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 SoldierBattleEventItemCtrl = class("SoldierBattleEventItemCtrl", BaseCtrl)
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SoldierBattleEventItemCtrl._mapNodeConfig = {
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imgBgNormal = {sComponentName = "Image"},
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ConfirmBtnLocalPos = {sComponentName = "Transform"},
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TextName = {sComponentName = "TMP_Text"},
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TextDes = {sComponentName = "TMP_Text"},
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btnTakeBuff = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_TakeBuff"
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},
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txtTakeBuff = {
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sComponentName = "TMP_Text",
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sLanguageId = "Btn_EarnReward"
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},
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btnChallenge = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Challenge"
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},
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txtBtnChallenge = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_BattleEventItem_Challenge"
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},
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txtNeedPoint = {sComponentName = "TMP_Text"},
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txt_charTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "Soldier_BattleEventItem_RewardItem"
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},
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gridCoin = {
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sCtrlName = "Game.UI.Soldier.Template.SoldierItemGridCtrl"
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},
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gridChess = {
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sCtrlName = "Game.UI.Soldier.Template.SoldierItemGridCtrl"
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},
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gridBuff = {
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sCtrlName = "Game.UI.Soldier.Template.SoldierItemGridCtrl"
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},
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RewardRoot = {}
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}
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SoldierBattleEventItemCtrl._mapEventConfig = {}
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SoldierBattleEventItemCtrl._mapRedDotConfig = {}
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function SoldierBattleEventItemCtrl:Awake()
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end
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function SoldierBattleEventItemCtrl:OnEnable()
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end
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function SoldierBattleEventItemCtrl:OnDisable()
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end
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function SoldierBattleEventItemCtrl:OnDestroy()
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end
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function SoldierBattleEventItemCtrl:SetRefreshCallback(obj, fn)
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self._objRefreshCallback = obj
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self._fnRefreshCallback = fn
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end
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function SoldierBattleEventItemCtrl:SetSelectCallback(obj, fn)
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self._objSelectCallback = obj
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self._fnSelectCallback = fn
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end
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function SoldierBattleEventItemCtrl:OnBtnClick_Select()
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end
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function SoldierBattleEventItemCtrl:SetItemData(tbItem)
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if tbItem == nil then
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self._nCardId = -1
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self._nIndex = 0
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self:SetSelected(false)
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return
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end
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self._nCardId = tbItem.id or -1
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self._nIndex = tbItem.index or 0
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local cfg = ConfigTable.GetData("SoldierEventBattlePool", self._nCardId)
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if cfg == nil then
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return
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end
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self:_SetIcon(cfg.Icon)
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if self._mapNode.TextName ~= nil then
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NovaAPI.SetTMPText(self._mapNode.TextName, cfg.Title or "")
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end
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if self._mapNode.TextDes ~= nil then
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NovaAPI.SetTMPText(self._mapNode.TextDes, cfg.Name or "")
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end
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self:SetPngSprite(self._mapNode.imgBgNormal, "Icon/SoldierOtherIcon/EventBattleQuality_0" .. cfg.LevelName)
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self:RefreshCharItems(cfg.coin, cfg.CharacterCount, cfg.StrategyCardCount)
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local tbDicePointLevel = ConfigTable.GetConfigArray("SoldierChessEventBattle")
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self.nNeedPoint = tonumber(tbDicePointLevel[self._nIndex]) or 0
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local sNeedText = orderedFormat(ConfigTable.GetUIText("Soldier_Event_NeedPoint"), self.nNeedPoint)
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NovaAPI.SetTMPText(self._mapNode.txtNeedPoint, sNeedText or "")
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end
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function SoldierBattleEventItemCtrl:RefreshCharItems(nCoinCount, nCharCount, nStrategyCardCount)
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if nCoinCount <= 0 and nCharCount <= 0 and nStrategyCardCount <= 0 then
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self._mapNode.RewardRoot.gameObject:SetActive(false)
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return
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end
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self._mapNode.RewardRoot.gameObject:SetActive(true)
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self.nCoinCount = nCoinCount
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if 0 >= self.nCoinCount then
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self._mapNode.gridCoin.gameObject:SetActive(false)
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else
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self._mapNode.gridCoin.gameObject:SetActive(true)
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self._mapNode.gridCoin:SetItem(1, self.nCoinCount, "Icon/Item/item_40", 40)
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end
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self.nCharCount = nCharCount
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if 0 >= self.nCharCount then
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self._mapNode.gridChess.gameObject:SetActive(false)
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else
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self._mapNode.gridChess.gameObject:SetActive(true)
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self._mapNode.gridChess:SetItem(1, self.nCharCount, "Icon/SoldierOtherIcon/icon_soldier_random_chess", 2701001)
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end
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self.nStrategyCardCount = nStrategyCardCount
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if 0 >= self.nStrategyCardCount then
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self._mapNode.gridBuff.gameObject:SetActive(false)
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else
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self._mapNode.gridBuff.gameObject:SetActive(true)
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self._mapNode.gridBuff:SetItem(1, self.nStrategyCardCount, "Icon/SoldierOtherIcon/icon_soldier_random_strategycard", 2701002)
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end
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self:SetButtonInit()
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end
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function SoldierBattleEventItemCtrl:SetButtonInit()
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self._mapNode.btnTakeBuff.gameObject:SetActive(false)
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self._mapNode.btnChallenge.gameObject:SetActive(false)
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self._mapNode.txtNeedPoint.gameObject:SetActive(true)
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end
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function SoldierBattleEventItemCtrl:SetDiceCasted(nPoint)
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self._mapNode.txtNeedPoint.gameObject:SetActive(false)
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if nPoint < self.nNeedPoint then
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self._mapNode.btnTakeBuff.gameObject:SetActive(false)
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self._mapNode.btnChallenge.gameObject:SetActive(true)
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else
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self._mapNode.btnTakeBuff.gameObject:SetActive(true)
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self._mapNode.btnChallenge.gameObject:SetActive(false)
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end
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end
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function SoldierBattleEventItemCtrl:OnGridBtnClick(nIndex)
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end
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function SoldierBattleEventItemCtrl:GetCardId()
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return self._nCardId
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end
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function SoldierBattleEventItemCtrl:GetIndex()
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return self._nIndex
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end
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function SoldierBattleEventItemCtrl:SetSelected(bSelected)
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self._bSelected = bSelected == true
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if self._mapNode.ImageSelect ~= nil and self._mapNode.ImageSelect.gameObject ~= nil then
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self._mapNode.ImageSelect.gameObject:SetActive(self._bSelected)
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end
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end
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function SoldierBattleEventItemCtrl:IsSelected()
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return self._bSelected
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end
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function SoldierBattleEventItemCtrl:GetConfirmBtnPosition()
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local node = self._mapNode.ConfirmBtnLocalPos
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if node == nil or node.transform == nil then
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return nil
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end
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return node.transform.position
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end
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function SoldierBattleEventItemCtrl:_SetIcon(sIconPath)
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if self._mapNode.img_icon == nil then
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return
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end
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if sIconPath and 0 < #sIconPath then
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self:SetPngSprite(self._mapNode.img_icon, sIconPath)
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self._mapNode.img_icon.gameObject:SetActive(true)
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else
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self._mapNode.img_icon.gameObject:SetActive(false)
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end
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end
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function SoldierBattleEventItemCtrl:OnBtnClick_TakeBuff()
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local callback = function()
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EventManager.Hit("SoldierSelectEventBattle")
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end
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PlayerData.SoldierData:GetCurLevelData():SendEventBattleChoose(self._nIndex, callback)
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end
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function SoldierBattleEventItemCtrl:OnBtnClick_Challenge()
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local callback = function()
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EventManager.Hit("SoldierSelectEventBattle")
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end
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PlayerData.SoldierData:GetCurLevelData():SendEventBattleChoose(self._nIndex, callback)
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end
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return SoldierBattleEventItemCtrl
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