local ThrowGiftLevelSelectBtmBtnCtrl = class("ThrowGiftLevelSelectBtmBtnCtrl", BaseCtrl) ThrowGiftLevelSelectBtmBtnCtrl._mapNodeConfig = { imgbgUnlock = {}, imgIconLock = {}, imgIconClear = {}, imgIconUnlock = {}, imgIconCur = {} } ThrowGiftLevelSelectBtmBtnCtrl._mapEventConfig = {} ThrowGiftLevelSelectBtmBtnCtrl._mapRedDotConfig = {} function ThrowGiftLevelSelectBtmBtnCtrl:Awake() end function ThrowGiftLevelSelectBtmBtnCtrl:FadeIn() end function ThrowGiftLevelSelectBtmBtnCtrl:FadeOut() end function ThrowGiftLevelSelectBtmBtnCtrl:OnEnable() end function ThrowGiftLevelSelectBtmBtnCtrl:OnDisable() end function ThrowGiftLevelSelectBtmBtnCtrl:OnDestroy() end function ThrowGiftLevelSelectBtmBtnCtrl:OnRelease() end function ThrowGiftLevelSelectBtmBtnCtrl:SetBtnState(bUnlock, bClear) self._mapNode.imgIconLock:SetActive(not bUnlock) self._mapNode.imgIconClear:SetActive(bClear) self._mapNode.imgIconUnlock:SetActive(bUnlock and not bClear) end function ThrowGiftLevelSelectBtmBtnCtrl:SetBtnCurState(bCur) self._mapNode.imgIconCur:SetActive(bCur) end function ThrowGiftLevelSelectBtmBtnCtrl:SetBtnSelectState(bSelect) self._mapNode.imgbgUnlock:SetActive(bSelect) end return ThrowGiftLevelSelectBtmBtnCtrl