local TraceHuntSucBarCtrl = class("TraceHuntSucBarCtrl", BaseCtrl) TraceHuntSucBarCtrl._mapNodeConfig = { aniBlur = { sNodeName = "t_fullscreen_blur_blue", sComponentName = "Animator" }, Upgrade = { sCtrlName = "Game.UI.SuccessBarEx.TraceHuntUpgradeSucCtrl" }, btnClose = { sComponentName = "UIButton", callback = "OnBtnClick_Close" } } TraceHuntSucBarCtrl._mapEventConfig = {} function TraceHuntSucBarCtrl:Open() self._mapNode.Upgrade.gameObject:SetActive(true) self._mapNode.Upgrade:Open() end function TraceHuntSucBarCtrl:Awake() self._mapNode.Upgrade.gameObject:SetActive(false) end function TraceHuntSucBarCtrl:OnEnable() self._mapNode.aniBlur.gameObject:SetActive(true) self:Open() end function TraceHuntSucBarCtrl:OnDisable() end function TraceHuntSucBarCtrl:OnDestroy() end function TraceHuntSucBarCtrl:OnBtnClick_Close(btn) if self._panel.callback then self._panel.callback() end EventManager.Hit(EventId.ClosePanel, PanelId.TraceHuntSucBar) end return TraceHuntSucBarCtrl