local TowerDefenseMiniMapCtrl = class("TowerDefenseMiniMapCtrl", BaseCtrl) TowerDefenseMiniMapCtrl._mapNodeConfig = { btn_CloseMap = { sComponentName = "UIButton", callback = "OnBtnClick_Close" }, btnClose = { sComponentName = "UIButton", callback = "OnBtnClick_Close" }, Img_map = {sComponentName = "Image"}, txt_continue = { sComponentName = "TMP_Text", sLanguageId = "Tips_Continue" }, AnimatorRoot = {sComponentName = "Animator"} } function TowerDefenseMiniMapCtrl:Open() self.gameObject:SetActive(true) EventManager.Hit(EventId.TemporaryBlockInput, 0.3) end function TowerDefenseMiniMapCtrl:SetData(nFloorId) self.nFloorId = nFloorId local floorConfig = ConfigTable.GetData("TowerDefenseFloor", nFloorId) if floorConfig == nil then return end if floorConfig.MiniMapName ~= "" then self:SetPngSprite(self._mapNode.Img_map, "UI/Play_TowerDefence/SpriteAtlas/MiniMap/" .. floorConfig.MiniMapName) end end function TowerDefenseMiniMapCtrl:Close() self.gameObject:SetActive(false) end function TowerDefenseMiniMapCtrl:OnBtnClick_Close() self._mapNode.AnimatorRoot:Play("TowerdefenseMiniMapPanel_out") self:AddTimer(1, 0.2, function() self:Close() end, true, true, true) end return TowerDefenseMiniMapCtrl