local CharSucBarCtrl = class("CharSucBarCtrl", BaseCtrl) CharSucBarCtrl._mapNodeConfig = { aniBlur = { sNodeName = "t_fullscreen_blur_blue", sComponentName = "Animator" }, Upgrade = { sCtrlName = "Game.UI.SuccessBarEx.CharUpgradeSucCtrl" }, Advance = { sCtrlName = "Game.UI.SuccessBarEx.CharAdvanceSucCtrl" }, btnClose = { sComponentName = "UIButton", callback = "OnBtnClick_Close" } } CharSucBarCtrl._mapEventConfig = {} function CharSucBarCtrl:Open() self._mapNode.Upgrade.gameObject:SetActive(self._panel.bUp) self._mapNode.Advance.gameObject:SetActive(not self._panel.bUp) if self._panel.bUp then self._mapNode.Upgrade:Open() else self._mapNode.Advance:Open() end end function CharSucBarCtrl:Awake() end function CharSucBarCtrl:OnEnable() self._mapNode.aniBlur.gameObject:SetActive(true) self:Open() end function CharSucBarCtrl:OnDisable() end function CharSucBarCtrl:OnDestroy() end function CharSucBarCtrl:OnBtnClick_Close(btn) if self._panel.callback then self._panel.callback() end EventManager.Hit(EventId.ClosePanel, PanelId.CharSucBar) end return CharSucBarCtrl