slot0 = class("ActivityBossPtAwardSubPanel", import("view.activity.Panels.PtAwardSubPanel")) 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, slot4) 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) slot6 = uv2.ptData.progress_target[slot1 + 1] < uv4 setActive(slot2:Find("mask"), slot6) if slot6 then setText(slot2:Find("mask/Text"), i18n("world_boss_award_limit", math.round(uv2.ptData.progress_target[slot1 + 1] / 100))) end setActive(slot2:Find("award/mask/Image"), slot1 + 1 <= uv3) end end) slot0.UIlist:align(#slot1) end return slot0