local EquipmentSucBarCtrl = class("EquipmentSucBarCtrl", BaseCtrl) EquipmentSucBarCtrl._mapNodeConfig = { aniBlur = { sNodeName = "t_fullscreen_blur_blue", sComponentName = "Animator" }, btnClose = { sComponentName = "UIButton", callback = "OnBtnClick_Close" }, SuccessBar = { sCtrlName = "Game.UI.SuccessBarEx.SuccessBarCtrl" }, goProperty = { nCount = 2, sCtrlName = "Game.UI.TemplateEx.TemplateRandomPropertyCtrl" }, ani1 = {sNodeName = "rt1", sComponentName = "Animator"}, ani2 = {sNodeName = "rt2", sComponentName = "Animator"}, ani3 = {sNodeName = "rt3", sComponentName = "Animator"} } EquipmentSucBarCtrl._mapEventConfig = {} function EquipmentSucBarCtrl:Open() self:RefreshContent() self._mapNode.SuccessBar.gameObject:SetActive(true) self._mapNode.SuccessBar:PlayAni(AllEnum.SuccessBar.Blue, self.tbAni) EventManager.Hit(EventId.TemporaryBlockInput, 0.8) end function EquipmentSucBarCtrl:RefreshContent() self.tbAni = {} local nAffixId = self._panel.mapData.nAffixId local nCharId = self._panel.mapData.nCharId local nUpgradeCount = self._panel.mapData.nUpgradeCount self._mapNode.goProperty[1]:SetProperty(nAffixId, nCharId, false, nUpgradeCount - 1) table.insert(self.tbAni, self._mapNode.ani1) table.insert(self.tbAni, self._mapNode.ani2) self._mapNode.goProperty[2]:SetProperty(nAffixId, nCharId, false, nUpgradeCount) table.insert(self.tbAni, self._mapNode.ani3) end function EquipmentSucBarCtrl:Awake() end function EquipmentSucBarCtrl:OnEnable() self._mapNode.aniBlur.gameObject:SetActive(true) self:Open() end function EquipmentSucBarCtrl:OnDisable() end function EquipmentSucBarCtrl:OnDestroy() end function EquipmentSucBarCtrl:OnBtnClick_Close(btn) if self._panel.callback then self._panel.callback() end EventManager.Hit(EventId.ClosePanel, PanelId.EquipmentSucBar) end return EquipmentSucBarCtrl