local DiscSucBarCtrl = class("DiscSucBarCtrl", BaseCtrl) DiscSucBarCtrl._mapNodeConfig = { aniBlur = { sNodeName = "t_fullscreen_blur_blue", sComponentName = "Animator" }, Upgrade = { sCtrlName = "Game.UI.SuccessBarEx.DiscUpgradeSucCtrl" }, Advance = { sCtrlName = "Game.UI.SuccessBarEx.DiscAdvanceSucCtrl" }, BreakLimit = { sCtrlName = "Game.UI.SuccessBarEx.DiscStarSucCtrl" }, BreakLimitAll = { sCtrlName = "Game.UI.SuccessBarEx.DiscBreakLimitAllSucCtrl" }, btnClose = { sComponentName = "UIButton", callback = "OnBtnClick_Close" } } DiscSucBarCtrl._mapEventConfig = {} function DiscSucBarCtrl:Open() self._mapNode.Upgrade.gameObject:SetActive(self._panel.nCurTog == AllEnum.DiscSucBar.Upgrade) self._mapNode.Advance.gameObject:SetActive(self._panel.nCurTog == AllEnum.DiscSucBar.Advance) self._mapNode.BreakLimit.gameObject:SetActive(self._panel.nCurTog == AllEnum.DiscSucBar.BreakLimit) self._mapNode.BreakLimitAll.gameObject:SetActive(self._panel.nCurTog == AllEnum.DiscSucBar.BreakLimitAll) if self._panel.nCurTog == AllEnum.DiscSucBar.Upgrade then self._mapNode.Upgrade:Open() elseif self._panel.nCurTog == AllEnum.DiscSucBar.Advance then self._mapNode.Advance:Open() elseif self._panel.nCurTog == AllEnum.DiscSucBar.BreakLimit then self._mapNode.BreakLimit:Open(AllEnum.SuccessBar.Yellow) elseif self._panel.nCurTog == AllEnum.DiscSucBar.BreakLimitAll then self._mapNode.BreakLimitAll:Open(AllEnum.SuccessBar.Yellow) end EventManager.Hit(EventId.TemporaryBlockInput, 0.8) end function DiscSucBarCtrl:Awake() end function DiscSucBarCtrl:OnEnable() self._mapNode.aniBlur.gameObject:SetActive(true) self:Open() end function DiscSucBarCtrl:OnDisable() end function DiscSucBarCtrl:OnDestroy() end function DiscSucBarCtrl:OnBtnClick_Close(btn) if self._panel.callback then self._panel.callback() end EventManager.Hit(EventId.ClosePanel, PanelId.DiscSucBar) end return DiscSucBarCtrl