slot0 = class("BattleRewardRerformResultLayer", import(".BattleResultLayer")) function slot0.didEnter(slot0) setText(slot0._levelText, pg.expedition_data_template[slot0.contextData.stageId].name) slot3 = rtf(slot0._grade) slot0._gradeUpperLeftPos = slot3.localPosition slot3.localPosition = Vector3(0, 25, 0) pg.UIMgr.GetInstance():BlurPanel(slot0._tf) slot0._grade.transform.localScale = Vector3(1.5, 1.5, 0) LeanTween.scale(slot0._grade, Vector3(0.88, 0.88, 1), uv0.DURATION_WIN_SCALE):setOnComplete(System.Action(function () SetActive(uv0._levelText, true) uv0:rankAnimaFinish() end)) slot0._tf:GetComponent(typeof(Image)).color = Color.New(0, 0, 0, 0.5) slot0._stateFlag = BattleResultLayer.STATE_RANK_ANIMA onButton(slot0, slot0._skipBtn, function () uv0:skip() end, SFX_CONFIRM) end function slot0.skip(slot0) if slot0._stateFlag == BattleResultLayer.STATE_REPORTED then slot0:emit(BattleResultMediator.ON_BACK_TO_LEVEL_SCENE) end end function slot0.onBackPressed(slot0) triggerButton(slot0._skipBtn) end function slot0.willExit(slot0) LeanTween.cancel(go(slot0._tf)) pg.UIMgr.GetInstance():UnblurPanel(slot0._tf) end return slot0