local ThrowGiftSettleCtrl = class("ThrowGiftSettleCtrl", BaseCtrl) local WwiseAudioMgr = CS.WwiseAudioManager.Instance ThrowGiftSettleCtrl._mapNodeConfig = { btnConfirm1 = { sComponentName = "UIButton", callback = "OnBtnClick_Confirm1" }, btnConfirm2 = { sComponentName = "UIButton", callback = "OnBtnClick_Confirm2" }, txtBtnClose = { sComponentName = "TMP_Text", sLanguageId = "ThrowGift_Settle_Close" }, txtBtnConfirm = {sComponentName = "TMP_Text"}, TMPSettleScoreTitle = { sComponentName = "TMP_Text", sLanguageId = "ThrowGift_Settle_ScoreTitle" }, TMPSettleScore = {sComponentName = "TMP_Text"}, TMPSettleGiftTitle = { sComponentName = "TMP_Text", sLanguageId = "ThrowGift_Settle_GiftCount" }, TMPSettleGift = {sComponentName = "TMP_Text"} } ThrowGiftSettleCtrl._mapEventConfig = {} ThrowGiftSettleCtrl._mapRedDotConfig = {} function ThrowGiftSettleCtrl:Awake() end function ThrowGiftSettleCtrl:FadeIn() end function ThrowGiftSettleCtrl:FadeOut() end function ThrowGiftSettleCtrl:OnEnable() self.animator = self.gameObject:GetComponent("Animator") self.canvasGroup = self.gameObject:GetComponent("CanvasGroup") end function ThrowGiftSettleCtrl:OnDisable() end function ThrowGiftSettleCtrl:OnDestroy() end function ThrowGiftSettleCtrl:OnRelease() end function ThrowGiftSettleCtrl:ShowSettle(bWin, nScore, nGift, bNextUnlock) self.bWin = bWin NovaAPI.SetTMPText(self._mapNode.txtBtnConfirm, self.bWin and ConfigTable.GetUIText("ThrowGift_Settle_NextLevel") or ConfigTable.GetUIText("ThrowGift_Settle_Restart")) local wait = function() coroutine.yield(CS.UnityEngine.WaitForEndOfFrame()) NovaAPI.SetCanvasGroupAlpha(self.canvasGroup, 1) end cs_coroutine.start(wait) NovaAPI.SetCanvasGroupAlpha(self.canvasGroup, 0) self.gameObject:SetActive(true) NovaAPI.SetTMPText(self._mapNode.TMPSettleScore, nScore) NovaAPI.SetTMPText(self._mapNode.TMPSettleGift, nGift) if bWin then WwiseAudioMgr:PostEvent("Mode_Present_compelete") self.animator:Play("rtSettle_Victory") self._mapNode.btnConfirm2.gameObject:SetActive(bNextUnlock) else WwiseAudioMgr:PostEvent("Mode_Present_failed") self._mapNode.btnConfirm2.gameObject:SetActive(true) self.animator:Play("rtSettle_Fail") end end function ThrowGiftSettleCtrl:OnBtnClick_Confirm1() self.gameObject:SetActive(false) EventManager.Hit("ThrowGiftSettle_Exit") end function ThrowGiftSettleCtrl:OnBtnClick_Confirm2() self.gameObject:SetActive(false) if self.bWin then EventManager.Hit("ThrowGiftSettle_NextLevel") else EventManager.Hit("ThrowGiftSettle_Restart") end end return ThrowGiftSettleCtrl