Update - 1.13.0.124
EN: 1.13.0.124 CN: 1.13.0.124 JP: 1.13.0.128 KR: 1.13.0.130
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local SoldierBattlePanel = class("SoldierBattlePanel", BasePanel)
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local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
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SoldierBattlePanel.OpenMinMap = true
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SoldierBattlePanel._bAddToBackHistory = false
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SoldierBattlePanel._tbDefine = {
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{
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sPrefabPath = "Soldier/Battle/SoldierRoomInfo.prefab",
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sCtrlName = "Game.UI.Soldier.Battle.SoldierRoomInfoCtrl"
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},
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{
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sPrefabPath = "Battle/AdventureMainUI/BattlePopupTips.prefab",
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sCtrlName = "Game.UI.Battle.BattlePopupTipsCtrl"
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},
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{
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sPrefabPath = "Soldier/Battle/SoldierPausePanel.prefab",
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sCtrlName = "Game.UI.Soldier.Battle.SoldierPauseCtrl"
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},
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{
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sPrefabPath = "Soldier/Battle/SoldierSubSkillDisplay.prefab",
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sCtrlName = "Game.UI.Soldier.Battle.SoldierSkillDisplayCtrl"
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}
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}
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function SoldierBattlePanel:Awake()
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self.BattleType = GameEnum.worldLevelType.Dynamic
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self.DynamicType = GameEnum.dynamicLevelType.SoldierChess
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self.trUIRoot = GameObject.Find("---- UI ----").transform
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GamepadUIManager.EnterAdventure()
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GamepadUIManager.EnableGamepadUI("BattleMenu", {}, nil, true)
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self.tbChess = self._tbParam[1]
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self.tbPartner = self._tbParam[2]
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self.nTotalTime = self._tbParam[3]
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end
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function SoldierBattlePanel:OnEnable()
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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EventManager.Hit(EventId.OpenPanel, PanelId.Hud, false, false)
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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end
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cs_coroutine.start(wait)
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EventManager.Hit("RefreshSoldierChessList", self.tbChess)
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end
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function SoldierBattlePanel:OnAfterEnter()
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EventManager.Hit(EventId.SubSkillDisplayInit, self._tbParam[1])
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end
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function SoldierBattlePanel:OnDisable()
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GamepadUIManager.DisableGamepadUI("BattleMenu")
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GamepadUIManager.QuitAdventure()
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end
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return SoldierBattlePanel
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