Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
171 lines
5.4 KiB
C#
171 lines
5.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using LitJson;
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using UnityEngine;
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namespace Wizard;
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public class PuzzleQuestSelectDialog : MonoBehaviour
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{
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public class DisplayData
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{
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public PuzzleQuestData Data;
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public int Difficulty;
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public bool IsCleared;
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public bool IsAdditional;
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public bool IsUnlocked;
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public bool IsDisplayNew;
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public string UnlockConditionText;
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}
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[SerializeField]
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private GameObject _groupOrigin;
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[SerializeField]
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private Transform _groupParent;
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private Action<PuzzleQuestData, int> _onDecide;
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private const int DIFFICULTY_COUNT = 4;
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private const int BATTLE_CONFIRM_DIALOG_DEPTH = 20;
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public static List<string> CollectResourcePath(List<DisplayData> displayDataList)
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{
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List<string> list = new List<string>();
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foreach (int item in displayDataList.Select((DisplayData data) => data.Data.PlayerSkin).Distinct())
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{
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list.Add(Toolbox.ResourcesManager.GetAssetTypePath(item.ToString(), ResourcesManager.AssetLoadPathType.DeckListTexture));
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}
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return list;
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}
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public static List<DisplayData> CreateDisplayData(bool isDisplayNew, JsonData jsonData)
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{
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List<DisplayData> list = new List<DisplayData>();
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for (int i = 0; i < jsonData.Count; i++)
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{
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JsonData jsonData2 = jsonData[i];
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int id = jsonData2["puzzle_id"].ToInt();
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PuzzleQuestData puzzleQuestData = Data.Master.PuzzleQuestDataList.Find((PuzzleQuestData item) => item.Id == id);
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if (puzzleQuestData == null)
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{
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Debug.LogError($"unknown puzzle quest id : {id}");
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continue;
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}
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bool valueOrDefault = jsonData2.GetValueOrDefault("is_additional", defaultValue: false);
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bool valueOrDefault2 = jsonData2.GetValueOrDefault("is_playable", defaultValue: true);
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string valueOrDefault3 = jsonData2.GetValueOrDefault("release_condition_text_id", string.Empty);
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list.Add(new DisplayData
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{
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Data = puzzleQuestData,
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Difficulty = jsonData2["puzzle_difficulty"].ToInt(),
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IsCleared = jsonData2["is_cleared"].ToBoolean(),
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IsAdditional = valueOrDefault,
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IsUnlocked = valueOrDefault2,
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IsDisplayNew = (isDisplayNew && valueOrDefault && valueOrDefault2),
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UnlockConditionText = GetUnlockConditionText(valueOrDefault3)
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});
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}
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return list;
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}
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public static DialogBase CreateDialog(PuzzleQuestInfo info, Action<PuzzleQuestData, int> onDecide)
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{
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DialogBase dialog = UIManager.GetInstance().CreateDialogClose();
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dialog.SetTitleLabel(Data.SystemText.Get("Puzzle_SelectDialog_0001"));
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dialog.SetSize(DialogBase.Size.XL);
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dialog.SetButtonLayout(DialogBase.ButtonLayout.NONE);
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GameObject gameObject = UnityEngine.Object.Instantiate((GameObject)Resources.Load("UI/layoutParts/Dialog/PuzzleQuestSelectDialog"));
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gameObject.GetComponent<PuzzleQuestSelectDialog>().Setup(info, delegate(PuzzleQuestData data, int difficulty)
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{
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onDecide(data, difficulty);
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dialog.Close();
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});
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dialog.SetObj(gameObject);
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return dialog;
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}
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private void Setup(PuzzleQuestInfo info, Action<PuzzleQuestData, int> onDecide)
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{
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_onDecide = onDecide;
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List<List<DisplayData>> list = CreateOrderedDisplayDataList(info.DisplayDatas);
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_groupOrigin.gameObject.SetActive(value: true);
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float num = 0f;
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foreach (List<DisplayData> item in list)
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{
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PuzzleQuestSelectGroup component = UnityEngine.Object.Instantiate(_groupOrigin, _groupParent).GetComponent<PuzzleQuestSelectGroup>();
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component.Setup(info.GetDifficultyName(item[0].Difficulty), item, OnClickItem);
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UIUtil.SetLocalPositionY(component.transform, num);
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num -= component.GetHeight();
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}
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_groupParent.GetComponent<UIScrollView>().ResetPosition();
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_groupOrigin.gameObject.SetActive(value: false);
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}
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private List<List<DisplayData>> CreateOrderedDisplayDataList(List<DisplayData> displayDataList)
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{
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List<List<DisplayData>> list = new List<List<DisplayData>>(4);
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List<List<DisplayData>> list2 = new List<List<DisplayData>>(4);
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int i = 0;
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while (i < 4)
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{
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List<DisplayData> list3 = displayDataList.Where((DisplayData data) => data.Difficulty == i).ToList();
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if (list3.Count != 0)
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{
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if (list3.All((DisplayData data) => data.IsCleared))
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{
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list2.Add(list3);
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}
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else
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{
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list.Add(list3);
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}
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}
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int num = i + 1;
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i = num;
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}
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list.AddRange(list2);
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return list;
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}
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private void OnClickItem(DisplayData displayData)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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dialogBase.SetTitleLabel(Data.SystemText.Get("Common_0021"));
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dialogBase.SetSize(DialogBase.Size.S);
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_CancelBtn);
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dialogBase.SetButtonText(Data.SystemText.Get("Common_0004"), Data.SystemText.Get("Common_0005"));
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dialogBase.SetPanelDepth(20);
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dialogBase.ClickSe_Btn1 = Se.TYPE.SYS_BTN_DECIDE_TRANS;
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dialogBase.onPushButton1 = delegate
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{
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_onDecide(displayData.Data, displayData.Difficulty);
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};
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string text = string.Format(arg0: Data.SystemText.Get(displayData.Data.QuestNameTextId), format: Data.SystemText.Get("Puzzle_SelectDialog_0002"));
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if (displayData.IsCleared)
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{
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text = text + "\n" + Data.SystemText.Get("Puzzle_SelectDialog_0003");
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}
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dialogBase.SetText(text);
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}
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private static string GetUnlockConditionText(string textId)
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{
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if (!(textId != string.Empty))
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{
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return null;
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}
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return Data.SystemText.Get(textId);
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}
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}
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