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 VampireDepotCtrl = class("VampireDepotCtrl", BaseCtrl)
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local Actor2DManager = require("Game.Actor2D.Actor2DManager")
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local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
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VampireDepotCtrl._mapNodeConfig = {
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trActor2D_PNG = {
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sNodeName = "----Actor2D_PNG----",
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sComponentName = "Transform"
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},
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animActor2D = {
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sNodeName = "----Actor2D_PNG----",
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sComponentName = "Animator"
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},
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imgActorBg = {},
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animActorBg = {sNodeName = "imgActorBg", sComponentName = "Animator"},
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goBlur = {
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sNodeName = "t_fullscreen_blur_01"
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},
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aniBlur = {
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sNodeName = "t_fullscreen_blur_01",
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sComponentName = "Animator"
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},
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goRoot = {
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sNodeName = "----SafeAreaRoot----"
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},
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aniRoot = {
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sNodeName = "----SafeAreaRoot----",
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sComponentName = "Animator"
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},
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imgNoteTogBg = {},
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imgEmpty = {},
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ItemList = {
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sNodeName = "---ItemList---",
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sCtrlName = "Game.UI.VampireSurvivor.Depot.DepotFateCardCtrl"
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},
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CharInfo = {
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sNodeName = "---CharInfo---",
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sCtrlName = "Game.UI.VampireSurvivor.Depot.DepotCharInfoCtrl"
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},
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tog = {
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nCount = 5,
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sComponentName = "UIButton",
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callback = "OnBtnClick_ChangeTab"
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},
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ctrlTog = {
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nCount = 5,
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sNodeName = "tog",
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sCtrlName = "Game.UI.TemplateEx.TemplateToggleCtrl"
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},
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btnBack = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_CloseDepot"
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},
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btnHelp = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Dictionary"
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},
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txtTitle = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Vampire_Depot_Title"
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},
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txt_EmptyTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "Vampire_Depot_FateCardEmpty"
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}
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}
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VampireDepotCtrl._mapEventConfig = {
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VampireDepotOpen = "OnEvent_OpenVampireDepot",
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RefreshActor2D_Depot = "OnEvent_RefreshActor2D"
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}
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VampireDepotCtrl._mapRedDotConfig = {}
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function VampireDepotCtrl:RefreshTogText()
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self._mapNode.ctrlTog[1]:SetText(ConfigTable.GetUIText("StarTower_Depot_Char"))
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self._mapNode.ctrlTog[5]:SetText(ConfigTable.GetUIText("Vampire_Depot_FateCardTog"))
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end
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function VampireDepotCtrl:SetDefaultTog()
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if nil == self.nCurTog then
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self.nCurTog = AllEnum.StarTowerDepotTog.CharInfo
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end
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for i = 1, 4 do
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self._mapNode.ctrlTog[i]:SetDefault(i == self.nCurTog)
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end
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self:SwitchTog()
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end
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function VampireDepotCtrl:SwitchTog()
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self:RefreshList()
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end
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function VampireDepotCtrl:RefreshList()
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self._mapNode.CharInfo.gameObject:SetActive(self.nCurTog == 1)
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self._mapNode.ItemList.gameObject:SetActive(self.nCurTog == 5)
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self._mapNode.trActor2D_PNG.gameObject:SetActive(self.nCurTog == 1)
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self._mapNode.imgActorBg.gameObject:SetActive(self.nCurTog == 1)
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self._mapNode.imgNoteTogBg.gameObject:SetActive(self.nCurTog == AllEnum.StarTowerDepotTog.Note)
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if self.nCurTog == 1 then
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self._mapNode.CharInfo:RefreshCharInfo(self._panel.tbTeam, self._panel.mapCharData)
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elseif self.nCurTog == 5 then
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self._mapNode.ItemList:RefreshFateCard(self.mapFateCard)
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end
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end
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function VampireDepotCtrl:Awake()
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self.canvas = self.gameObject:GetComponent("Canvas")
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self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas)
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self:RefreshTogText()
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self.nCurTog = nil
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self.tbCharPotential = {}
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self._mapNode.goRoot:SetActive(false)
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self.tbGamepadUINode = self:GetGamepadUINode()
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end
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function VampireDepotCtrl:FadeOut()
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end
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function VampireDepotCtrl:OnEnable()
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self._mapNode.ItemList:InitPackage(self._panel.nLevelId)
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end
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function VampireDepotCtrl:OnDisable()
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end
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function VampireDepotCtrl:OnDestroy()
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end
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function VampireDepotCtrl:OnRelease()
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end
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function VampireDepotCtrl:OnBtnClick_ChangeTab(btn, nIndex)
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if nIndex == self.nCurTog then
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return
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end
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self._mapNode.ctrlTog[nIndex]:SetTrigger(true)
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self._mapNode.ctrlTog[self.nCurTog]:SetTrigger(false)
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self.nCurTog = nIndex
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self:SwitchTog()
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end
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function VampireDepotCtrl:OnBtnClick_CloseDepot()
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PanelManager.InputEnable()
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EventManager.Hit("StarTowerSetButtonEnable", true, true)
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NovaAPI.SetCanvasSortingOrder(self.canvas, self.nInitSortingOrder)
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CS.GameCameraStackManager.Instance:OpenMainCamera()
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EventManager.Hit(EventId.BattleDashboardVisible, true)
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self.nCurTog = nil
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if self.callbackClose then
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self.callbackClose()
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end
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self._mapNode.goRoot:SetActive(false)
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self._mapNode.goBlur:SetActive(false)
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self._mapNode.trActor2D_PNG.gameObject:SetActive(false)
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self._mapNode.imgActorBg.gameObject:SetActive(false)
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self._mapNode.imgNoteTogBg.gameObject:SetActive(false)
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self._mapNode.CharInfo:Clear()
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EventManager.Hit("CloseStarTowerDepot")
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GamepadUIManager.DisableGamepadUI("VampireDepotCtrl")
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end
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function VampireDepotCtrl:OnEvent_OpenVampireDepot(mapFateCard, nTog, nParam, callback)
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self._panel:SetTop(self.canvas)
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PanelManager.InputDisable()
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EventManager.Hit("StarTowerSetButtonEnable", false, false)
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self.callbackClose = callback
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self.mapFateCard = mapFateCard
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self.nParam = nParam
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if nil ~= nTog then
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self.nCurTog = nTog
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end
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self._mapNode.tog[4].gameObject:SetActive(false)
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self._mapNode.goBlur:SetActive(true)
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EventManager.Hit(EventId.TemporaryBlockInput, 0.33)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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CS.GameCameraStackManager.Instance:CloseMainCamera(0.1)
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self:SetDefaultTog()
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self._mapNode.goRoot:SetActive(true)
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self._mapNode.aniRoot:Play("depot_t_in")
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if self.nCurTog == AllEnum.StarTowerDepotTog.CharInfo then
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self._mapNode.animActor2D:Play("Actor2D_PNG_down_in", 0, 0)
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self._mapNode.animActorBg:Play("imgActorBg_in", 0, 0)
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end
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end
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cs_coroutine.start(wait)
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GamepadUIManager.EnableGamepadUI("VampireDepotCtrl", self.tbGamepadUINode, nil, true)
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end
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function VampireDepotCtrl:OnEvent_RefreshActor2D(nCharId)
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Actor2DManager.SetActor2D_PNG(self._mapNode.trActor2D_PNG, PanelId.MainView, nCharId)
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end
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function VampireDepotCtrl:OnBtnClick_Dictionary()
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EventManager.Hit(EventId.OpenPanel, PanelId.DictionaryFR, self:GetPanelId() == PanelId.StarTowerFastBattle)
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end
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return VampireDepotCtrl
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