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 VampireSurvivorPauseCtrl = class("VampireSurvivorPauseCtrl", BaseCtrl)
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local GameCameraStackManager = CS.GameCameraStackManager.Instance
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local AdventureModuleHelper = CS.AdventureModuleHelper
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local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
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VampireSurvivorPauseCtrl._mapNodeConfig = {
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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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safeAreaRoot = {
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sNodeName = "----SafeAreaRoot----"
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},
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imgBlocker = {},
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btnBgClose = {
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sComponentName = "Button",
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callback = "OnBtnClick_Close"
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},
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aniWindow = {
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sNodeName = "PauseWindow",
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sComponentName = "Animator"
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},
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txtWindowTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "MainBattle_Pause"
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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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btnGiveUp = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_GiveUp",
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sAction = "Giveup"
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},
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btnBack = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Close",
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sAction = "Back"
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},
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btnSettings = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Settings"
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},
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btnPopSkill = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Skill"
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},
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ActionBar = {
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sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
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},
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txtGiveUp = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Pause_Btn_EndBattle"
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},
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txtBack = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Pause_Btn_ContinueBattle"
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},
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txtBtnSkill = {
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sComponentName = "TMP_Text",
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sLanguageId = "StarTowerMap_Btn_Skill"
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},
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txtBtnSettings = {
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sComponentName = "TMP_Text",
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sLanguageId = "StarTowerMap_Btn_Settings"
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},
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btnChar = {
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nCount = 3,
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sComponentName = "UIButton",
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callback = "OnBtnClick_Char"
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},
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goChar = {
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nCount = 3,
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sNodeName = "btnChar",
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sCtrlName = "Game.UI.TemplateEx.TemplateCharCtrl"
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},
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txtSubTitle1 = {
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sComponentName = "TMP_Text",
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sLanguageId = "MainBattle_Time"
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},
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txtSubTitle2 = {
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sComponentName = "TMP_Text",
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sLanguageId = "VampirePause_ScoreTitle"
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},
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txtTime = {sComponentName = "TMP_Text"},
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txtLeader = {
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sComponentName = "TMP_Text",
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sLanguageId = "Build_Leader"
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},
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txtScore = {sComponentName = "TMP_Text", nCount = 2},
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rtQuest = {},
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TMPQuest = {sComponentName = "TMP_Text", nCount = 3},
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btnQuestStar = {sComponentName = "Button", nCount = 3},
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imgBgScore = {nCount = 2},
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txtSub = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Build_Sub"
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},
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t_common_02_ = {nCount = 2},
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imgBgTime = {},
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handObj = {},
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texHandTimeTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "MainBattle_Time"
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},
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texHandTime = {sComponentName = "TMP_Text"}
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}
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VampireSurvivorPauseCtrl._mapEventConfig = {
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OpenVampirePause = "Pause",
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GamepadUIReopen = "OnEvent_Reopen"
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}
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function VampireSurvivorPauseCtrl:Refresh(nTime, nScore)
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local nMin = math.floor(nTime / 60)
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local nSec = math.fmod(nTime, 60)
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NovaAPI.SetTMPText(self._mapNode.txtTime, string.format("%02d:%02d", nMin, nSec))
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NovaAPI.SetTMPText(self._mapNode.txtScore[1], nScore)
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NovaAPI.SetTMPText(self._mapNode.txtScore[2], nScore)
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for i = 1, 3 do
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self._mapNode.goChar[i]:SetChar(self.tbChar[i])
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end
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end
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function VampireSurvivorPauseCtrl:PlayInAni()
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self._mapNode.goBlur:SetActive(true)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self._mapNode.safeAreaRoot:SetActive(true)
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self._mapNode.aniWindow:Play("t_window_04_t_in")
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EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
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end
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cs_coroutine.start(wait)
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end
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function VampireSurvivorPauseCtrl:PlayCloseAni(bGiveUp)
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self._mapNode.aniWindow:Play("t_window_04_t_out")
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self._mapNode.aniBlur:SetTrigger("tOut")
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EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
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self:AddTimer(1, 0.3, "OnPanelClose", true, true, true, bGiveUp)
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end
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function VampireSurvivorPauseCtrl:OnPanelClose(_, bGiveUp)
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PanelManager.InputEnable()
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GamepadUIManager.DisableGamepadUI("VampireSurvivorPauseCtrl")
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EventManager.Hit(EventId.BattleDashboardVisible, true)
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self._mapNode.safeAreaRoot:SetActive(false)
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self._mapNode.goBlur:SetActive(false)
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self._mapNode.imgBlocker:SetActive(false)
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if bGiveUp then
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EventManager.Hit("AbandonVampireSurvivor")
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end
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end
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function VampireSurvivorPauseCtrl:Awake()
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self._mapNode.safeAreaRoot:SetActive(false)
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self.tbGamepadUINode = self:GetGamepadUINode()
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NovaAPI.SetTMPText(self._mapNode.txtTime, string.format("%02d:%02d", 0, 0))
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local tbConfig = {
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{
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sAction = "Skill",
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sLang = "StarTowerMap_Btn_Skill"
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},
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{
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sAction = "Settings",
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sLang = "StarTowerMap_Btn_Settings"
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}
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}
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self._mapNode.ActionBar:InitActionBar(tbConfig)
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end
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function VampireSurvivorPauseCtrl:OnEnable()
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end
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function VampireSurvivorPauseCtrl:OnDisable()
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end
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function VampireSurvivorPauseCtrl:OnDestroy()
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end
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function VampireSurvivorPauseCtrl:Pause(nLevelId, tbCharId, nTime, nScore)
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self.tbChar = tbCharId
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self.nLevelId = nLevelId
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EventManager.Hit(EventId.BattleDashboardVisible, false)
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PanelManager.InputDisable()
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self:PlayInAni()
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self:Refresh(nTime, nScore)
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local mapLevelCfgData = ConfigTable.GetData("VampireSurvivor", self.nLevelId)
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if mapLevelCfgData == nil or mapLevelCfgData.Type == GameEnum.vampireSurvivorType.Turn then
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self._mapNode.rtQuest:SetActive(false)
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self._mapNode.imgBgScore[2]:SetActive(false)
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self._mapNode.imgBgScore[1]:SetActive(true)
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else
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self._mapNode.rtQuest:SetActive(true)
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self._mapNode.imgBgScore[2]:SetActive(true)
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self._mapNode.imgBgScore[1]:SetActive(false)
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local tbQuestId = CacheTable.GetData("_VampireQuestGroup", mapLevelCfgData.FirstQuestGroupId)
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if tbQuestId == nil then
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tbQuestId = {}
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end
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for i = 1, 3 do
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self._mapNode.TMPQuest[i].gameObject:SetActive(tbQuestId[i] ~= nil)
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self._mapNode.btnQuestStar[i].interactable = PlayerData.Quest:GetVampireQuestStatusById(tbQuestId[i]) > 0
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if tbQuestId[i] ~= nil then
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local mapQuestCfgData = ConfigTable.GetData("VampireSurvivorQuest", tbQuestId[i])
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if mapQuestCfgData == nil then
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self._mapNode.TMPQuest[i].gameObject:SetActive(false)
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else
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NovaAPI.SetTMPText(self._mapNode.TMPQuest[i], mapQuestCfgData.Title)
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end
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end
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end
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end
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GamepadUIManager.EnableGamepadUI("VampireSurvivorPauseCtrl", self.tbGamepadUINode)
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end
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function VampireSurvivorPauseCtrl:OnEvent_Time(nTime)
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end
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function VampireSurvivorPauseCtrl:OnBtnClick_GiveUp(btn)
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local sTip = ""
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local mapLevelData = ConfigTable.GetData("VampireSurvivor", self.nLevelId)
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local sName = ""
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if mapLevelData then
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sName = mapLevelData.Name
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end
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local sAlert = orderedFormat(ConfigTable.GetUIText("VampirePause_Abandon_Tips") or "", sName)
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sTip = sAlert
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local confirmCallback = function()
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self:PlayCloseAni(true)
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self._mapNode.imgBlocker:SetActive(true)
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end
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local msg = {
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nType = AllEnum.MessageBox.Confirm,
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sContent = sTip,
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callbackConfirm = confirmCallback,
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bBlur = false
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}
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EventManager.Hit(EventId.OpenMessageBox, msg)
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end
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function VampireSurvivorPauseCtrl:OnBtnClick_Close(btn)
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self:PlayCloseAni(false)
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end
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function VampireSurvivorPauseCtrl:OnBtnClick_Char(btn, nIndex)
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end
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function VampireSurvivorPauseCtrl:OnBtnClick_Skill(btn)
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EventManager.Hit(EventId.OpenPanel, PanelId.PopupSkillPanel, self.tbChar)
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self._mapNode.ActionBar.gameObject:SetActive(false)
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end
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function VampireSurvivorPauseCtrl:OnBtnClick_Settings(btn)
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EventManager.Hit(EventId.OpenPanel, PanelId.BattleSettings)
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self._mapNode.ActionBar.gameObject:SetActive(false)
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end
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function VampireSurvivorPauseCtrl:OnEvent_Reopen(sName)
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if sName ~= "VampireSurvivorPauseCtrl" then
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return
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end
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self._mapNode.ActionBar.gameObject:SetActive(true)
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end
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return VampireSurvivorPauseCtrl
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