(self.nSelectedGroupId)
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if tbQuestData == nil then
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local actData = PlayerData.Activity:GetActivityDataByType(GameEnum.activityType.Soldier)
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actData:RefreshAllQuestData(function()
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self:SelectTab(self.nTabIndex, true)
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end)
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return
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end
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self.tbQuestList = {}
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for _, questData in pairs(tbQuestData) do
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table.insert(self.tbQuestList, questData)
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end
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table.sort(self.tbQuestList, function(a, b)
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if a.nStatus ~= b.nStatus then
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return a.nStatus < b.nStatus
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end
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return a.nId < b.nId
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end)
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self.tbItemCtrl = {}
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self._mapNode.sv:Init(#self.tbQuestList, self, self.OnRefreshQuestGrid)
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local bHasComplete = false
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for _, questData in pairs(self.tbQuestList) do
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if questData.nStatus == AllEnum.ActQuestStatus.Complete then
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bHasComplete = true
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break
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end
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end
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self._mapNode.btn_GetAllReward.gameObject:SetActive(bHasComplete)
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self._mapNode.btn_GetAllReward_None.gameObject:SetActive(not bHasComplete)
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PlayerData.SoldierData:SetViewedGroupId(self.nSelectedGroupId)
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self:RefreshRedDot()
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end
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function SoldierQuestCtrl:RefreshRedDot()
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local redDotLeft = self._mapNode.btnLeft.transform:Find("AnimRoot/redDotLeft")
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local redDotRight = self._mapNode.btnRight.transform:Find("AnimRoot/redDotRight")
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RedDotManager.RegisterNode(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[1], redDotLeft.gameObject)
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RedDotManager.RegisterNode(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[2], redDotRight.gameObject)
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local redDotLeftNew = self._mapNode.btnLeft.transform:Find("AnimRoot/redDotLeftNew")
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local redDotRightNew = self._mapNode.btnRight.transform:Find("AnimRoot/redDotRightNew")
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local bHasRedDotLeft = RedDotManager.GetValid(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[1])
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local bHasRedDotRight = RedDotManager.GetValid(RedDotDefine.Solider_Quest_Group, self.tbQuestGroup[2])
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local bHasNewQuestLeft = RedDotManager.GetValid(RedDotDefine.Solider_Quest_New_Group, self.tbQuestGroup[1])
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local bHasNewQuestRight = RedDotManager.GetValid(RedDotDefine.Solider_Quest_New_Group, self.tbQuestGroup[2])
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if bHasNewQuestLeft and not bHasRedDotLeft then
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redDotLeftNew.gameObject:SetActive(true)
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else
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redDotLeftNew.gameObject:SetActive(false)
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end
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if bHasNewQuestRight and not bHasRedDotRight then
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redDotRightNew.gameObject:SetActive(true)
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else
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redDotRightNew.gameObject:SetActive(false)
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end
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end
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function SoldierQuestCtrl:OnRefreshQuestGrid(goGrid, gridIndex)
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local nIndex = gridIndex + 1
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local questData = self.tbQuestList[nIndex]
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local questConfig = ConfigTable.GetData("SoldierQuest", questData.nId)
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if questConfig == nil then
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return
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end
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for i = 1, 2 do
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do
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local index = i
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local btnItem = goGrid.transform:Find("DetailRoot/AnimRoot/btn_item" .. index):GetComponent("UIButton")
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local item = btnItem.transform:Find("AnimRoot/item")
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local instanceId = btnItem:GetInstanceID()
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if self.tbItemCtrl[instanceId] == nil then
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self.tbItemCtrl[instanceId] = self:BindCtrlByNode(item.gameObject, "Game.UI.TemplateEx.TemplateItemCtrl")
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end
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local itemId = questConfig["Reward" .. index]
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local itemCount = questConfig["RewardQty" .. index]
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if 0 < itemId then
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btnItem.gameObject:SetActive(true)
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else
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btnItem.gameObject:SetActive(false)
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end
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self.tbItemCtrl[instanceId]:SetItem(itemId, nil, itemCount, false, questData.nstatus == AllEnum.ActQuestStatus.Received, false, false)
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btnItem.onClick:RemoveAllListeners()
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btnItem.onClick:AddListener(function()
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UTILS.ClickItemGridWithTips(itemId, btnItem.transform, true, true, false)
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end)
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end
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end
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local txt_target = goGrid.transform:Find("DetailRoot/AnimRoot/txt_target"):GetComponent("TMP_Text")
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NovaAPI.SetTMPText(txt_target, questConfig.Desc)
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local barFill = goGrid.transform:Find("DetailRoot/AnimRoot/imgBarBg/imgMainBarFill"):GetComponent("Image")
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NovaAPI.SetImageFillAmount(barFill, questData.Progress[1].Cur / questData.Progress[1].Max)
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local txt_com = goGrid.transform:Find("DetailRoot/AnimRoot/txt_com"):GetComponent("TMP_Text")
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local img_Received = goGrid.transform:Find("DetailRoot/AnimRoot/img_Received")
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img_Received.gameObject:SetActive(questData.nStatus == AllEnum.ActQuestStatus.Received)
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if questData.nStatus == AllEnum.ActQuestStatus.UnComplete then
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NovaAPI.SetImageFillAmount(barFill, questData.Progress[1].Cur / questData.Progress[1].Max)
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NovaAPI.SetTMPText(txt_com, string.format("%d/%d", questData.Progress[1].Cur, questData.Progress[1].Max))
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else
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NovaAPI.SetImageFillAmount(barFill, 1)
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NovaAPI.SetTMPText(txt_com, ConfigTable.GetUIText("Soldier_Quest_Complete"))
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end
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local btn_JumpTo = goGrid.transform:Find("DetailRoot/AnimRoot/btn_JumpTo"):GetComponent("UIButton")
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local txt_JumpTo = btn_JumpTo.transform:Find("AnimRoot/txtBtn"):GetComponent("TMP_Text")
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local btn_GetReward = goGrid.transform:Find("DetailRoot/AnimRoot/btn_GetReward"):GetComponent("UIButton")
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local txt_GetReward = btn_GetReward.transform:Find("AnimRoot/txtBtn"):GetComponent("TMP_Text")
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NovaAPI.SetTMPText(txt_JumpTo, ConfigTable.GetUIText("Soldier_Quest_JumpTo"))
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NovaAPI.SetTMPText(txt_GetReward, ConfigTable.GetUIText("Soldier_Quest_Receive"))
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btn_JumpTo.gameObject:SetActive(questData.nStatus == AllEnum.ActQuestStatus.UnComplete)
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btn_JumpTo.onClick:RemoveAllListeners()
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btn_JumpTo.onClick:AddListener(function()
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EventManager.Hit(EventId.OpenPanel, PanelId.SoldierLevelSelectPanel)
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self:OnBtnClick_Close()
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end)
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btn_GetReward.gameObject:SetActive(questData.nStatus == AllEnum.ActQuestStatus.Complete)
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btn_GetReward.onClick:RemoveAllListeners()
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btn_GetReward.onClick:AddListener(function()
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PlayerData.SoldierData:ReceiveQuestReward(self.nSelectedGroupId, questData.nId, function()
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self:SelectTab(self.nTabIndex, true)
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end)
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end)
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end
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function SoldierQuestCtrl:OnBtnClick_Close()
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EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
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self._mapNode.animator:Play("t_window_04_t_out")
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self:AddTimer(1, 0.2, function()
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EventManager.Hit(EventId.ClosePanel, PanelId.SoldierQuestPanel)
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end, true, true, true)
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end
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function SoldierQuestCtrl:OnBtnClick_GetReward()
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PlayerData.SoldierData:ReceiveQuestReward(self.nSelectedGroupId, 0, function()
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self:SelectTab(self.nTabIndex, true)
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end)
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end
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function SoldierQuestCtrl:OnBtnClick_GetReward_None()
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EventManager.Hit(EventId.OpenMessageBox, ConfigTable.GetUIText("Soldier_Quest_ReceiveNone"))
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end
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function SoldierQuestCtrl:OnBtnClick_Tab1()
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if PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[1]) then
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return
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end
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self:SelectTab(1)
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end
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function SoldierQuestCtrl:OnBtnClick_Tab2()
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if PlayerData.SoldierData:IsGroupLock(self.tbQuestGroup[2]) then
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return
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end
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self:SelectTab(2)
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end
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return SoldierQuestCtrl
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