eafd8f4088
EN: 1.9.0.107 CN: 1.9.0.108 JP: 1.9.0.112 KR: 1.9.0.112
228 lines
6.1 KiB
Lua
228 lines
6.1 KiB
Lua
local MainBattlePauseCtrl = class("MainBattlePauseCtrl", BaseCtrl)
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local GameCameraStackManager = CS.GameCameraStackManager.Instance
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local AdventureModuleHelper = CS.AdventureModuleHelper
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local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
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MainBattlePauseCtrl._mapNodeConfig = {
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goBlur = {
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sNodeName = "t_fullscreen_blur_01"
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},
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aniBlur = {
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sNodeName = "t_fullscreen_blur_01",
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sComponentName = "Animator"
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},
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safeAreaRoot = {
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sNodeName = "----SafeAreaRoot----"
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},
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imgBlocker = {},
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btnBgClose = {
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sComponentName = "Button",
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callback = "OnBtnClick_Close"
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},
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aniWindow = {
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sNodeName = "PauseWindow",
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sComponentName = "Animator"
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},
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txtWindowTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "MainBattle_Pause"
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},
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btnClose = {
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sComponentName = "UIButton",
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callback = "OnBtnClick_Close"
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},
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btnGiveUp = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_GiveUp",
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sAction = "Giveup",
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sActionIconType = "Dark"
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},
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btnBack = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Close",
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sAction = "Back",
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sActionIconType = "Dark"
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},
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btnSettings = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Settings"
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},
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btnPopSkill = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Skill"
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},
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ActionBar = {
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sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
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},
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txtGiveUp = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Pause_Btn_EndBattle"
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},
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txtBack = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Pause_Btn_ContinueBattle"
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},
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txtBtnSkill = {
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sComponentName = "TMP_Text",
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sLanguageId = "StarTowerMap_Btn_Skill"
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},
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txtBtnSettings = {
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sComponentName = "TMP_Text",
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sLanguageId = "StarTowerMap_Btn_Settings"
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},
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btnChar = {
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nCount = 3,
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sComponentName = "UIButton",
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callback = "OnBtnClick_Char"
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},
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goChar = {
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nCount = 3,
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sNodeName = "btnChar",
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sCtrlName = "Game.UI.TemplateEx.TemplateCharCtrl"
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},
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txtSubTitle1 = {
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sComponentName = "TMP_Text",
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sLanguageId = "MainBattle_Time"
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},
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txtSubTitle2 = {
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sComponentName = "TMP_Text",
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sLanguageId = "MainBattle_Task"
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},
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txtSubTitle3 = {
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sComponentName = "TMP_Text",
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sLanguageId = "MainBattle_Time"
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},
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txtAim1 = {sComponentName = "TMP_Text"},
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txtTime = {sComponentName = "TMP_Text"},
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txtLeader = {
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sComponentName = "TMP_Text",
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sLanguageId = "Build_Leader"
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},
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txtSub = {
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nCount = 2,
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sComponentName = "TMP_Text",
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sLanguageId = "Build_Sub"
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}
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}
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MainBattlePauseCtrl._mapEventConfig = {
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Mainline_Time_CountUp = "OnEvent_Time",
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GamepadUIReopen = "OnEvent_Reopen"
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}
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function MainBattlePauseCtrl:Refresh(sAim)
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NovaAPI.SetTMPText(self._mapNode.txtAim1, sAim)
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for i = 1, 3 do
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self._mapNode.goChar[i].gameObject:SetActive(self.tbChar[i])
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if self.tbChar[i] then
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self._mapNode.goChar[i]:SetChar(self.tbChar[i].nTid, false, false, self.tbChar[i].nTrialId)
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end
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end
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end
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function MainBattlePauseCtrl:PlayInAni()
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self._mapNode.goBlur:SetActive(true)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self._mapNode.safeAreaRoot:SetActive(true)
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self._mapNode.aniWindow:Play("t_window_04_t_in")
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EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
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end
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cs_coroutine.start(wait)
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end
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function MainBattlePauseCtrl:PlayCloseAni(bGiveUp)
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self._mapNode.aniWindow:Play("t_window_04_t_out")
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self._mapNode.aniBlur:SetTrigger("tOut")
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EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
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self:AddTimer(1, 0.2, "OnPanelClose", true, true, true, bGiveUp)
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end
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function MainBattlePauseCtrl:OnPanelClose(_, bGiveUp)
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PanelManager.InputEnable()
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GamepadUIManager.DisableGamepadUI("MainBattlePauseCtrl")
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EventManager.Hit(EventId.BattleDashboardVisible, true)
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self._mapNode.safeAreaRoot:SetActive(false)
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self._mapNode.goBlur:SetActive(false)
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self._mapNode.imgBlocker:SetActive(false)
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EventManager.Hit(EventId.ClosePanel, PanelId.MainBattlePause)
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if bGiveUp then
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EventManager.Hit(EventId.AbandonBattle)
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else
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EventManager.Hit(EventId.PasueAvgBubble, false)
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end
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end
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function MainBattlePauseCtrl:Awake()
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self._mapNode.safeAreaRoot:SetActive(false)
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local tbConfig = {
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{
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sAction = "Skill",
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sLang = "StarTowerMap_Btn_Skill"
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},
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{
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sAction = "Settings",
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sLang = "StarTowerMap_Btn_Settings"
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}
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}
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self._mapNode.ActionBar:InitActionBar(tbConfig)
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end
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function MainBattlePauseCtrl:OnEnable()
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self:Pause()
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end
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function MainBattlePauseCtrl:OnDisable()
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end
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function MainBattlePauseCtrl:OnDestroy()
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end
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function MainBattlePauseCtrl:Pause()
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local tbParam = self:GetPanelParam()
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local nTime = 0
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local sAim = ""
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if type(tbParam) == "table" then
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nTime = tbParam[1]
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self.tbChar = tbParam[2]
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sAim = tbParam[3]
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end
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EventManager.Hit(EventId.BattleDashboardVisible, false)
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PanelManager.InputDisable()
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self:PlayInAni()
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self:Refresh(sAim)
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self:OnEvent_Time(nTime)
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GamepadUIManager.EnableGamepadUI("MainBattlePauseCtrl", self:GetGamepadUINode())
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end
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function MainBattlePauseCtrl:OnEvent_Time(nTime)
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local nMin = math.floor(nTime / 60)
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local nSec = math.fmod(nTime, 60)
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NovaAPI.SetTMPText(self._mapNode.txtTime, string.format("%02d:%02d", nMin, nSec))
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end
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function MainBattlePauseCtrl:OnBtnClick_GiveUp(btn)
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self:PlayCloseAni(true)
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self._mapNode.imgBlocker:SetActive(true)
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end
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function MainBattlePauseCtrl:OnBtnClick_Close(btn)
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self:PlayCloseAni(false)
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end
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function MainBattlePauseCtrl:OnBtnClick_Char(btn, nIndex)
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end
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function MainBattlePauseCtrl:OnBtnClick_Skill(btn)
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local tbCharId, tbTrial = {}, {}
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for _, v in ipairs(self.tbChar) do
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table.insert(tbCharId, v.nTid)
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if v.nTrialId then
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table.insert(tbTrial, v.nTrialId)
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end
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end
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EventManager.Hit(EventId.OpenPanel, PanelId.PopupSkillPanel, tbCharId, false, tbTrial)
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self._mapNode.ActionBar.gameObject:SetActive(false)
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end
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function MainBattlePauseCtrl:OnBtnClick_Settings(btn)
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EventManager.Hit(EventId.OpenPanel, PanelId.BattleSettings)
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self._mapNode.ActionBar.gameObject:SetActive(false)
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end
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function MainBattlePauseCtrl:OnEvent_Reopen(sName)
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if sName ~= "MainBattlePauseCtrl" then
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return
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end
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local nUIType = GamepadUIManager.GetCurUIType()
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if nUIType == AllEnum.GamepadUIType.Other then
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return
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end
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self._mapNode.ActionBar.gameObject:SetActive(true)
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end
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return MainBattlePauseCtrl
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