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 InfinityTowerBountyUp = class("InfinityTowerBountyUp", BaseCtrl)
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InfinityTowerBountyUp._mapNodeConfig = {
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aniBlur = {
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sNodeName = "t_fullscreen_blur_blue",
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sComponentName = "Animator"
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},
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btnClose = {
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sComponentName = "Button",
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callback = "OnBtnClick_Close"
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},
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imgFrameBgAni = {sNodeName = "imgFrameBg", sComponentName = "Animator"},
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texBountyUp = {
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sComponentName = "TMP_Text",
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sLanguageId = "InfinityTower_Daily_BountyUp"
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},
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texLastLv = {sComponentName = "TMP_Text"},
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texCurrentLv = {sComponentName = "TMP_Text"},
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auto_lv = {},
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auto_lvTime = {
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sComponentName = "TMP_Text",
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sLanguageId = "InfinityTower_AutoLevel"
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},
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SuccessBar = {}
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}
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InfinityTowerBountyUp._mapEventConfig = {
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Show_Infinity_BountyUp = "OnEvent_ShowInfinityBountyUp",
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Close_BountyUp_Auto = "OnEvent_CloseInfinityBountyUp"
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}
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function InfinityTowerBountyUp:Awake()
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self._mapNode.aniBlur.gameObject:SetActive(false)
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self._mapNode.btnClose.gameObject:SetActive(false)
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self._mapNode.SuccessBar.gameObject:SetActive(false)
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end
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function InfinityTowerBountyUp:OnEvent_ShowInfinityBountyUp()
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self._mapNode.aniBlur.gameObject:SetActive(true)
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self:Open()
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end
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function InfinityTowerBountyUp:Open()
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if PlayerData.InfinityTower:GetAutoNextLv() then
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self._mapNode.auto_lv:SetActive(true)
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else
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self._mapNode.auto_lv:SetActive(false)
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end
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NovaAPI.SetTMPText(self._mapNode.texLastLv, PlayerData.InfinityTower.LastBountyLevel)
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NovaAPI.SetTMPText(self._mapNode.texCurrentLv, PlayerData.InfinityTower.BountyLevel)
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self._mapNode.aniBlur.gameObject:SetActive(true)
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self._mapNode.btnClose.gameObject:SetActive(true)
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self._mapNode.SuccessBar.gameObject:SetActive(true)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.8)
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end
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function InfinityTowerBountyUp:OnBtnClick_Close(btn)
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self._mapNode.aniBlur.gameObject:SetActive(false)
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self._mapNode.imgFrameBgAni:Play("InfinityTowerBountyUp_out")
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self:AddTimer(1, 0.2, function()
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self._mapNode.btnClose.gameObject:SetActive(false)
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self._mapNode.SuccessBar.gameObject:SetActive(false)
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end, true, true, true)
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EventManager.Hit("Close_Infinity_BountyUp")
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end
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function InfinityTowerBountyUp:OnEvent_CloseInfinityBountyUp()
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self._mapNode.aniBlur.gameObject:SetActive(false)
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self._mapNode.btnClose.gameObject:SetActive(false)
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self._mapNode.imgFrameBgAni:Play("InfinityTowerBountyUp_out")
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self:AddTimer(1, 0.2, function()
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self._mapNode.SuccessBar.gameObject:SetActive(false)
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end, true, true, true)
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end
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return InfinityTowerBountyUp
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