5e0d58cfad
EN: 1.2.0.60 CN: 1.2.0.61 JP: 1.2.0.63 KR: 1.2.0.67
221 lines
7.0 KiB
Lua
221 lines
7.0 KiB
Lua
local PotentialLevelUpCtrl = class("PotentialLevelUpCtrl", BaseCtrl)
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local WwiseAudioMgr = CS.WwiseAudioManager.Instance
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local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
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PotentialLevelUpCtrl._mapNodeConfig = {
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blurBg = {},
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menuBg = {},
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btnMask = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_MaskBg"
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},
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contentRoot = {
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sNodeName = "----SafeAreaRoot----"
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},
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animCtrl = {
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sComponentName = "Animator",
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sNodeName = "----SafeAreaRoot----"
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},
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btnDepot = {
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sComponentName = "NaviButton",
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callback = "OnBtnClick_Depot"
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},
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imgUpgradeTitle = {},
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imgSelectTitle = {},
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txtUpgrade = {sComponentName = "TMP_Text"},
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txtTitle = {
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sComponentName = "TMP_Text",
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sLanguageId = "StarTower_Potential_LevelUp_Title"
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},
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txtCloseTips = {
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sComponentName = "TMP_Text",
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sLanguageId = "StarTower_Potential_LevelUp_Click"
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},
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goChangeDesc = {},
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btnPotential = {sComponentName = "NaviButton", nCount = 3},
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rtBtnPotential = {
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sNodeName = "btnPotential",
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sComponentName = "RectTransform",
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nCount = 3
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},
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potentialCard = {
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nCount = 3,
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sCtrlName = "Game.UI.StarTower.Potential.PotentialCardItemCtrl"
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},
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ScrollView = {
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nCount = 3,
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sComponentName = "GamepadScroll"
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},
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btnConfirm = {sComponentName = "NaviButton"},
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txtBtnConfirm = {
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sComponentName = "TMP_Text",
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sLanguageId = "Potential_Select_Confirm"
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},
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rtBtnConfirm = {
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sNodeName = "btnConfirm",
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sComponentName = "RectTransform"
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},
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depotPoint = {},
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cardFinishParticle = {},
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ActionBar = {
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sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
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}
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}
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PotentialLevelUpCtrl._mapEventConfig = {
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ShowPotentialLevelUp = "OnEvent_ShowPotentialLevelUp",
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GamepadUIReopen = "OnEvent_Reopen"
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}
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PotentialLevelUpCtrl._mapRedDotConfig = {}
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function PotentialLevelUpCtrl:Refresh(tbPotential)
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if tbPotential == nil or #tbPotential == 0 then
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return
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end
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self._mapNode.imgUpgradeTitle.gameObject:SetActive(false)
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self._mapNode.imgSelectTitle.gameObject:SetActive(true)
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self._mapNode.btnConfirm.gameObject:SetActive(false)
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self._mapNode.goChangeDesc.gameObject:SetActive(false)
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self:RefreshPotentialList(tbPotential)
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end
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function PotentialLevelUpCtrl:RefreshPotentialList(tbPotential)
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local tbCardObj = {}
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local bSimple = PlayerData.StarTower:GetPotentialDescSimple()
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for k, v in ipairs(self._mapNode.potentialCard) do
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v.gameObject:SetActive(false)
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self._mapNode.btnPotential[k].gameObject:SetActive(tbPotential[k] ~= nil)
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if tbPotential[k] ~= nil then
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local nTid = tbPotential[k].nId
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local potentialCfg = ConfigTable.GetData("Potential", nTid)
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if nil ~= potentialCfg then
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local nCharId = potentialCfg.CharId
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local nPotentialAddLv = self._panel.mapPotentialAddLevel[nCharId][nTid] or 0
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v:SetPotentialItem(nTid, tbPotential[k].nLevel, tbPotential[k].nNextLevel, bSimple, true, nPotentialAddLv, AllEnum.PotentialCardType.StarTower)
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table.insert(tbCardObj, v)
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end
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end
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end
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if 0 < #tbCardObj then
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local wait = function()
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EventManager.Hit(EventId.BlockInput, true)
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local frameCount = 0
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while 0 < #tbCardObj do
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if 4 <= frameCount then
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local cardObj = table.remove(tbCardObj, 1)
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if cardObj ~= nil then
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cardObj.gameObject:SetActive(true)
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cardObj:PlayAnim("tc_newperk_card_in")
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WwiseAudioMgr:PlaySound("ui_roguelike_xintiao_select")
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end
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frameCount = 0
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else
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frameCount = frameCount + 1
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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end
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end
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EventManager.Hit(EventId.BlockInput, false)
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end
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cs_coroutine.start(wait)
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end
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end
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function PotentialLevelUpCtrl:HidePanel()
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PanelManager.InputEnable()
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EventManager.Hit("StarTowerSetButtonEnable", true, true)
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self._mapNode.blurBg.gameObject:SetActive(false)
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self._mapNode.contentRoot.gameObject:SetActive(false)
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self._mapNode.btnMask.gameObject:SetActive(false)
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NovaAPI.SetCanvasSortingOrder(self.canvas, self.nInitSortingOrder)
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GamepadUIManager.DisableGamepadUI("PotentialLevelUpCtrl")
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if nil ~= self.callback then
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self.callback()
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end
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end
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function PotentialLevelUpCtrl:Awake()
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self.canvas = self.gameObject:GetComponent("Canvas")
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self.nInitSortingOrder = NovaAPI.GetCanvasSortingOrder(self.canvas)
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self._mapNode.contentRoot.gameObject:SetActive(false)
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self._mapNode.blurBg.gameObject:SetActive(false)
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self._mapNode.menuBg.gameObject:SetActive(false)
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self._mapNode.txtCloseTips.gameObject:SetActive(true)
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self._mapNode.btnMask.gameObject:SetActive(false)
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self.tbGamepadUINode = self:GetGamepadUINode()
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end
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function PotentialLevelUpCtrl:OnEnable()
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end
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function PotentialLevelUpCtrl:OnDisable()
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end
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function PotentialLevelUpCtrl:OnBtnClick_MaskBg()
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self:HidePanel()
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end
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function PotentialLevelUpCtrl:OnBtnClick_Depot()
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self.bOpenDepot = true
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EventManager.Hit("StarTowerSetButtonEnable", false, false)
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CS.GameCameraStackManager.Instance:OpenMainCamera()
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self._mapNode.contentRoot.gameObject:SetActive(false)
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self._mapNode.blurBg.gameObject:SetActive(false)
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self._mapNode.btnMask.gameObject:SetActive(false)
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EventManager.Hit(EventId.StarTowerDepot, AllEnum.StarTowerDepotTog.Potential)
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end
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function PotentialLevelUpCtrl:OnEvent_CloseStarTowerDepot()
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if self.bOpenDepot then
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self.bOpenDepot = false
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EventManager.Hit("StarTowerSetButtonEnable", false, false)
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self._mapNode.blurBg.gameObject:SetActive(true)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self._mapNode.contentRoot.gameObject:SetActive(true)
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self._mapNode.btnMask.gameObject:SetActive(true)
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if self.nSelectIdx ~= 0 then
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for k, v in ipairs(self._mapNode.potentialCard) do
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if k == self.nSelectIdx then
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v:PlayAnim("tc_newperk_card_switch_up")
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v:ChangeWordRaycast(true)
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end
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end
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end
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end
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cs_coroutine.start(wait)
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end
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end
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function PotentialLevelUpCtrl:OnEvent_ShowPotentialLevelUp(tbPotential, callback)
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self._panel:SetTop(self.canvas)
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if self._mapNode.blurBg.gameObject.activeSelf == false then
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PanelManager.InputDisable()
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end
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EventManager.Hit("StarTowerSetButtonEnable", false, false)
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GamepadUIManager.EnableGamepadUI("PotentialLevelUpCtrl", self.tbGamepadUINode)
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self.callback = callback
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self._mapNode.contentRoot.gameObject:SetActive(false)
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self._mapNode.blurBg.gameObject:SetActive(true)
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self._mapNode.btnMask.gameObject:SetActive(true)
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self._mapNode.menuBg.gameObject:SetActive(false)
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self._mapNode.cardFinishParticle:SetActive(false)
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self._mapNode.btnConfirm.gameObject:SetActive(false)
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local wait = function()
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coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
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self._mapNode.contentRoot.gameObject:SetActive(true)
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self._mapNode.animCtrl:Play("PotentialSelectPanel_in")
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self:Refresh(tbPotential)
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end
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cs_coroutine.start(wait)
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local tbConfig = {
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{
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sAction = "Confirm",
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sLang = "ActionBar_Confirm"
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},
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{
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sAction = "Scroll",
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sLang = "ActionBar_Scroll"
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},
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{
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sAction = "Depot",
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sLang = "ActionBar_Depot"
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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 PotentialLevelUpCtrl:OnEvent_Reopen(sName)
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if sName ~= "PotentialLevelUpCtrl" then
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return
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end
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self:OnEvent_CloseStarTowerDepot()
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end
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return PotentialLevelUpCtrl
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