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 RaidCtrl = class("RaidCtrl", BaseCtrl)
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RaidCtrl._mapNodeConfig = {
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TopBar = {
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sNodeName = "TopBarPanel",
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sCtrlName = "Game.UI.TopBarEx.TopBarCtrl"
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},
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blur = {
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sNodeName = "t_fullscreen_blur_blue"
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},
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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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btnBlur = {
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sNodeName = "snapshot",
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sComponentName = "Button",
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callback = "OnBtnClick_ClosePop"
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},
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aniReward = {
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sNodeName = "----SafeAreaRoot----",
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sComponentName = "Animator"
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},
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RaidCount = {
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sNodeName = "---RaidCount---",
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sCtrlName = "Game.UI.Raid.RaidCountCtrl"
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},
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Reward = {
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sNodeName = "---Reward---",
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sCtrlName = "Game.UI.Raid.RaidRewardCtrl"
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}
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}
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RaidCtrl._mapEventConfig = {
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RaidShowReward = "OnEvent_Reward",
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RaidShowPop = "OnEvent_RaidShowPop",
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RaidEnableClose = "OnEvent_EnableClose"
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}
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function RaidCtrl:OpenCount()
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self.ctrlPop = self._mapNode.RaidCount
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self._mapNode.RaidCount:Open(self.nId, self.nEnergy, self.nType, self.nActId)
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end
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function RaidCtrl:OpenReward(tbReward, mapLevelBefore, mapChangeInfo)
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EventManager.Hit(EventId.SetTopBarVisible, false)
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self.ctrlPop = self._mapNode.Reward
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self._mapNode.Reward:Open(tbReward, mapLevelBefore, mapChangeInfo, self._mapNode.aniReward)
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end
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function RaidCtrl:Awake()
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self.ctrlPop = nil
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local tbParam = self:GetPanelParam()
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self.nActId = 0
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if type(tbParam) == "table" then
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self.nId = tbParam[1]
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self.nEnergy = tbParam[2]
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self.nType = tbParam[3]
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if tbParam[4] ~= nil then
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self.nActId = tbParam[4]
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end
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end
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end
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function RaidCtrl:OnEnable()
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self._mapNode.blur:SetActive(true)
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self:OpenCount()
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self._mapNode.TopBar:AddEnergyAddBtnCallBack(function()
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EventManager.Hit(EventId.ClosePanel, PanelId.Raid)
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end)
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end
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function RaidCtrl:OnDisable()
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end
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function RaidCtrl:OnDestroy()
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end
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function RaidCtrl:OnEvent_Reward(tbReward, mapLevelBefore, mapChangeInfo)
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self._mapNode.btnBlur.interactable = false
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if self.ctrlPop then
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self.ctrlPop:PlayOutAni()
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self.ctrlPop = nil
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end
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self:AddTimer(1, 0.2, function()
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self:OpenReward(tbReward, mapLevelBefore, mapChangeInfo)
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end, true, true, true)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
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end
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function RaidCtrl:OnEvent_RaidShowPop(bShow)
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if not bShow then
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self:OnBtnClick_ClosePop()
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else
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self.gameObject:SetActive(true)
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self._mapNode.blur:SetActive(true)
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self:OpenCount()
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end
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end
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function RaidCtrl:OnBtnClick_ClosePop()
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EventManager.Hit(EventId.SetTopBarVisible, true)
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if self.ctrlPop then
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self.ctrlPop:PlayOutAni()
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self.ctrlPop = nil
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end
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self._mapNode.aniBlur:SetTrigger("tOut")
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self:AddTimer(1, 0.2, function()
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self._mapNode.blur:SetActive(false)
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EventManager.Hit(EventId.ClosePanel, PanelId.Raid)
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end, true, true, true)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
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end
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function RaidCtrl:OnEvent_EnableClose()
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self._mapNode.btnBlur.interactable = true
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end
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return RaidCtrl
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