local CharSucBarCtrl = class("CharSucBarCtrl", BaseCtrl)
CharSucBarCtrl._mapNodeConfig = {
	aniBlur = {
		sNodeName = "t_fullscreen_blur_blue",
		sComponentName = "Animator"
	},
	Upgrade = {
		sCtrlName = "Game.UI.SuccessBarEx.CharUpgradeSucCtrl"
	},
	Advance = {
		sCtrlName = "Game.UI.SuccessBarEx.CharAdvanceSucCtrl"
	},
	btnClose = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_Close"
	}
}
CharSucBarCtrl._mapEventConfig = {}
function CharSucBarCtrl:Open()
	self._mapNode.Upgrade.gameObject:SetActive(self._panel.bUp)
	self._mapNode.Advance.gameObject:SetActive(not self._panel.bUp)
	if self._panel.bUp then
		self._mapNode.Upgrade:Open()
	else
		self._mapNode.Advance:Open()
	end
end
function CharSucBarCtrl:Awake()
end
function CharSucBarCtrl:OnEnable()
	self._mapNode.aniBlur.gameObject:SetActive(true)
	self:Open()
end
function CharSucBarCtrl:OnDisable()
end
function CharSucBarCtrl:OnDestroy()
end
function CharSucBarCtrl:OnBtnClick_Close(btn)
	if self._panel.callback then
		self._panel.callback()
	end
	EventManager.Hit(EventId.ClosePanel, PanelId.CharSucBar)
end
return CharSucBarCtrl
