local FormationMainDiscCtrl = class("FormationMainDiscCtrl", BaseCtrl) FormationMainDiscCtrl._mapNodeConfig = { rtDisc = { nCount = 3, sCtrlName = "Game.UI.MainlineFormationDiscEx.FormationDisc_MainDiscCtrl" }, imgMainTitleActive = {}, TMPMainTitle = { sComponentName = "TMP_Text", sLanguageId = "DiscFormation_MainTitle" }, rtDiscBtn = { nCount = 3, sNodeName = "rtDisc", sComponentName = "UIButton", callback = "OnBtnClick_Disc" }, auDiscBtnAudio = { nCount = 3, sNodeName = "rtDisc", sComponentName = "AkAudioUI" } } FormationMainDiscCtrl._mapEventConfig = {} FormationMainDiscCtrl._mapRedDotConfig = {} function FormationMainDiscCtrl:Awake() self.animator = self.gameObject:GetComponent("Animator") end function FormationMainDiscCtrl:FadeIn() end function FormationMainDiscCtrl:FadeOut() end function FormationMainDiscCtrl:OnEnable() end function FormationMainDiscCtrl:OnDisable() end function FormationMainDiscCtrl:OnDestroy() end function FormationMainDiscCtrl:OnRelease() end function FormationMainDiscCtrl:Refresh(tbMainDisc, mapNoteNeed) for i = 1, 3 do self._mapNode.rtDisc[i]:SetDisc(PlayerData.Disc:GetDiscById(tbMainDisc[i]), mapNoteNeed) end end function FormationMainDiscCtrl:SetCurSelect(bCur) self._mapNode.imgMainTitleActive:SetActive(bCur) end function FormationMainDiscCtrl:SetTitle(bEnable) self._mapNode.imgMainTitleActive:SetActive(bEnable) end function FormationMainDiscCtrl:OnBtnClick_Disc(btn, nIdx) EventManager.Hit("DiscFormation_OpenList", 1) end function FormationMainDiscCtrl:PlayAnim(bIn) if bIn then self.animator:Play("rtMainDisc_in") else self.animator:Play("rtMainDisc_out") end end function FormationMainDiscCtrl:SetDiscBtnEnable(bEnable) self._mapNode.auDiscBtnAudio[1].enabled = bEnable self._mapNode.auDiscBtnAudio[2].enabled = bEnable self._mapNode.auDiscBtnAudio[3].enabled = bEnable self._mapNode.rtDisc[1]:SetDownButton(not bEnable) self._mapNode.rtDisc[2]:SetDownButton(not bEnable) self._mapNode.rtDisc[3]:SetDownButton(not bEnable) end return FormationMainDiscCtrl