slot0 = class("PtAwardSubPanel", import("view.base.BaseSubPanel")) function slot0.GetUIName(slot0) return "ActivitybonusWindow_btnVer" end function slot0.OnInit(slot0) slot0.UIlist = UIItemList.New(slot0._tf:Find("window/panel/list"), slot0._tf:Find("window/panel/list/item")) slot0.totalTxt = slot0._tf:Find("window/pt/Text"):GetComponent(typeof(Text)) slot0.totalTitleTxt = slot0._tf:Find("window/pt/title"):GetComponent(typeof(Text)) slot0.closeBtn = slot0._tf:Find("window/top/btnBack") slot0.btn_banned = slot0._tf:Find("window/btn_banned") slot0.btn_get = slot0._tf:Find("window/btn_get") slot0.btn_got = slot0._tf:Find("window/btn_got") onButton(slot0, slot0._tf:Find("bg_dark"), function () uv0:Hide() end, SFX_PANEL) onButton(slot0, slot0.closeBtn, function () uv0:Hide() end, SFX_PANEL) onButton(slot0, slot0.btn_get, function () slot0, slot1 = uv0.ptData:GetResProgress() uv0:emit(ActivityMediator.EVENT_PT_OPERATION, { cmd = 1, activity_id = uv0.ptData:GetId(), arg1 = slot1 }) end, SFX_PANEL) end function slot0.UpdateView(slot0, slot1) slot0.ptData = slot1 slot2 = slot1.dropList slot3 = slot1.targets slot4 = slot1.level slot5 = slot1.count slot7 = pg.item_data_statistics[id2ItemId(slot1.resId)].name if slot1.type == 2 then slot0.cntTitle = i18n("pt_total_count", i18n("pt_cosume", slot7)) slot0.resTitle = i18n("pt_count", i18n("pt_cosume", slot7)) else slot0.cntTitle = i18n("pt_total_count", slot7) slot0.resTitle = i18n("pt_count", slot7) end slot9 = slot0.ptData:CanGetAward() setActive(slot0.btn_get, slot9) setActive(slot0.btn_banned, not slot9) slot0:UpdateList(slot2, slot3, slot4, slot0.ptData:GetBossProgress()) Canvas.ForceUpdateCanvases() end function slot0.UpdateList(slot0, slot1, slot2, slot3) slot0.UIlist:make(function (slot0, slot1, slot2) if slot0 == UIItemList.EventUpdate then slot3 = uv0[slot1 + 1] setText(slot2:Find("title/Text"), "PHASE " .. slot1 + 1) setText(slot2:Find("target/Text"), uv1[slot1 + 1]) setText(slot2:Find("target/title"), uv2.resTitle) updateDrop(slot2:Find("award"), { type = slot3[1], id = slot3[2], count = slot3[3] }, { hideName = true }) onButton(uv2, slot2:Find("award"), function () uv0:emit(BaseUI.ON_DROP, uv1) end, SFX_PANEL) setActive(slot2:Find("award/mask"), slot1 + 1 <= uv3) end end) slot0.UIlist:align(#slot1) end return slot0