eafd8f4088
EN: 1.9.0.107 CN: 1.9.0.108 JP: 1.9.0.112 KR: 1.9.0.112
257 lines
7.5 KiB
Lua
257 lines
7.5 KiB
Lua
local CharBgPanel = class("CharBgPanel", BasePanel)
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CharBgPanel._tbDefine = {
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{
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sPrefabPath = "CharacterInfoEx/CharBgPanel.prefab",
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sCtrlName = "Game.UI.CharacterInfoEx.CharBgCtrl"
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},
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{
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sPrefabPath = "CharacterInfoEx/CharacterInfoPanel.prefab",
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sCtrlName = "Game.UI.CharacterInfoEx.CharacterInfoCtrl"
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},
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{
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sPrefabPath = "CharacterInfoEx/CharDevelopmentPanel.prefab",
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sCtrlName = "Game.UI.CharacterInfoEx.CharDevelopmentCtrl"
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},
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{
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sPrefabPath = "CharSkill/CharSkillPanel.prefab",
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sCtrlName = "Game.UI.CharSkill.CharSkillCtrl"
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},
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{
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sPrefabPath = "CharacterInfoEx/CharPotentialPanel.prefab",
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sCtrlName = "Game.UI.CharacterInfoEx.CharPotentialCtrl"
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},
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{
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sPrefabPath = "CharacterInfoEx/CharTalentPanel.prefab",
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sCtrlName = "Game.UI.CharacterInfoEx.CharTalentCtrl"
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},
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{
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sPrefabPath = "CharacterInfoEx/CharEquipmentPanel.prefab",
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sCtrlName = "Game.UI.CharacterInfoEx.CharEquipmentCtrl"
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},
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{
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sPrefabPath = "CharacterInfoEx/CharFgPanel.prefab",
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sCtrlName = "Game.UI.CharacterInfoEx.CharFgCtrl"
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},
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{
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sPrefabPath = "CharacterInfoEx/CharacterRelationPanel.prefab",
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sCtrlName = "Game.UI.CharacterInfoEx.CharacterRelationCtrl"
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}
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}
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CharBgPanel._mapEventConfig = {
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[EventId.CharRelatePanelOpen] = "OnEvent_CharRelatePanelOpen",
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[EventId.CharRelatePanelClose] = "OnEvent_CharRelatePanelClose"
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}
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local char_panel_show_cfg = {
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[PanelId.CharInfo] = {
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bShowTopBar = true,
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type = AllEnum.CharBgPanelShowType.L2D,
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bgPosX = 0,
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L2DPosX = 0,
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weaponPosX = 28
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},
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[PanelId.CharUpPanel] = {
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bShowTopBar = true,
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type = AllEnum.CharBgPanelShowType.L2D,
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bgPosX = 0,
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L2DPosX = -0.92,
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weaponPosX = 28
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},
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[PanelId.CharSkill] = {
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bShowTopBar = true,
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type = AllEnum.CharBgPanelShowType.L2D,
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bgPosX = -26.8,
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L2DPosX = -0.62,
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weaponPosX = 28
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},
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[PanelId.CharEquipment] = {
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bShowTopBar = true,
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type = AllEnum.CharBgPanelShowType.L2D,
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bgPosX = -29.1,
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L2DPosX = -4,
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weaponPosX = 28
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},
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[PanelId.CharPotential] = {
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bShowTopBar = true,
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type = AllEnum.CharBgPanelShowType.L2D,
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bgPosX = -31.4,
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L2DPosX = -6.8,
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weaponPosX = 28
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},
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[PanelId.CharTalent] = {
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bShowTopBar = true,
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type = AllEnum.CharBgPanelShowType.None,
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bgPosX = -33.8,
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L2DPosX = -26,
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weaponPosX = 28
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},
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[PanelId.CharacterRelation] = {
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bShowTopBar = true,
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type = AllEnum.CharBgPanelShowType.L2D,
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bgPosX = -60,
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L2DPosX = -3,
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weaponPosX = 28
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}
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}
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local char_sub_panel = {
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[PanelId.CharUpPanel] = true
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}
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local panel_switch_anim_cfg = {
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[PanelId.CharUpPanel] = {
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[PanelId.CharInfo] = {nL2dTime = 0.3, nBgTime = 0}
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},
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[PanelId.CharInfo] = {
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[PanelId.CharUpPanel] = {nL2dTime = 0.3, nBgTime = 0},
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[PanelId.CharSkill] = {nL2dTime = 0.2, nBgTime = 0},
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[PanelId.CharEquipment] = {
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nL2dTime = 0.4,
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nBgTime = 0,
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uiEaseType = Ease.InOutSine,
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bgEaseType = Ease.InOutCubic
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},
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[PanelId.CharacterRelation] = {nL2dTime = 0, nBgTime = 0},
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[PanelId.CharPotential] = {nL2dTime = 0.3, nBgTime = 0},
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[PanelId.CharTalent] = {nL2dTime = 0, nBgTime = 0}
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},
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[PanelId.CharSkill] = {
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[PanelId.CharInfo] = {nL2dTime = 0.3, nBgTime = 0},
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[PanelId.CharEquipment] = {nL2dTime = 0.25, nBgTime = 0.25},
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[PanelId.CharacterRelation] = {nL2dTime = 0, nBgTime = 0},
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[PanelId.CharPotential] = {nL2dTime = 0.3, nBgTime = 0.3},
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[PanelId.CharTalent] = {nL2dTime = 0.3, nBgTime = 0.3}
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},
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[PanelId.CharEquipment] = {
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[PanelId.CharInfo] = {
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nL2dTime = 0.4,
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nBgTime = 0,
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uiEaseType = Ease.InOutSine,
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bgEaseType = Ease.InOutCubic
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},
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[PanelId.CharSkill] = {nL2dTime = 0.25, nBgTime = 0.25},
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[PanelId.CharacterRelation] = {nL2dTime = 0, nBgTime = 0},
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[PanelId.CharPotential] = {nL2dTime = 0.3, nBgTime = 0.3},
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[PanelId.CharTalent] = {nL2dTime = 0.3, nBgTime = 0.3}
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},
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[PanelId.CharacterRelation] = {
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[PanelId.CharInfo] = {nL2dTime = 0, nBgTime = 0},
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[PanelId.CharEquipment] = {nL2dTime = 0, nBgTime = 0},
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[PanelId.CharSkill] = {nL2dTime = 0, nBgTime = 0},
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[PanelId.CharPotential] = {nL2dTime = 0, nBgTime = 0},
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[PanelId.CharTalent] = {nL2dTime = 0, nBgTime = 0}
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},
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[PanelId.CharPotential] = {
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[PanelId.CharInfo] = {nL2dTime = 0.3, nBgTime = 0},
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[PanelId.CharEquipment] = {nL2dTime = 0.3, nBgTime = 0.3},
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[PanelId.CharSkill] = {nL2dTime = 0.3, nBgTime = 0.3},
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[PanelId.CharacterRelation] = {nL2dTime = 0, nBgTime = 0},
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[PanelId.CharTalent] = {nL2dTime = 0.3, nBgTime = 0.3}
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},
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[PanelId.CharTalent] = {
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[PanelId.CharInfo] = {nL2dTime = 0, nBgTime = 0},
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[PanelId.CharEquipment] = {nL2dTime = 0, nBgTime = 0.3},
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[PanelId.CharSkill] = {nL2dTime = 0, nBgTime = 0.3},
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[PanelId.CharacterRelation] = {nL2dTime = 0, nBgTime = 0},
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[PanelId.CharPotential] = {nL2dTime = 0, nBgTime = 0.3}
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}
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}
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function CharBgPanel:Close()
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EventManager.Hit(EventId.ClosePanel, PanelId.CharBgPanel)
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end
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function CharBgPanel:GetPanelAnimCfg(nClosePanelId, nOpenPanelId)
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if nil == panel_switch_anim_cfg[nClosePanelId] then
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return
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end
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if nil == panel_switch_anim_cfg[nClosePanelId][nOpenPanelId] then
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return
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end
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return panel_switch_anim_cfg[nClosePanelId][nOpenPanelId]
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end
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function CharBgPanel:GetPanelAnimTime(nClosePanelId, nOpenPanelId)
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local tbCfg = self:GetPanelAnimCfg(nClosePanelId, nOpenPanelId)
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if nil ~= tbCfg then
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return tbCfg.nBgTime, tbCfg.nL2dTime
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end
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end
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function CharBgPanel:PlayPanelSwitchAnim(trContent, nWidth, nTime)
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EventManager.Hit(EventId.TemporaryBlockInput, nTime)
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local tweener = trContent:DOAnchorPosX(nWidth, nTime):SetUpdate(true)
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local tbCfg = self:GetPanelAnimCfg(self.nClosePanelId, self.nPanelId)
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if nil ~= tbCfg and nil ~= tbCfg.uiEaseType then
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tweener:SetEase(tbCfg.uiEaseType)
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end
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return tweener
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end
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function CharBgPanel:GetPanelShowCfg()
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return char_panel_show_cfg
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end
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function CharBgPanel:GetSubPanel()
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return char_sub_panel
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end
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function CharBgPanel:Awake()
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self.nPanelId = 0
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self.nCharId = 0
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self.tbCharList = {}
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self.panelStack = {}
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self.bSecondPanel = false
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self.nUpgradeIndex = 1
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local tbParam = self._tbParam
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if type(tbParam) == "table" then
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self.nPanelId = tbParam[1]
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if nil ~= tbParam[2] then
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self.nCharId = tbParam[2]
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end
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if nil ~= tbParam[3] then
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self.tbCharList = tbParam[3]
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end
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if nil ~= tbParam[4] then
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self.param1 = tbParam[4]
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end
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end
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table.insert(self.panelStack, self.nPanelId)
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end
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function CharBgPanel:OnEnable()
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end
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function CharBgPanel:OnDisable()
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end
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function CharBgPanel:OnEvent_CharRelatePanelOpen(nPanelId, nCharId, tbCharList, param1)
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self.nClosePanelId = self.nPanelId
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self.nPanelId = nPanelId
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self.bSecondPanel = false
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if nil ~= nCharId then
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self.nCharId = nCharId
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end
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if nil ~= tbCharList then
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self.tbCharList = tbCharList
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end
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if nil ~= param1 then
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self.param1 = param1
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end
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if char_sub_panel[nPanelId] then
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table.insert(self.panelStack, nPanelId)
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elseif self.panelStack[#self.panelStack] == self.nClosePanelId then
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table.remove(self.panelStack, #self.panelStack)
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table.insert(self.panelStack, nPanelId)
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end
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EventManager.Hit(EventId.CharRelatePanelAdvance, self.nClosePanelId, nPanelId)
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end
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function CharBgPanel:OnEvent_CharRelatePanelClose(bForceClose)
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if #self.panelStack <= 1 or bForceClose then
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self:Close()
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return
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end
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self.nClosePanelId = self.nPanelId
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local nLastPanelId = self.panelStack[#self.panelStack]
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if self.nClosePanelId ~= nLastPanelId then
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self:Close()
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return
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end
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local nOpenPanelId = self.panelStack[#self.panelStack - 1]
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table.remove(self.panelStack, #self.panelStack)
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self.nPanelId = nOpenPanelId
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self.bSecondPanel = false
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local panelCfg = char_panel_show_cfg[self.nClosePanelId]
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if nil ~= panelCfg then
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EventManager.Hit(EventId.CharRelatePanelBack, self.nClosePanelId, nOpenPanelId)
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end
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end
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return CharBgPanel
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