local SoldierSandtablePanel = class("SoldierSandtablePanel", BasePanel) SoldierSandtablePanel._bIsMainPanel = true local GamepadUIManager = require("GameCore.Module.GamepadUIManager") SoldierSandtablePanel._tbDefine = { { sPrefabPath = "Soldier/Level/SoldierSandtablePanel.prefab", sCtrlName = "Game.UI.Soldier.Sandtable.SoldierSandtableCtrl" } } function SoldierSandtablePanel:Awake() self.MainChessList = {} self.SupportChessList = {} self.WaitingChessList = {} self.OtherChessList = {} self.bFirstRefreshed = false self.tbGamepadUINode = {} end function SoldierSandtablePanel:AddGamepadUINode(tbNode) for _, v in ipairs(tbNode) do table.insert(self.tbGamepadUINode, v) end end function SoldierSandtablePanel:InitChessList() for i = 1, 3 do self.MainChessList[i] = { nId = 0, nStar = 0, nUid = 0, nPositionType = GameEnum.SoldierPositionType.FightPosition, nIndex = i } end for i = 1, 6 do self.SupportChessList[i] = { nId = 0, nStar = 0, nUid = 0, nPositionType = GameEnum.SoldierPositionType.SupportPosition, nIndex = i } end for i = 1, 9 do self.WaitingChessList[i] = { nId = 0, nStar = 0, nUid = 0, nPositionType = 3, nIndex = i } end end function SoldierSandtablePanel:OnEnable() GamepadUIManager.EnterAdventure(true) GamepadUIManager.EnableGamepadUI("SoldierSandtable", self.tbGamepadUINode, nil, true) end function SoldierSandtablePanel:OnDisable() GamepadUIManager.DisableGamepadUI("SoldierSandtable") GamepadUIManager.QuitAdventure() self.tbGamepadUINode = {} end function SoldierSandtablePanel:OnDestroy() end return SoldierSandtablePanel