local CharUpgradeSucCtrl = class("CharUpgradeSucCtrl", BaseCtrl)
CharUpgradeSucCtrl._mapNodeConfig = {
	txtNextLevel = {sComponentName = "TMP_Text"},
	txtLvCn = {
		sComponentName = "TMP_Text",
		sLanguageId = "Template_CharRank"
	},
	trBg = {sNodeName = "rtProperty", sComponentName = "Transform"},
	goProperty = {},
	ani1 = {sNodeName = "rtTitle", sComponentName = "Animator"}
}
CharUpgradeSucCtrl._mapEventConfig = {}
function CharUpgradeSucCtrl:Open()
	self:RefreshContent()
	local SuccessBar = self:BindCtrlByNode(self.gameObject, "Game.UI.SuccessBarEx.SuccessBarCtrl")
	SuccessBar:PlayAni(AllEnum.SuccessBar.Blue, self.tbAni)
end
function CharUpgradeSucCtrl:RefreshContent()
	self.tbAni = {}
	local nLevel = self._panel.mapData.nLevel
	local mapAttrBefore = self._panel.mapData.mapAttrBefore
	local mapAttrAfter = self._panel.mapData.mapAttrAfter
	NovaAPI.SetTMPText(self._mapNode.txtNextLevel, nLevel)
	table.insert(self.tbAni, self._mapNode.ani1)
	delChildren(self._mapNode.trBg)
	for k, mapAttachAttr in ipairs(AllEnum.CharAttr) do
		local mapAttr = mapAttrBefore[mapAttachAttr.sKey]
		if mapAttr and mapAttr.Value > 0 then
			local goItemObj = instantiate(self._mapNode.goProperty, self._mapNode.trBg)
			goItemObj:SetActive(true)
			local ctrlItem = self:BindCtrlByNode(goItemObj, "Game.UI.TemplateEx.TemplatePropertyCtrl")
			ctrlItem:SetItemProperty(mapAttr.Key, mapAttr.Value, mapAttrAfter[mapAttachAttr.sKey].Value)
			table.insert(self.tbAni, goItemObj.transform:GetComponent("Animator"))
		end
	end
end
function CharUpgradeSucCtrl:Awake()
end
function CharUpgradeSucCtrl:OnEnable()
end
function CharUpgradeSucCtrl:OnDisable()
end
function CharUpgradeSucCtrl:OnDestroy()
end
return CharUpgradeSucCtrl
