slot0 = class("FleetCellView", import(".SpineCellView")) function slot0.Ctor(slot0, slot1) uv0.super.Ctor(slot0, slot1) slot0.tfShadow = slot0.tf:Find("shadow") slot0.tfArrow = slot0.tf:Find("arrow") slot0.tfAmmo = slot0.tf:Find("ammo") slot0.tfAmmoText = slot0.tfAmmo:Find("text") slot0.tfOp = slot0.tf:Find("op") end function slot0.GetOrder(slot0) return ChapterConst.CellPriorityFleet end function slot0.showPoisonDamage(slot0, slot1) slot2 = "banai_dian01" slot3 = slot0.tfShip.localPosition slot0:GetLoader():GetPrefab("ui/" .. slot2, slot2, function (slot0) setParent(slot0.transform, uv0.tf, false) slot1 = LeanTween.moveY(uv0.tfShip, uv1.y - 10, 0.1):setEase(LeanTweenType.easeInOutSine):setLoopPingPong() if not IsNil(slot0:GetComponent(typeof(ParticleSystemEvent))) then slot2:AddEndEvent(function (slot0) uv0.tfShip.localPosition = uv1 uv0.loader:ClearRequest("PoisonDamage") LeanTween.cancel(uv0.tfShip.gameObject) if uv2 then uv2() end end) end end, "PoisonDamage") end function slot0.SetActiveNoPassIcon(slot0, slot1) if not slot1 then slot0.loader:ClearRequest("NoPassIcon") else slot4 = "event_task_small" if slot0:GetLoader():GetRequestPackage(slot2) and slot3.name == slot4 then return end slot0:GetLoader():GetPrefabBYStopLoading("boxprefab/" .. slot4, slot4, function (slot0) setParent(slot0.transform, uv0.tf, false) slot1 = 150 setLocalPosition(slot0, Vector3(0, slot1, 0)) slot2 = LeanTween.moveY(rtf(slot0), slot1 - 10, 1):setEase(LeanTweenType.easeInOutSine):setLoopPingPong() end, slot2) end end return slot0