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