local MathParkourResultSuccessCtrl = class("MathParkourResultSuccessCtrl", BaseCtrl) local GamepadUIManager = require("GameCore.Module.GamepadUIManager") MathParkourResultSuccessCtrl._mapNodeConfig = { txtCompleteTipsPrev1 = { sComponentName = "TMP_Text", sLanguageId = "MathParkour_StarTitle" }, ScoreStar = {nCount = 3}, txtCompleteTipsPrev2 = { sComponentName = "TMP_Text", sLanguageId = "MathParkour_Text_CompleteTipsPrev" }, txt_Complete = {sComponentName = "TMP_Text"}, txt_curScore = { sComponentName = "TMP_Text", sLanguageId = "MathParkour_Text_NewScore" }, btn_Confirm = { sComponentName = "UIButton", callback = "OnBtnClick_Confirm" }, txt_confirm = { sComponentName = "TMP_Text", sLanguageId = "MathParkour_Text_Confirm" }, btn_Nextlevel = { sComponentName = "UIButton", callback = "OnBtnClick_NextLevel" }, txt_nextlevel = { sComponentName = "TMP_Text", sLanguageId = "MathParkour_Text_NextLevel" } } MathParkourResultSuccessCtrl._mapEventConfig = {} MathParkourResultSuccessCtrl._mapRedDotConfig = {} function MathParkourResultSuccessCtrl:ShowPanel(nScore, bNew, nStarCount, bCanNextLevel, nActId) self.gameObject:SetActive(true) NovaAPI.SetTMPText(self._mapNode.txt_Complete, nScore) self._mapNode.txt_curScore.gameObject:SetActive(bNew) for i = 1, 3 do self._mapNode.ScoreStar[i].gameObject:SetActive(i <= nStarCount) end bCanNextLevel = bCanNextLevel or false self._mapNode.btn_Nextlevel.gameObject:SetActive(bCanNextLevel) self.actData = PlayerData.Activity:GetActivityDataById(nActId) if self.actData ~= nil then EventManager.Hit(EventId.TemporaryBlockInput, 1) self:AddTimer(1, 1, function() self.actData:OpenTempChangeInfo() end, true, true, true) end self.tbGamepadUINode = self:GetGamepadUINode() GamepadUIManager.EnableGamepadUI("MathParkourResultSuccessCtrl", self.tbGamepadUINode, nil, true) end function MathParkourResultSuccessCtrl:HidePanel() self.gameObject:SetActive(false) end function MathParkourResultSuccessCtrl:OnBtnClick_Confirm() GamepadUIManager.DisableGamepadUI("MathParkourResultSuccessCtrl") EventManager.Hit("MathParkour_Confirm") end function MathParkourResultSuccessCtrl:OnBtnClick_NextLevel() GamepadUIManager.DisableGamepadUI("MathParkourResultSuccessCtrl") EventManager.Hit("MathParkour_NextLevel") end return MathParkourResultSuccessCtrl