local InfinityTowerBountyUp = class("InfinityTowerBountyUp", BaseCtrl) InfinityTowerBountyUp._mapNodeConfig = { aniBlur = { sNodeName = "t_fullscreen_blur_blue", sComponentName = "Animator" }, btnClose = { sComponentName = "Button", callback = "OnBtnClick_Close" }, imgFrameBgAni = {sNodeName = "imgFrameBg", sComponentName = "Animator"}, texBountyUp = { sComponentName = "TMP_Text", sLanguageId = "InfinityTower_Daily_BountyUp" }, texLastLv = {sComponentName = "TMP_Text"}, texCurrentLv = {sComponentName = "TMP_Text"}, auto_lv = {}, auto_lvTime = { sComponentName = "TMP_Text", sLanguageId = "InfinityTower_AutoLevel" }, SuccessBar = {} } InfinityTowerBountyUp._mapEventConfig = { Show_Infinity_BountyUp = "OnEvent_ShowInfinityBountyUp", Close_BountyUp_Auto = "OnEvent_CloseInfinityBountyUp" } function InfinityTowerBountyUp:Awake() self._mapNode.aniBlur.gameObject:SetActive(false) self._mapNode.btnClose.gameObject:SetActive(false) self._mapNode.SuccessBar.gameObject:SetActive(false) end function InfinityTowerBountyUp:OnEvent_ShowInfinityBountyUp() self._mapNode.aniBlur.gameObject:SetActive(true) self:Open() end function InfinityTowerBountyUp:Open() if PlayerData.InfinityTower:GetAutoNextLv() then self._mapNode.auto_lv:SetActive(true) else self._mapNode.auto_lv:SetActive(false) end NovaAPI.SetTMPText(self._mapNode.texLastLv, PlayerData.InfinityTower.LastBountyLevel) NovaAPI.SetTMPText(self._mapNode.texCurrentLv, PlayerData.InfinityTower.BountyLevel) self._mapNode.aniBlur.gameObject:SetActive(true) self._mapNode.btnClose.gameObject:SetActive(true) self._mapNode.SuccessBar.gameObject:SetActive(true) EventManager.Hit(EventId.TemporaryBlockInput, 0.8) end function InfinityTowerBountyUp:OnBtnClick_Close(btn) self._mapNode.aniBlur.gameObject:SetActive(false) self._mapNode.imgFrameBgAni:Play("InfinityTowerBountyUp_out") self:AddTimer(1, 0.2, function() self._mapNode.btnClose.gameObject:SetActive(false) self._mapNode.SuccessBar.gameObject:SetActive(false) end, true, true, true) EventManager.Hit("Close_Infinity_BountyUp") end function InfinityTowerBountyUp:OnEvent_CloseInfinityBountyUp() self._mapNode.aniBlur.gameObject:SetActive(false) self._mapNode.btnClose.gameObject:SetActive(false) self._mapNode.imgFrameBgAni:Play("InfinityTowerBountyUp_out") self:AddTimer(1, 0.2, function() self._mapNode.SuccessBar.gameObject:SetActive(false) end, true, true, true) end return InfinityTowerBountyUp