local SoldierBattlePanel = class("SoldierBattlePanel", BasePanel) local GamepadUIManager = require("GameCore.Module.GamepadUIManager") SoldierBattlePanel.OpenMinMap = true SoldierBattlePanel._bAddToBackHistory = false SoldierBattlePanel._tbDefine = { { sPrefabPath = "Soldier/Battle/SoldierRoomInfo.prefab", sCtrlName = "Game.UI.Soldier.Battle.SoldierRoomInfoCtrl" }, { sPrefabPath = "Battle/AdventureMainUI/BattlePopupTips.prefab", sCtrlName = "Game.UI.Battle.BattlePopupTipsCtrl" }, { sPrefabPath = "Soldier/Battle/SoldierPausePanel.prefab", sCtrlName = "Game.UI.Soldier.Battle.SoldierPauseCtrl" }, { sPrefabPath = "Soldier/Battle/SoldierSubSkillDisplay.prefab", sCtrlName = "Game.UI.Soldier.Battle.SoldierSkillDisplayCtrl" } } function SoldierBattlePanel:Awake() self.BattleType = GameEnum.worldLevelType.Dynamic self.DynamicType = GameEnum.dynamicLevelType.SoldierChess self.trUIRoot = GameObject.Find("---- UI ----").transform GamepadUIManager.EnterAdventure() GamepadUIManager.EnableGamepadUI("BattleMenu", {}, nil, true) self.tbChess = self._tbParam[1] self.tbPartner = self._tbParam[2] self.nTotalTime = self._tbParam[3] end function SoldierBattlePanel:OnEnable() local wait = function() coroutine.yield(CS.UnityEngine.WaitForEndOfFrame()) EventManager.Hit(EventId.OpenPanel, PanelId.Hud, false, false) coroutine.yield(CS.UnityEngine.WaitForEndOfFrame()) end cs_coroutine.start(wait) EventManager.Hit("RefreshSoldierChessList", self.tbChess) end function SoldierBattlePanel:OnAfterEnter() EventManager.Hit(EventId.SubSkillDisplayInit, self._tbParam[1]) end function SoldierBattlePanel:OnDisable() GamepadUIManager.DisableGamepadUI("BattleMenu") GamepadUIManager.QuitAdventure() end return SoldierBattlePanel