local CharUpgradeSucCtrl = class("CharUpgradeSucCtrl", BaseCtrl) CharUpgradeSucCtrl._mapNodeConfig = { txtNextLevel = {sComponentName = "TMP_Text"}, txtLvCn = { sComponentName = "TMP_Text", sLanguageId = "Template_CharRank" }, trBg = {sNodeName = "rtProperty", sComponentName = "Transform"}, goProperty = {}, ani1 = {sNodeName = "rtTitle", sComponentName = "Animator"} } CharUpgradeSucCtrl._mapEventConfig = {} function CharUpgradeSucCtrl:Open() self:RefreshContent() local SuccessBar = self:BindCtrlByNode(self.gameObject, "Game.UI.SuccessBarEx.SuccessBarCtrl") SuccessBar:PlayAni(AllEnum.SuccessBar.Blue, self.tbAni) end function CharUpgradeSucCtrl:RefreshContent() self.tbAni = {} local nLevel = self._panel.mapData.nLevel local mapAttrBefore = self._panel.mapData.mapAttrBefore local mapAttrAfter = self._panel.mapData.mapAttrAfter NovaAPI.SetTMPText(self._mapNode.txtNextLevel, nLevel) table.insert(self.tbAni, self._mapNode.ani1) delChildren(self._mapNode.trBg) for k, mapAttachAttr in ipairs(AllEnum.CharAttr) do local mapAttr = mapAttrBefore[mapAttachAttr.sKey] if mapAttr and mapAttr.Value > 0 then local goItemObj = instantiate(self._mapNode.goProperty, self._mapNode.trBg) goItemObj:SetActive(true) local ctrlItem = self:BindCtrlByNode(goItemObj, "Game.UI.TemplateEx.TemplatePropertyCtrl") ctrlItem:SetItemProperty(mapAttr.Key, mapAttr.Value, mapAttrAfter[mapAttachAttr.sKey].Value) table.insert(self.tbAni, goItemObj.transform:GetComponent("Animator")) end end end function CharUpgradeSucCtrl:Awake() end function CharUpgradeSucCtrl:OnEnable() end function CharUpgradeSucCtrl:OnDisable() end function CharUpgradeSucCtrl:OnDestroy() end return CharUpgradeSucCtrl