Initial version - 1.2.0.60
EN: 1.2.0.60 CN: 1.2.0.61 JP: 1.2.0.63 KR: 1.2.0.67
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local BattleResultMaskCtrl = class("BattleResultMaskCtrl", BaseCtrl)
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BattleResultMaskCtrl._mapNodeConfig = {
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animRoot = {
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sNodeName = "----SafeAreaRoot----",
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sComponentName = "Animator"
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}
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}
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BattleResultMaskCtrl._mapEventConfig = {
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SettlementPerformLoadFinish = "OnEvent_LoadFinish"
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}
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function BattleResultMaskCtrl:Awake()
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end
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function BattleResultMaskCtrl:OnEnable()
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end
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function BattleResultMaskCtrl:OnDisable()
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end
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function BattleResultMaskCtrl:OnDestroy()
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end
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function BattleResultMaskCtrl:OnEvent_LoadFinish()
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self._mapNode.animRoot:Play("BattleResultMaskPanel_victory_out")
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForSeconds(0.5))
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EventManager.Hit(EventId.ClosePanel, PanelId.BattleResultMask)
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EventManager.Hit("OpenBattleResultPanel")
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end
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cs_coroutine.start(wait)
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end
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return BattleResultMaskCtrl
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