local MainBattlePanel = class("MainBattlePanel", BasePanel) local GamepadUIManager = require("GameCore.Module.GamepadUIManager") MainBattlePanel.OpenMinMap = true MainBattlePanel._bAddToBackHistory = false MainBattlePanel._tbDefine = { { sPrefabPath = "RoguelikeItemTip/RoguelikeItemTipPanel.prefab", sCtrlName = "Game.UI.RoguelikeItemTips.RoguelikeItemTipsCtrl" }, { sPrefabPath = "Battle/BattleDashboard.prefab", sCtrlName = "Game.UI.Battle.BattleDashboardCtrl" }, { sPrefabPath = "Battle/MainBattleMenu.prefab", sCtrlName = "Game.UI.Battle.MainBattleMenuCtrl" }, { sPrefabPath = "Battle/AdventureMainUI/AdventureMainUI.prefab", sCtrlName = "Game.UI.Battle.MainBattleCtrl" }, { sPrefabPath = "GuideProloguel/GuideProloguelPanel.prefab", sCtrlName = "Game.UI.GuideProloguel.GuideProloguelCtrl" }, { sPrefabPath = "Battle/AdventureMainUI/BattlePopupTips.prefab", sCtrlName = "Game.UI.Battle.BattlePopupTipsCtrl" }, { sPrefabPath = "Battle/SkillHintIndicators.prefab", sCtrlName = "Game.UI.Battle.SkillHintIndicator.HintIndicators" }, { sPrefabPath = "Battle/SubSkillDisplay.prefab", sCtrlName = "Game.UI.Battle.SubSkillDisplay.SubSkillDisplayCtrl" } } function MainBattlePanel:Awake() GamepadUIManager.EnterAdventure() GamepadUIManager.EnableGamepadUI("BattleMenu", {}) self.BattleType = GameEnum.worldLevelType.Mainline end function MainBattlePanel:OnEnable() local wait = function() coroutine.yield(CS.UnityEngine.WaitForEndOfFrame()) EventManager.Hit(EventId.OpenPanel, PanelId.Hud) EventManager.Hit(EventId.ClosePanel, PanelId.MainlineFormation) EventManager.Hit(EventId.ClosePanel, PanelId.RegionBossFormation) end cs_coroutine.start(wait) end function MainBattlePanel:OnAfterEnter() EventManager.Hit(EventId.SubSkillDisplayInit, self._tbParam[1]) end function MainBattlePanel:OnDisable() GamepadUIManager.DisableGamepadUI("BattleMenu") GamepadUIManager.QuitAdventure() end return MainBattlePanel