local TowerDefensePauseCtrl = class("TowerDefensePauseCtrl", BaseCtrl) local GamepadUIManager = require("GameCore.Module.GamepadUIManager") TowerDefensePauseCtrl._mapNodeConfig = { blur = {}, txt_title = { sComponentName = "TMP_Text", sLanguageId = "TowerDef_Text_Pause" }, txt_exit = { nCount = 2, sComponentName = "TMP_Text", sLanguageId = "TowerDef_Button_Leave" }, txt_restart = { nCount = 2, sComponentName = "TMP_Text", sLanguageId = "TowerDef_Button_Re" }, txt_continue = { nCount = 2, sComponentName = "TMP_Text", sLanguageId = "TowerDef_Button_Back" }, btn_exit = { sComponentName = "NaviButton", callback = "OnBtnClick_Exit", sAction = "Giveup", sActionIconType = "Dark" }, btn_restart = { sComponentName = "NaviButton", callback = "OnBtnClick_Restart", sAction = "Retry", sActionIconType = "Dark" }, btn_continue = { sComponentName = "NaviButton", callback = "OnBtnClick_Continue", sAction = "Back", sActionIconType = "Dark" } } TowerDefensePauseCtrl._mapEventConfig = {} TowerDefensePauseCtrl._mapRedDotConfig = {} function TowerDefensePauseCtrl:Awake() self.tbGamepadUINode = self:GetGamepadUINode() end function TowerDefensePauseCtrl:Open() self.gameObject:SetActive(true) GamepadUIManager.EnableGamepadUI("TowerDefensePauseCtrl", self.tbGamepadUINode) end function TowerDefensePauseCtrl:Close() GamepadUIManager.DisableGamepadUI("TowerDefensePauseCtrl") self.gameObject:SetActive(false) end function TowerDefensePauseCtrl:OnBtnClick_Exit() EventManager.Hit("TowerDefense_Exit_OnClick") end function TowerDefensePauseCtrl:OnBtnClick_Restart() EventManager.Hit("TowerDefense_Restart_OnClick") end function TowerDefensePauseCtrl:OnBtnClick_Continue() EventManager.Hit("TowerDefense_Continue_OnClick") end return TowerDefensePauseCtrl