local DiscSucBarCtrl = class("DiscSucBarCtrl", BaseCtrl)
DiscSucBarCtrl._mapNodeConfig = {
	aniBlur = {
		sNodeName = "t_fullscreen_blur_blue",
		sComponentName = "Animator"
	},
	Upgrade = {
		sCtrlName = "Game.UI.SuccessBarEx.DiscUpgradeSucCtrl"
	},
	Advance = {
		sCtrlName = "Game.UI.SuccessBarEx.DiscAdvanceSucCtrl"
	},
	BreakLimit = {
		sCtrlName = "Game.UI.SuccessBarEx.DiscStarSucCtrl"
	},
	BreakLimitAll = {
		sCtrlName = "Game.UI.SuccessBarEx.DiscBreakLimitAllSucCtrl"
	},
	btnClose = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_Close"
	}
}
DiscSucBarCtrl._mapEventConfig = {}
function DiscSucBarCtrl:Open()
	self._mapNode.Upgrade.gameObject:SetActive(self._panel.nCurTog == AllEnum.DiscSucBar.Upgrade)
	self._mapNode.Advance.gameObject:SetActive(self._panel.nCurTog == AllEnum.DiscSucBar.Advance)
	self._mapNode.BreakLimit.gameObject:SetActive(self._panel.nCurTog == AllEnum.DiscSucBar.BreakLimit)
	self._mapNode.BreakLimitAll.gameObject:SetActive(self._panel.nCurTog == AllEnum.DiscSucBar.BreakLimitAll)
	if self._panel.nCurTog == AllEnum.DiscSucBar.Upgrade then
		self._mapNode.Upgrade:Open()
	elseif self._panel.nCurTog == AllEnum.DiscSucBar.Advance then
		self._mapNode.Advance:Open()
	elseif self._panel.nCurTog == AllEnum.DiscSucBar.BreakLimit then
		self._mapNode.BreakLimit:Open(AllEnum.SuccessBar.Yellow)
	elseif self._panel.nCurTog == AllEnum.DiscSucBar.BreakLimitAll then
		self._mapNode.BreakLimitAll:Open(AllEnum.SuccessBar.Yellow)
	end
	EventManager.Hit(EventId.TemporaryBlockInput, 0.8)
end
function DiscSucBarCtrl:Awake()
end
function DiscSucBarCtrl:OnEnable()
	self._mapNode.aniBlur.gameObject:SetActive(true)
	self:Open()
end
function DiscSucBarCtrl:OnDisable()
end
function DiscSucBarCtrl:OnDestroy()
end
function DiscSucBarCtrl:OnBtnClick_Close(btn)
	if self._panel.callback then
		self._panel.callback()
	end
	EventManager.Hit(EventId.ClosePanel, PanelId.DiscSucBar)
end
return DiscSucBarCtrl
