slot0 = class slot1 = "ShopsLayer" slot2 = import slot3 = "..base.BaseUI" slot0 = slot0(slot1, slot2(slot3)) slot1 = "activity" slot0.TYPE_ACTIVITY = slot1 slot1 = "shopstreet" slot0.TYPE_SHOP_STREET = slot1 slot1 = "supplies" slot0.TYPE_MILITARY_SHOP = slot1 slot1 = "guild" slot0.TYPE_GUILD = slot1 slot1 = "sham" slot0.TYPE_SHAM_SHOP = slot1 slot1 = "escort" slot0.TYPE_ESCORT_SHOP = slot1 slot1 = "fragment" slot0.TYPE_FRAGMENT = slot1 function slot1(slot0) slot1 = "shopsUI" return slot1 end slot0.getUIName = slot1 function slot1(slot0) slot1 = {} slot0.bgs = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "blur_panel/adapt/top" slot1 = slot1(slot2, slot3) slot0.top = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "frame/item_tpl" slot1 = slot1(slot2, slot3) slot0.goodTF = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "frame/item_activity_tpl" slot1 = slot1(slot2, slot3) slot0.goodActivityTF = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "frame/item_sham_tpl" slot1 = slot1(slot2, slot3) slot0.goodShamTF = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "frame/item_fragment_tpl" slot1 = slot1(slot2, slot3) slot0.goodFragTF = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "frame/bottom" slot1 = slot1(slot2, slot3) slot0.bottomPanel = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "frame/switch_btn" slot1 = slot1(slot2, slot3) slot0.switchBtn = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "frame/skin_btn" slot1 = slot1(slot2, slot3) slot0.skinBtn = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "frame/chat" slot1 = slot1(slot2, slot3) slot0.chat = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "Text" slot4 = slot0.chat slot1 = slot1(slot2, slot3, slot4) slot0.chatText = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "paint_touch" slot1 = slot1(slot2, slot3) slot0.buzhihuoTouch = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "activity_bg" slot1 = slot1(slot2, slot3) slot0.activityBg = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "back_button" slot4 = slot0.top slot1 = slot1(slot2, slot3, slot4) slot0.backBtn = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "option" slot4 = slot0.top slot1 = slot1(slot2, slot3, slot4) slot0.homeBtn = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "paint" slot1 = slot1(slot2, slot3) slot0.painting = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "bili_bg" slot1 = slot1(slot2, slot3) slot0.biliBg = slot1 slot1 = slot0.biliBg if slot1 then slot1 = setActive slot2 = slot0.biliBg slot3 = false slot1(slot2, slot3) end slot1 = PlayerResource slot1 = slot1.New slot1 = slot1() slot0.resPanel = slot1 slot1 = slot0.resPanel slot2 = slot1 slot1 = slot1.setParent slot4 = slot0 slot3 = slot0.findTF slot5 = "res" slot6 = slot0.top slot3 = slot3(slot4, slot5, slot6) slot4 = false slot1(slot2, slot3, slot4) slot2 = slot0 slot1 = slot0.findTF slot3 = "frame" slot1 = slot1(slot2, slot3) slot0.frame = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "frame/viewContainer" slot1 = slot1(slot2, slot3) slot0.viewContainer = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "military_shop" slot4 = slot0.viewContainer slot1 = slot1(slot2, slot3, slot4) slot0.militaryShopTF = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "shop_street" slot4 = slot0.viewContainer slot1 = slot1(slot2, slot3, slot4) slot0.shopStreetTF = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "activity_shop" slot4 = slot0.viewContainer slot1 = slot1(slot2, slot3, slot4) slot0.activityShopTF = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "guild_shop" slot4 = slot0.viewContainer slot1 = slot1(slot2, slot3, slot4) slot0.guildShopTF = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "sham_shop" slot4 = slot0.viewContainer slot1 = slot1(slot2, slot3, slot4) slot0.shamShopTF = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "escort_shop" slot4 = slot0.viewContainer slot1 = slot1(slot2, slot3, slot4) slot0.escortShopTF = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "frag_shop" slot4 = slot0.viewContainer slot1 = slot1(slot2, slot3, slot4) slot0.fragShopTF = slot1 slot1 = {} slot0.cards = slot1 slot1 = setText slot2 = slot0.goodTF slot3 = slot2 slot2 = slot2.Find slot4 = "mask/tag/sellout_tag" slot2 = slot2(slot3, slot4) slot3 = i18n slot4 = "word_sell_out" slot1(slot2, slot3(slot4)) slot1 = setText slot2 = slot0.goodActivityTF slot3 = slot2 slot2 = slot2.Find slot4 = "mask/tag/sellout_tag" slot2 = slot2(slot3, slot4) slot3 = i18n slot4 = "word_sell_out" slot1(slot2, slot3(slot4)) slot1 = setText slot2 = slot0.goodShamTF slot3 = slot2 slot2 = slot2.Find slot4 = "mask/tag/sellout_tag" slot2 = slot2(slot3, slot4) slot3 = i18n slot4 = "word_sell_out" slot1(slot2, slot3(slot4)) slot1 = setText slot2 = slot0.goodFragTF slot3 = slot2 slot2 = slot2.Find slot4 = "mask/tag/sellout_tag" slot2 = slot2(slot3, slot4) slot3 = i18n slot4 = "word_sell_out" slot1(slot2, slot3(slot4)) slot1 = setText slot2 = slot0.shamShopTF slot3 = slot2 slot2 = slot2.Find slot4 = "time" slot2 = slot2(slot3, slot4) slot3 = i18n slot4 = "title_limit_time" slot1(slot2, slot3(slot4)) slot1 = setText slot2 = slot0.shamShopTF slot3 = slot2 slot2 = slot2.Find slot4 = "time/text" slot2 = slot2(slot3, slot4) slot3 = i18n slot4 = "shops_rest_day" slot1(slot2, slot3(slot4)) slot1 = setText slot2 = slot0.shamShopTF slot3 = slot2 slot2 = slot2.Find slot4 = "time/text_day" slot2 = slot2(slot3, slot4) slot3 = i18n slot4 = "word_date" slot1(slot2, slot3(slot4)) slot1 = setText slot2 = slot0.fragShopTF slot3 = slot2 slot2 = slot2.Find slot4 = "time" slot2 = slot2(slot3, slot4) slot3 = i18n slot4 = "title_limit_time" slot1(slot2, slot3(slot4)) slot1 = setText slot2 = slot0.fragShopTF slot3 = slot2 slot2 = slot2.Find slot4 = "time/text" slot2 = slot2(slot3, slot4) slot3 = i18n slot4 = "shops_rest_day" slot1(slot2, slot3(slot4)) slot1 = setText slot2 = slot0.fragShopTF slot3 = slot2 slot2 = slot2.Find slot4 = "time/text_day" slot2 = slot2(slot3, slot4) slot3 = i18n slot4 = "word_date" slot1(slot2, slot3(slot4)) end slot0.init = slot1 function slot1(slot0, slot1) slot0.militaryShop = slot1 slot3 = slot0 slot2 = slot0.updateMilitaryShop slot2(slot3) end slot0.setMilitaryShop = slot1 function slot1(slot0, slot1) slot0.guildShop = slot1 slot2 = slot1.nextRefreshTime slot0.guildShopRefreshTime = slot2 end slot0.setGuildShop = slot1 function slot1(slot0, slot1) slot0.shamShop = slot1 end slot0.setShamShop = slot1 function slot1(slot0, slot1) slot0.escortShop = slot1 end slot0.setEscortShop = slot1 function slot1(slot0, slot1) slot0.player = slot1 slot2 = slot1.exploit slot0.exploit = slot2 slot3 = slot0 slot2 = slot0.updateExploit slot2(slot3) slot2 = slot0.resPanel slot3 = slot2 slot2 = slot2.setResources slot4 = slot1 slot2(slot3, slot4) slot3 = slot0 slot2 = slot0.updateActivityRes slot2(slot3) slot3 = slot0 slot2 = slot0.updateGuildRes slot2(slot3) end slot0.updatePlayer = slot1 function slot1(slot0) slot1 = pg slot1 = slot1.UIMgr slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1 slot1 = slot1.OverlayPanelPB slot3 = slot0.viewContainer slot4 = {} slot5 = {} slot7 = slot0 slot6 = slot0.findTF slot8 = "blurBg" slot9 = slot0.viewContainer slot5[MULTRES] = slot6(slot7, slot8, slot9) slot4.pbList = slot5 slot1(slot2, slot3, slot4) end slot0.blurView = slot1 function slot1(slot0) slot1 = pg slot1 = slot1.UIMgr slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1 slot1 = slot1.UnOverlayPanel slot3 = slot0.viewContainer slot4 = slot0.frame slot1(slot2, slot3, slot4) end slot0.unBlurView = slot1 function slot1(slot0) slot1 = pg slot1 = slot1.arena_data_shop slot1 = slot1[1] slot0.millitaryShopCfg = slot1 slot1 = onButton slot2 = slot0 slot3 = slot0.backBtn function slot4() slot0 = getProxy slot1 = ContextProxy slot0 = slot0(slot1) slot2 = slot0 slot1 = slot0.getCurrentContext slot1 = slot1(slot2) if slot1 then slot2 = slot1.scene slot3 = SCENE slot3 = slot3.SHOP if slot2 == slot3 then slot2 = slot0 slot3 = slot2 slot2 = slot2.emit slot4 = slot1 slot4 = slot4.ON_BACK slot2(slot3, slot4) end elseif slot1 then slot2 = slot1.scene slot3 = SCENE slot3 = slot3.CHARGE if slot2 == slot3 then slot2 = slot0 slot3 = slot2 slot2 = slot2.emit slot4 = ShopsMediator slot4 = slot4.GO_MALL slot5 = ChargeScene slot5 = slot5.TYPE_MENU slot2(slot3, slot4, slot5) end else slot2 = slot0 slot3 = slot2 slot2 = slot2.emit slot4 = slot1 slot4 = slot4.ON_CLOSE slot2(slot3, slot4) end end slot5 = SFX_CANCEL slot1(slot2, slot3, slot4, slot5) slot1 = setActive slot3 = slot0 slot2 = slot0.findTF slot4 = "stamp" slot2 = slot2(slot3, slot4) slot3 = getProxy slot4 = TaskProxy slot3 = slot3(slot4) slot4 = slot3 slot3 = slot3.mingshiTouchFlagEnabled slot1(slot2, slot3(slot4)) slot1 = LOCK_CLICK_MINGSHI if slot1 then slot1 = setActive slot3 = slot0 slot2 = slot0.findTF slot4 = "stamp" slot2 = slot2(slot3, slot4) slot3 = false slot1(slot2, slot3) end onButton(slot0, slot0:findTF("stamp"), function () getProxy(TaskProxy):dealMingshiTouchFlag(4) end, SFX_CONFIRM) onButton(slot0, slot0.switchBtn, function () if slot0.contextData ~= nil and slot0.contextData.chargePage ~= nil then slot0 = slot0.contextData.chargePage end slot0:emit(ShopsMediator.GO_MALL, slot0) end, SFX_CANCEL) onButton(slot0, slot0.skinBtn, function () slot0:emit(ShopsMediator.ON_SKIN_SHOP) end, SFX_PANEL) onButton(slot0, slot0:findTF("refresh_btn", slot0.militaryShopTF), function () if slot0.militaryShop.refreshCount - 1 >= #slot0.millitaryShopCfg.refresh_price then pg.TipsMgr.GetInstance():ShowTips(i18n("shopStreet_refresh_max_count")) return end pg.MsgboxMgr.GetInstance():ShowMsgBox({ content = i18n("refresh_shopStreet_question", i18n("word_gem_icon"), slot0.millitaryShopCfg.refresh_price[slot0.militaryShop.refreshCount] or slot0.millitaryShopCfg.refresh_price[#slot0.millitaryShopCfg.refresh_price], slot0.millitaryShopCfg.refresh_price[slot0.militaryShop.refreshCount] or slot0.millitaryShopCfg.refresh_price[#slot0.millitaryShopCfg.refresh_price].militaryShop.refreshCount - 1), onYes = function () if slot0.player:getTotalGem() < slot0.player then pg.TipsMgr.GetInstance():ShowTips(i18n("common_no_resource")) return else slot0:emit(ShopsMediator.REFRESH_MILITARY_SHOP) end end }) end, SFX_PANEL) setActive(slot0.chat, false) onButton(slot0, slot0.buzhihuoTouch, function () slot0:showRandomShipWord(pg.navalacademy_shoppingstreet_template[1].words_touch, false, "touch") end, SFX_PANEL) slot0.toggles = {} slot2 = slot0:getTpl("activity", slot1) slot0.curPage = nil table.sort(slot3, function (slot0, slot1) return slot0:getStartTime() < slot1:getStartTime() end) slot4, slot5, slot6 = ipairs(slot3) for slot7, slot8 in slot4, slot5, slot6 do slot10 = slot8 slot9 = slot8.isEnd slot9 = slot9(slot10) if not slot9 then slot9 = cloneTplTo slot10 = slot2 slot11 = slot1 slot12 = slot8.activityId slot9 = slot9(slot10, slot11, slot12) slot10 = GetImageSpriteFromAtlasAsync slot11 = "ui/shopsui_atlas" slot13 = slot8 slot12 = slot8.getToggleImage slot12 = slot12(slot13) slot13 = "02" slot12 = slot12 .. slot13 slot13 = slot9 slot10(slot11, slot12, slot13) slot10 = GetImageSpriteFromAtlasAsync slot11 = "ui/shopsui_atlas" slot13 = slot8 slot12 = slot8.getToggleImage slot12 = slot12(slot13) slot13 = "01" slot12 = slot12 .. slot13 slot14 = slot0 slot13 = slot0.findTF slot15 = "Image" slot16 = slot9 slot10(slot11, slot12, slot13(slot14, slot15, slot16)) slot10 = onToggle slot11 = slot0 slot12 = slot9 function slot13(slot0) if slot0 then slot1 = print slot2 = slot0 slot2 = slot2.activityId slot1(slot2) slot1 = slot1 slot2 = slot1 slot1 = slot1.clearShipWord slot1(slot2) slot1 = slot1 slot1 = slot1.activityShops slot2 = slot0 slot2 = slot2.activityId slot1 = slot1[slot2] slot2 = slot1 slot3 = slot2 slot2 = slot2.PlayActivityShopEnterVoice slot4 = slot1 slot2(slot3, slot4) slot2 = slot1 slot3 = slot2 slot3 = slot3.TYPE_ACTIVITY slot2.curPage = slot3 slot2 = slot1 slot3 = slot2 slot2 = slot2.intActivityShop slot4 = slot0 slot4 = slot4.activityId slot2(slot3, slot4) slot2 = slot1 slot3 = slot2 slot2 = slot2.updatePainting slot4 = slot2 slot4 = slot4.TYPE_ACTIVITY slot5 = slot0 slot5 = slot5.activityId slot2(slot3, slot4, slot5) else slot1 = setActive slot2 = slot1 slot2 = slot2.biliBg slot3 = false slot1(slot2, slot3) end end slot14 = SFX_PANEL slot10(slot11, slot12, slot13, slot14) end end slot4 = eachChild slot5 = slot1 function slot6(slot0) slot1 = slot0 slot1 = slot1.toggles slot2 = slot0.name slot1[slot2] = slot0 end slot4(slot5, slot6) slot4 = onToggle slot5 = slot0 slot6 = slot0.toggles slot7 = slot0 slot7 = slot7.TYPE_GUILD slot6 = slot6[slot7] function slot7(slot0) if slot0 then slot1 = slot0 slot1 = slot1.curPage slot2 = slot1 slot2 = slot2.TYPE_GUILD if slot1 == slot2 then return end slot1 = slot0 slot1 = slot1.guildShop if slot1 then slot1 = slot0 slot2 = slot1 slot1 = slot1.initGuildShop slot1(slot2) else slot1 = slot0 slot2 = slot1 slot1 = slot1.emit slot3 = ShopsMediator slot3 = slot3.GET_GUILD_SHOP slot1(slot2, slot3) end slot1 = slot0 slot1 = slot1.curPage if slot1 ~= nil then slot1 = slot0 slot1 = slot1.curPage slot2 = slot1 slot2 = slot2.TYPE_ACTIVITY if slot1 == slot2 then slot1 = slot0 slot2 = slot1 slot1 = slot1.showRandomShipWord slot3 = pg slot3 = slot3.navalacademy_shoppingstreet_template slot3 = slot3[1] slot3 = slot3.words_enter slot4 = true slot5 = "enter" slot1(slot2, slot3, slot4, slot5) end end slot1 = slot0 slot2 = slot1 slot2 = slot2.TYPE_GUILD slot1.curPage = slot2 slot1 = slot0 slot2 = slot1 slot1 = slot1.updatePainting slot3 = slot1 slot3 = slot3.TYPE_GUILD slot1(slot2, slot3) end end slot8 = SFX_PANEL slot4(slot5, slot6, slot7, slot8) slot4 = onToggle slot5 = slot0 slot6 = slot0.toggles slot7 = slot0 slot7 = slot7.TYPE_MILITARY_SHOP slot6 = slot6[slot7] function slot7(slot0) if slot0 then slot1 = slot0 slot1 = slot1.curPage slot2 = slot1 slot2 = slot2.TYPE_MILITARY_SHOP if slot1 == slot2 then return end slot1 = slot0 slot1 = slot1.player if not slot1 then return end slot1 = pg slot1 = slot1.SystemOpenMgr slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1 slot1 = slot1.isOpenSystem slot3 = slot0 slot3 = slot3.player slot3 = slot3.level slot4 = "MilitaryExerciseMediator" slot1, slot2 = slot1(slot2, slot3, slot4) if not slot1 then slot3 = pg slot3 = slot3.TipsMgr slot3 = slot3.GetInstance slot3 = slot3() slot4 = slot3 slot3 = slot3.ShowTips slot5 = i18n slot6 = "military_shop_no_open_tip" slot3(slot4, slot5(slot6)) slot3 = slot0 slot4 = slot3 slot3 = slot3.getCurrPage slot3 = slot3(slot4) if not slot3 then slot3 = slot1 slot3 = slot3.TYPE_SHOP_STREET end if slot3 then slot4 = triggerToggle slot5 = slot0 slot5 = slot5.toggles slot5 = slot5[slot3] slot6 = true slot4(slot5, slot6) end return end slot3 = slot0 slot3 = slot3.curPage if slot3 ~= nil then slot3 = slot0 slot3 = slot3.curPage slot4 = slot1 slot4 = slot4.TYPE_ACTIVITY if slot3 == slot4 then slot3 = slot0 slot4 = slot3 slot3 = slot3.showRandomShipWord slot5 = pg slot5 = slot5.navalacademy_shoppingstreet_template slot5 = slot5[1] slot5 = slot5.words_enter slot6 = true slot7 = "enter" slot3(slot4, slot5, slot6, slot7) end end slot3 = slot0 slot4 = slot1 slot4 = slot4.TYPE_MILITARY_SHOP slot3.curPage = slot4 slot3 = slot0 slot4 = slot3 slot3 = slot3.updatePainting slot5 = slot1 slot5 = slot5.TYPE_MILITARY_SHOP slot3(slot4, slot5) end end slot8 = SFX_PANEL slot4(slot5, slot6, slot7, slot8) slot4 = onToggle slot5 = slot0 slot6 = slot0.toggles slot7 = slot0 slot7 = slot7.TYPE_SHOP_STREET slot6 = slot6[slot7] function slot7(slot0) if slot0 then slot1 = slot0 slot1 = slot1.curPage slot2 = slot1 slot2 = slot2.TYPE_SHOP_STREET if slot1 == slot2 then return end slot1 = slot0 slot1 = slot1.curPage if slot1 ~= nil then slot1 = slot0 slot1 = slot1.curPage slot2 = slot1 slot2 = slot2.TYPE_ACTIVITY if slot1 == slot2 then slot1 = slot0 slot2 = slot1 slot1 = slot1.showRandomShipWord slot3 = pg slot3 = slot3.navalacademy_shoppingstreet_template slot3 = slot3[1] slot3 = slot3.words_enter slot4 = true slot5 = "enter" slot1(slot2, slot3, slot4, slot5) end end slot1 = slot0 slot2 = slot1 slot2 = slot2.TYPE_SHOP_STREET slot1.curPage = slot2 slot1 = slot0 slot2 = slot1 slot1 = slot1.updatePainting slot3 = slot1 slot3 = slot3.TYPE_SHOP_STREET slot1(slot2, slot3) end end slot8 = SFX_PANEL slot4(slot5, slot6, slot7, slot8) slot4 = LOCK_SHAM_CHAPTER if not slot4 then slot4 = slot0.shamShop if slot4 then slot4 = slot0.shamShop slot5 = slot4 slot4 = slot4.isOpen slot4 = slot4(slot5) end else slot4 = false if false then slot4 = true end end slot5 = setActive slot6 = slot0.toggles slot7 = slot0 slot7 = slot7.TYPE_SHAM_SHOP slot6 = slot6[slot7] slot7 = slot4 slot5(slot6, slot7) slot5 = onToggle slot6 = slot0 slot7 = slot0.toggles slot8 = slot0 slot8 = slot8.TYPE_SHAM_SHOP slot7 = slot7[slot8] function slot8(slot0) if slot0 then slot1 = pg slot1 = slot1.SystemOpenMgr slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1 slot1 = slot1.isOpenSystem slot3 = slot0 slot3 = slot3.player slot3 = slot3.level slot4 = "ShamShop" slot1, slot2 = slot1(slot2, slot3, slot4) if not slot1 then slot3 = pg slot3 = slot3.TipsMgr slot3 = slot3.GetInstance slot3 = slot3() slot4 = slot3 slot3 = slot3.ShowTips slot5 = slot2 slot3(slot4, slot5) slot3 = slot0 slot4 = slot3 slot3 = slot3.getCurrPage slot3 = slot3(slot4) if not slot3 then slot3 = slot1 slot3 = slot3.TYPE_SHOP_STREET end if slot3 then slot4 = triggerToggle slot5 = slot0 slot5 = slot5.toggles slot5 = slot5[slot3] slot6 = true slot4(slot5, slot6) end return end slot3 = slot0 slot3 = slot3.curPage slot4 = slot1 slot4 = slot4.TYPE_SHAM_SHOP if slot3 == slot4 then return end slot3 = slot0 slot3 = slot3.curPage if slot3 ~= nil then slot3 = slot0 slot3 = slot3.curPage slot4 = slot1 slot4 = slot4.TYPE_ACTIVITY if slot3 == slot4 then slot3 = slot0 slot4 = slot3 slot3 = slot3.showRandomShipWord slot5 = pg slot5 = slot5.navalacademy_shoppingstreet_template slot5 = slot5[1] slot5 = slot5.words_enter slot6 = true slot7 = "enter" slot3(slot4, slot5, slot6, slot7) end end slot3 = slot0 slot4 = slot1 slot4 = slot4.TYPE_SHAM_SHOP slot3.curPage = slot4 slot3 = slot0 slot4 = slot3 slot3 = slot3.updateShamShop slot3(slot4) slot3 = slot0 slot4 = slot3 slot3 = slot3.updateShamRes slot3(slot4) slot3 = slot0 slot4 = slot3 slot3 = slot3.updatePainting slot5 = slot1 slot5 = slot5.TYPE_SHAM_SHOP slot3(slot4, slot5) end end slot9 = SFX_PANEL slot5(slot6, slot7, slot8, slot9) slot5 = LOCK_FRAGMENT_SHOP if not slot5 then slot5 = slot0.contextData slot5 = slot5.shopDatas slot5 = slot5.fragshop if slot5 then slot5 = slot0.contextData slot5 = slot5.shopDatas slot5 = slot5.fragshop slot6 = slot5 slot5 = slot5.isOpen slot5 = slot5(slot6) end else slot5 = false if false then slot5 = true end end slot6 = setActive slot7 = slot0.toggles slot8 = slot0 slot8 = slot8.TYPE_FRAGMENT slot7 = slot7[slot8] slot8 = slot5 slot6(slot7, slot8) slot6 = onToggle slot7 = slot0 slot8 = slot0.toggles slot9 = slot0 slot9 = slot9.TYPE_FRAGMENT slot8 = slot8[slot9] function slot9(slot0) if slot0 then slot1 = pg slot1 = slot1.SystemOpenMgr slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1 slot1 = slot1.isOpenSystem slot3 = slot0 slot3 = slot3.player slot3 = slot3.level slot4 = "FragmentShop" slot1, slot2 = slot1(slot2, slot3, slot4) if not slot1 then slot3 = pg slot3 = slot3.TipsMgr slot3 = slot3.GetInstance slot3 = slot3() slot4 = slot3 slot3 = slot3.ShowTips slot5 = slot2 slot3(slot4, slot5) slot3 = slot0 slot4 = slot3 slot3 = slot3.getCurrPage slot3 = slot3(slot4) if not slot3 then slot3 = slot1 slot3 = slot3.TYPE_SHOP_STREET end if slot3 then slot4 = triggerToggle slot5 = slot0 slot5 = slot5.toggles slot5 = slot5[slot3] slot6 = true slot4(slot5, slot6) end return end slot3 = slot0 slot3 = slot3.curPage slot4 = slot1 slot4 = slot4.TYPE_FRAGMENT if slot3 == slot4 then return end slot3 = slot0 slot3 = slot3.curPage if slot3 ~= nil then slot3 = slot0 slot3 = slot3.curPage slot4 = slot1 slot4 = slot4.TYPE_ACTIVITY if slot3 == slot4 then slot3 = slot0 slot4 = slot3 slot3 = slot3.showRandomShipWord slot5 = pg slot5 = slot5.navalacademy_shoppingstreet_template slot5 = slot5[1] slot5 = slot5.words_enter slot6 = true slot7 = "enter" slot3(slot4, slot5, slot6, slot7) end end slot3 = slot0 slot4 = slot1 slot4 = slot4.TYPE_FRAGMENT slot3.curPage = slot4 slot3 = slot0 slot4 = slot3 slot3 = slot3.updateBlueprintFragShop slot3(slot4) slot3 = slot0 slot4 = slot3 slot3 = slot3.updateFragRes slot3(slot4) slot3 = slot0 slot4 = slot3 slot3 = slot3.updatePainting slot5 = slot1 slot5 = slot5.TYPE_FRAGMENT slot3(slot4, slot5) end end slot10 = SFX_PANEL slot6(slot7, slot8, slot9, slot10) slot6 = onButton slot7 = slot0 slot8 = slot0.top slot9 = slot8 slot8 = slot8.Find slot10 = "res_fragment/resolve" slot8 = slot8(slot9, slot10) function slot9() slot0 = slot0 slot1 = slot0 slot0 = slot0.CallFragResolve slot0(slot1) end slot6(slot7, slot8, slot9) slot6 = slot0.contextData slot6 = slot6.warp slot0.warp = slot6 slot6 = slot0.warp slot7 = slot0 slot7 = slot7.TYPE_SHAM_SHOP if slot6 == slot7 then slot6 = pg slot6 = slot6.SystemOpenMgr slot6 = slot6.GetInstance slot6 = slot6() slot7 = slot6 slot6 = slot6.isOpenSystem slot8 = slot0.player slot8 = slot8.level slot9 = "ShamShop" slot6, slot7 = slot6(slot7, slot8, slot9) if not slot6 then slot8 = nil slot0.warp = slot8 slot8 = pg slot8 = slot8.TipsMgr slot8 = slot8.GetInstance slot8 = slot8() slot9 = slot8 slot8 = slot8.ShowTips slot10 = slot7 slot8(slot9, slot10) end if not slot4 then slot8 = nil slot0.warp = slot8 slot8 = pg slot8 = slot8.TipsMgr slot8 = slot8.GetInstance slot8 = slot8() slot9 = slot8 slot8 = slot8.ShowTips slot10 = i18n slot11 = "common_activity_not_start" slot8(slot9, slot10(slot11)) end end slot6 = slot0.warp if slot6 then slot6 = slot0.warp slot7 = slot0 slot7 = slot7.TYPE_ACTIVITY if slot6 == slot7 then slot6 = #slot3 slot7 = 0 if slot6 > slot7 then slot6 = slot0.contextData slot6 = slot6.actId if slot6 then slot6 = slot0.toggles slot7 = tostring slot8 = slot0.contextData slot8 = slot8.actId slot7 = slot7(slot8) slot6 = slot6[slot7] if slot6 then slot6 = triggerToggle slot7 = slot0.toggles slot8 = tostring slot9 = slot0.contextData slot9 = slot9.actId slot8 = slot8(slot9) slot7 = slot7[slot8] slot8 = true slot6(slot7, slot8) end else slot6 = #slot3 slot6 = slot3[slot6] slot7 = triggerToggle slot8 = slot0.toggles slot9 = tostring slot10 = slot6.activityId slot9 = slot9(slot10) slot8 = slot8[slot9] slot9 = true slot7(slot8, slot9) end end else slot6 = slot0.warp if not slot6 then slot6 = slot0 slot6 = slot6.TYPE_SHOP_STREET end slot0.warp = slot6 slot6 = triggerToggle slot7 = slot0.toggles slot8 = slot0.warp slot7 = slot7[slot8] slot8 = true slot6(slot7, slot8) end end slot6 = onButton slot7 = slot0 slot9 = slot0 slot8 = slot0.findTF slot10 = "refresh_btn" slot11 = slot0.shopStreetTF slot8 = slot8(slot9, slot10, slot11) function slot9() slot0 = ShoppingStreet slot0 = slot0.getRiseShopId slot1 = ShopArgs slot1 = slot1.ShoppingStreetUpgrade slot2 = slot0 slot2 = slot2.shopStreet slot2 = slot2.flashCount slot0 = slot0(slot1, slot2) if not slot0 then slot1 = pg slot1 = slot1.TipsMgr slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1 slot1 = slot1.ShowTips slot3 = i18n slot4 = "shopStreet_refresh_max_count" slot1(slot2, slot3(slot4)) return end slot1 = pg slot1 = slot1.shop_template slot1 = slot1[slot0] slot2 = pg slot2 = slot2.MsgboxMgr slot2 = slot2.GetInstance slot2 = slot2() slot3 = slot2 slot2 = slot2.ShowMsgBox slot4 = { yesText = "text_confirm", hideNo = false, noText = "text_cancel" } slot5 = i18n slot6 = "refresh_shopStreet_question" slot7 = i18n slot8 = "word_" slot9 = id2res slot10 = slot1.resource_type slot9 = slot9(slot10) slot10 = "_icon" slot8 = slot8 .. slot9 .. slot10 slot7 = slot7(slot8) slot8 = slot1.resource_num slot9 = slot0 slot9 = slot9.shopStreet slot9 = slot9.flashCount slot5 = slot5(slot6, slot7, slot8, slot9) slot4.content = slot5 function slot5() slot0 = slot0 slot1 = slot0 slot0 = slot0.emit slot2 = ShopsMediator slot2 = slot2.REFRESH_SHOP_STREET slot3 = slot1 slot0(slot1, slot2, slot3) end slot4.onYes = slot5 slot2(slot3, slot4) end slot10 = SFX_PANEL slot6(slot7, slot8, slot9, slot10) slot7 = slot0 slot6 = slot0.blurView slot6(slot7) end slot0.didEnter = slot1 function slot1(slot0, slot1, slot2) slot3 = slot0.patingName slot5 = slot0 slot4 = slot0.getPaintingName slot6 = slot1 slot7 = slot2 slot4 = slot4(slot5, slot6, slot7) if slot3 ~= slot4 then if slot3 then slot5 = retPaintingPrefab slot6 = slot0.painting slot7 = slot3 slot5(slot6, slot7) end slot5 = setPaintingPrefabAsync slot6 = slot0.painting slot7 = slot4 slot8 = "chuanwu" slot5(slot6, slot7, slot8) end setActive(slot0.buzhihuoTouch, slot4 == "buzhihuo_shop") end slot0.updatePainting = slot1 function slot1(slot0, slot1, slot2) slot3 = slot0 slot3 = slot3.TYPE_ACTIVITY if slot1 == slot3 then if slot2 then slot3 = pg slot3 = slot3.activity_template slot3 = slot3[slot2] if slot3 then slot0.patingName = slot3.config_client.painting or "aijiang_pt" slot4 = slot0.patingName return slot4 end end slot3 = "aijiang_pt" slot0.patingName = slot3 else slot3 = "buzhihuo_shop" slot0.patingName = slot3 end slot3 = slot0.patingName return slot3 end slot0.getPaintingName = slot1 function slot1(slot0) slot1 = slot0.curPage slot2 = slot0 slot2 = slot2.TYPE_ACTIVITY if slot1 == slot2 then slot1 = tostring slot2 = slot0.currActivityShop slot2 = slot2.activityId return slot1(slot2) else slot1 = slot0.curPage return slot1 end end slot0.getCurrPage = slot1 function slot1(slot0) slot1 = playSoundEffect slot2 = SFX_CANCEL slot1(slot2) slot1 = IsNil slot2 = slot0.singleBoxTF slot1 = slot1(slot2) if not slot1 then slot1 = isActive slot2 = slot0.singleBoxTF slot1 = slot1(slot2) if slot1 then slot1 = triggerButton slot2 = slot0.singleBoxTF slot1(slot2) return end end slot1 = IsNil slot2 = slot0.msgBoxTF slot1 = slot1(slot2) if not slot1 then slot1 = isActive slot2 = slot0.msgBoxTF slot1 = slot1(slot2) if slot1 then slot1 = triggerButton slot2 = slot0.msgBoxTF slot1(slot2) return end end slot1 = triggerButton slot2 = slot0.backBtn slot1(slot2) end slot0.onBackPressed = slot1 function slot1(slot0, slot1) slot2 = string slot2 = slot2.split slot3 = slot1 slot4 = "|" slot2 = slot2(slot3, slot4) slot3 = math slot3 = slot3.random slot4 = #slot2 slot3 = slot3(slot4) slot4 = slot2[slot3] slot5 = slot3 return slot4, slot5 end slot0.randomShipWord = slot1 function slot1(slot0) slot1 = slot0.wordTweenId if slot1 then slot1 = LeanTween slot1 = slot1.cancel slot2 = slot0.wordTweenId slot1(slot2) slot1 = nil slot0.wordTweenId = slot1 end slot1 = nil slot0.chatFlag = slot1 slot1 = setActive slot2 = slot0.chat slot3 = false slot1(slot2, slot3) end slot0.clearShipWord = slot1 function slot1(slot0, slot1, slot2, slot3) slot4 = slot0.chatFlag if not slot4 or slot2 then slot4 = true slot0.chatFlag = slot4 slot4 = slot0.wordTweenId if slot4 then slot4 = LeanTween slot4 = slot4.cancel slot5 = slot0.wordTweenId slot4(slot5) slot4 = nil slot0.wordTweenId = slot4 end slot4 = nil slot6 = slot0 slot5 = slot0.randomShipWord slot7 = slot1 slot5, slot6 = slot5(slot6, slot7) slot4 = slot6 slot1 = slot5 if slot3 then slot6 = slot0 slot5 = slot0.playCV slot7 = slot3 slot8 = "_" slot9 = slot4 slot7 = slot7 .. slot8 .. slot9 slot5(slot6, slot7) end slot6 = slot0 slot5 = slot0.ShowShipWord slot7 = slot1 slot5(slot6, slot7) end end slot0.showRandomShipWord = slot1 function slot1(slot0, slot1) slot2 = slot0.wordTweenId if slot2 then slot2 = LeanTween slot2 = slot2.cancel slot3 = slot0.wordTweenId slot2(slot3) slot2 = nil slot0.wordTweenId = slot2 end slot2 = 0.3 slot3 = 5 slot4 = setActive slot5 = slot0.chat slot6 = true slot4(slot5, slot6) slot4 = setText slot5 = slot0.chatText slot6 = slot1 slot4(slot5, slot6) slot4 = LeanTween slot4 = slot4.scale slot5 = slot0.chat slot5 = slot5.gameObject slot6 = Vector3 slot6 = slot6.New slot7 = 1 slot8 = 1 slot9 = 1 slot6 = slot6(slot7, slot8, slot9) slot7 = slot2 slot4 = slot4(slot5, slot6, slot7) slot5 = slot4 slot4 = slot4.setFrom slot6 = Vector3 slot6 = slot6.New slot7 = 0 slot8 = 0 slot9 = 0 slot4 = slot4(slot5, slot6(slot7, slot8, slot9)) slot5 = slot4 slot4 = slot4.setEase slot6 = LeanTweenType slot6 = slot6.easeOutBack slot4 = slot4(slot5, slot6) slot5 = slot4 slot4 = slot4.setOnComplete slot6 = System slot6 = slot6.Action function slot7() slot0 = IsNil slot1 = slot0 slot1 = slot1.chat slot0 = slot0(slot1) if slot0 then return end slot0 = slot0 slot1 = LeanTween slot1 = slot1.scale slot2 = slot0 slot2 = slot2.chat slot2 = slot2.gameObject slot3 = Vector3 slot3 = slot3.New slot4 = 0 slot5 = 0 slot6 = 1 slot3 = slot3(slot4, slot5, slot6) slot4 = slot1 slot1 = slot1(slot2, slot3, slot4) slot2 = slot1 slot1 = slot1.setFrom slot3 = Vector3 slot3 = slot3.New slot4 = 1 slot5 = 1 slot6 = 1 slot1 = slot1(slot2, slot3(slot4, slot5, slot6)) slot2 = slot1 slot1 = slot1.setEase slot3 = LeanTweenType slot3 = slot3.easeInBack slot1 = slot1(slot2, slot3) slot2 = slot1 slot1 = slot1.setDelay slot3 = slot2 slot1 = slot1(slot2, slot3) slot2 = slot1 slot1 = slot1.setOnComplete slot3 = System slot3 = slot3.Action function slot4() slot0 = IsNil slot1 = slot0 slot1 = slot1.chat slot0 = slot0(slot1) if slot0 then return end slot0 = slot0 slot1 = slot0 slot0 = slot0.clearShipWord slot0(slot1) end slot1 = slot1(slot2, slot3(slot4)) slot1 = slot1.uniqueId slot0.wordTweenId = slot1 end slot4 = slot4(slot5, slot6(slot7)) slot4 = slot4.uniqueId slot0.wordTweenId = slot4 end slot0.ShowShipWord = slot1 function slot1(slot0, slot1) slot2 = "event:/cv/shop/" slot3 = slot1 slot2 = slot2 .. slot3 if slot2 then function slot3() slot0 = slot0 slot1 = slot0 slot0 = slot0.stopCV slot0(slot1) slot0 = slot0 slot1 = playSoundEffect slot2 = slot1 slot1 = slot1(slot2) slot0._currentVoice = slot1 end slot4 = slot0.loadedCVBankName if slot4 then slot4 = slot3 slot4() else slot4 = "shop" function slot5() slot0 = pg slot0 = slot0.CriMgr slot0 = slot0.GetCVBankName slot1 = slot0 slot0 = slot0(slot1) slot1 = slot1 slot1 = slot1.exited if slot1 then slot1 = pg slot1 = slot1.CriMgr slot1 = slot1.UnloadCVBank slot2 = slot0 slot1(slot2) else slot1 = slot2 slot1() slot1 = slot1 slot1 = slot1._currentVoice if slot1 then slot1 = slot1 slot1.loadedCVBankName = slot0 end end end slot6 = pg slot6 = slot6.CriMgr slot7 = slot6 slot6 = slot6.LoadCV slot8 = slot4 slot9 = slot5 slot6(slot7, slot8, slot9) end end end slot0.playCV = slot1 function slot1(slot0) slot1 = setText slot3 = slot0 slot2 = slot0.findTF slot4 = "res_exploit/bg/Text" slot5 = slot0.top slot2 = slot2(slot3, slot4, slot5) slot3 = slot0.exploit slot1(slot2, slot3) end slot0.updateExploit = slot1 function slot1(slot0) slot1 = slot0.currActivityShop if slot1 then slot1 = slot0.currActivityShop slot2 = slot1 slot1 = slot1.getResId slot1 = slot1(slot2) slot2 = setText slot4 = slot0 slot3 = slot0.findTF slot5 = "res_battery/Text" slot6 = slot0.top slot3 = slot3(slot4, slot5, slot6) slot4 = slot0.player slot5 = id2res slot6 = slot1 slot5 = slot5(slot6) slot4 = slot4[slot5] slot2(slot3, slot4) end end slot0.updateActivityRes = slot1 function slot1(slot0) slot2 = slot0 slot1 = slot0.findTF slot3 = "scrollView/view" slot4 = slot0.militaryShopTF slot1 = slot1(slot2, slot3, slot4) slot2 = removeAllChildren slot3 = slot1 slot2(slot3) slot2 = {} slot0.milGoodsTFs = slot2 slot2 = table slot2 = slot2.getCount slot3 = slot0.militaryShop slot3 = slot3.goods slot2 = slot2(slot3) slot3 = pairs slot4 = slot0.militaryShop slot4 = slot4.goods slot3, slot4, slot5 = slot3(slot4) for slot6, slot7 in slot3, slot4, slot5 do slot8 = cloneTplTo slot9 = slot0.goodTF slot10 = slot1 slot8 = slot8(slot9, slot10) slot9 = slot0.milGoodsTFs slot10 = GoodsCard slot10 = slot10.New slot11 = slot8 slot10 = slot10(slot11) slot9[slot6] = slot10 slot9 = table slot9 = slot9.insert slot10 = slot0.cards slot11 = slot0.milGoodsTFs slot11 = slot11[slot6] slot9(slot10, slot11) slot9 = slot0.milGoodsTFs slot9 = slot9[slot6] slot10 = slot9 slot9 = slot9.update slot11 = slot7 slot9(slot10, slot11) slot9 = onButton slot10 = slot0 slot11 = slot0.milGoodsTFs slot12 = slot7.id slot11 = slot11[slot12] slot11 = slot11.itemTF function slot12() slot0 = pg slot0 = slot0.MsgboxMgr slot0 = slot0.GetInstance slot0 = slot0() slot1 = slot0 slot0 = slot0.ShowMsgBox slot2 = { showOwned = true, hideLine = true, yesText = "text_exchange" } slot3 = MSGBOX_TYPE_SINGLE_ITEM slot2.type = slot3 slot3 = {} slot4 = slot0 slot5 = slot4 slot4 = slot4.getConfig slot6 = "effect_args" slot4 = slot4(slot5, slot6) slot4 = slot4[1] slot3.id = slot4 slot4 = slot0 slot5 = slot4 slot4 = slot4.getConfig slot6 = "type" slot4 = slot4(slot5, slot6) slot3.type = slot4 slot2.drop = slot3 function slot3() slot0 = slot0 slot1 = slot0 slot0 = slot0.canPurchase slot0 = slot0(slot1) if not slot0 then slot0 = pg slot0 = slot0.TipsMgr slot0 = slot0.GetInstance slot0 = slot0() slot1 = slot0 slot0 = slot0.ShowTips slot2 = i18n slot3 = "buy_countLimit" slot0(slot1, slot2(slot3)) return end slot0 = slot1 slot1 = slot0 slot0 = slot0.emit slot2 = ShopsMediator slot2 = slot2.BUY_ITEM slot3 = slot0 slot3 = slot3.id slot4 = 1 slot0(slot1, slot2, slot3, slot4) end slot2.onYes = slot3 slot0(slot1, slot2) end slot13 = SFX_PANEL slot9(slot10, slot11, slot12, slot13) end slot3 = slot0.militaryShop slot3 = slot3.nextTime slot5 = slot0 slot4 = slot0.addRefreshTimer slot6 = slot3 + 1 slot4(slot5, slot6) end slot0.updateMilitaryShop = slot1 function slot1(slot0) slot1 = slot0._currentVoice if slot1 then slot1 = slot0._currentVoice slot2 = slot1 slot1 = slot1.Stop slot3 = true slot1(slot2, slot3) end slot1 = nil slot0._currentVoice = slot1 end slot0.stopCV = slot1 function slot1(slot0, slot1) function slot2() slot0 = slot0 slot0 = slot0.refreshTimer if slot0 then slot0 = slot0 slot0 = slot0.refreshTimer slot1 = slot0 slot0 = slot0.Stop slot0(slot1) slot0 = slot0 slot1 = nil slot0.refreshTimer = slot1 end end slot3 = slot2 slot3() slot4 = slot0 slot3 = slot0.findTF slot5 = "timer_bg/Text" slot6 = slot0.militaryShopTF slot3 = slot3(slot4, slot5, slot6) slot4 = Timer slot4 = slot4.New function slot5() slot0 = slot0 slot1 = pg slot1 = slot1.TimeMgr slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1 slot1 = slot1.GetServerTime slot1 = slot1(slot2) slot0 = slot0 - slot1 slot1 = 0 if slot0 <= slot1 then slot1 = slot1 slot1() slot1 = slot2 slot2 = slot1 slot1 = slot1.emit slot3 = ShopsMediator slot3 = slot3.GET_MILITARY_SHOP slot1(slot2, slot3) else slot1 = pg slot1 = slot1.TimeMgr slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1 slot1 = slot1.DescCDTime slot3 = slot0 slot1 = slot1(slot2, slot3) slot2 = setText slot3 = slot3 slot4 = slot1 slot2(slot3, slot4) end end slot6 = 1 slot7 = -1 slot4 = slot4(slot5, slot6, slot7) slot0.refreshTimer = slot4 slot4 = slot0.refreshTimer slot5 = slot4 slot4 = slot4.Start slot4(slot5) slot4 = slot0.refreshTimer slot4 = slot4.func slot4() end slot0.addRefreshTimer = slot1 function slot1(slot0, slot1) slot0.shopStreet = slot1 end slot0.setShopStreet = slot1 function slot1(slot0, slot1) slot2 = pg slot2 = slot2.navalacademy_shoppingstreet_template slot3 = slot1.level slot2 = slot2[slot3] slot4 = slot0 slot3 = slot0.displayShopSteet slot5 = 1 slot3(slot4, slot5) slot4 = slot0 slot3 = slot0.findTF slot5 = "timer_bg/Text" slot6 = slot0.shopStreetTF slot3 = slot3(slot4, slot5, slot6) slot4 = pg slot4 = slot4.TimeMgr slot4 = slot4.GetInstance slot4 = slot4() slot5 = slot4 slot4 = slot4.GetServerTime slot4 = slot4(slot5) slot5 = setText slot6 = slot3 slot7 = pg slot7 = slot7.TimeMgr slot7 = slot7.GetInstance slot7 = slot7() slot8 = slot7 slot7 = slot7.DescCDTime slot9 = slot1.nextFlashTime slot9 = slot9 - slot4 slot5(slot6, slot7(slot8, slot9)) slot5 = getProxy slot6 = ActivityProxy slot5 = slot5(slot6) slot7 = slot5 slot6 = slot5.getActivityByType slot8 = ActivityConst slot8 = slot8.ACTIVITY_TYPE_SHOP_STREET slot6 = slot6(slot7, slot8) slot8 = slot0 slot7 = slot0.findTF slot9 = "tip_activity" slot10 = slot0.shopStreetTF slot7 = slot7(slot8, slot9, slot10) slot8 = setActive slot9 = slot7 if slot6 then slot11 = slot6 slot10 = slot6.isEnd slot10 = slot10(slot11) slot10 = not slot10 end slot8(slot9, slot10) slot8 = setText slot9 = slot7 slot10 = i18n slot11 = "shop_street_activity_tip" slot8(slot9, slot10(slot11)) slot8 = slot0.shopStreetTimer if slot8 then slot8 = slot0.shopStreetTimer slot9 = slot8 slot8 = slot8.Stop slot8(slot9) slot8 = nil slot0.shopStreetTimer = slot8 end slot8 = Timer slot8 = slot8.New function slot9() slot0 = slot0 slot1 = slot0 slot0 = slot0.isUpdateGoods slot0 = slot0(slot1) if slot0 then slot0 = slot1 slot0 = slot0.shopStreetTimer slot1 = slot0 slot0 = slot0.Stop slot0(slot1) slot0 = slot1 slot1 = nil slot0.shopStreetTimer = slot1 slot0 = slot1 slot1 = slot0 slot0 = slot0.emit slot2 = ShopsMediator slot2 = slot2.GET_SHOP_STREEET slot0(slot1, slot2) else slot0 = pg slot0 = slot0.TimeMgr slot0 = slot0.GetInstance slot0 = slot0() slot1 = slot0 slot0 = slot0.GetServerTime slot0 = slot0(slot1) slot1 = slot0 slot1 = slot1.nextFlashTime slot1 = slot1 - slot0 slot2 = setText slot3 = slot2 slot4 = pg slot4 = slot4.TimeMgr slot4 = slot4.GetInstance slot4 = slot4() slot5 = slot4 slot4 = slot4.DescCDTime slot6 = slot1 slot2(slot3, slot4(slot5, slot6)) end end slot10 = 1 slot11 = -1 slot8 = slot8(slot9, slot10, slot11) slot0.shopStreetTimer = slot8 slot8 = slot0.shopStreetTimer slot9 = slot8 slot8 = slot8.Start slot8(slot9) end slot0.updateShopStreet = slot1 slot1 = 2 slot2 = 5 function slot3(slot0, slot1) slot2 = slot0.shopStreet slot2 = slot2.goods slot2 = #slot2 slot3 = slot0 slot2 = slot2 / slot3 slot3 = math slot3 = slot3.floor slot4 = slot2 slot3 = slot3(slot4) if slot3 < slot2 then slot3 = math slot3 = slot3.floor slot4 = slot2 slot3 = slot3(slot4) slot2 = slot3 + 1 end slot3 = math slot3 = slot3.max slot4 = slot1 slot5 = slot2 slot3 = slot3(slot4, slot5) slot2 = slot3 slot3 = slot0 slot3 = slot2 * slot3 slot5 = slot0 slot4 = slot0.findTF slot6 = "scrollView/view" slot7 = slot0.shopStreetTF slot4 = slot4(slot5, slot6, slot7) slot5 = removeAllChildren slot6 = slot4 slot5(slot6) slot5 = {} slot0.shopStreetTFs = slot5 slot5 = getProxy slot6 = ActivityProxy slot5 = slot5(slot6) slot6 = slot5 slot5 = slot5.getActivityByType slot7 = ActivityConst slot7 = slot7.ACTIVITY_TYPE_SHOP_DISCOUNT slot5 = slot5(slot6, slot7) if slot5 then slot7 = slot5 slot6 = slot5.isEnd slot6 = slot6(slot7) slot6 = not slot6 end slot7 = 1 slot8 = slot3 slot9 = 1 for slot10 = slot7, slot8, slot9 do slot11 = slot0.shopStreet slot11 = slot11.goods slot11 = slot11[slot10] slot12 = cloneTplTo slot13 = slot0.goodTF slot14 = slot4 slot12 = slot12(slot13, slot14) slot13 = slot0.shopStreetTFs slot14 = slot11.id slot15 = GoodsCard slot15 = slot15.New slot16 = slot12 slot15 = slot15(slot16) slot13[slot14] = slot15 slot13 = table slot13 = slot13.insert slot14 = slot0.cards slot15 = slot0.shopStreetTFs slot16 = slot11.id slot15 = slot15[slot16] slot13(slot14, slot15) if slot11 then slot11.activityDiscount = slot6 slot13 = slot0.shopStreetTFs slot14 = slot11.id slot13 = slot13[slot14] slot14 = slot13 slot13 = slot13.update slot15 = slot11 slot13(slot14, slot15) slot13 = onButton slot14 = slot0 slot15 = slot0.shopStreetTFs slot16 = slot11.id slot15 = slot15[slot16] slot15 = slot15.itemTF function slot16() slot0 = pg slot0 = slot0.MsgboxMgr slot0 = slot0.GetInstance slot0 = slot0() slot1 = slot0 slot0 = slot0.ShowMsgBox slot2 = { hideLine = true, yesText = "text_exchange", showOwned = true } slot3 = MSGBOX_TYPE_SINGLE_ITEM slot2.type = slot3 slot3 = {} slot4 = slot0 slot5 = slot4 slot4 = slot4.getConfig slot6 = "effect_args" slot4 = slot4(slot5, slot6) slot4 = slot4[1] slot3.id = slot4 slot4 = slot0 slot5 = slot4 slot4 = slot4.getConfig slot6 = "type" slot4 = slot4(slot5, slot6) slot3.type = slot4 slot2.drop = slot3 function slot3() slot0 = slot0 slot1 = slot0 slot0 = slot0.canPurchase slot0 = slot0(slot1) if not slot0 then slot0 = pg slot0 = slot0.TipsMgr slot0 = slot0.GetInstance slot0 = slot0() slot1 = slot0 slot0 = slot0.ShowTips slot2 = i18n slot3 = "buy_countLimit" slot0(slot1, slot2(slot3)) return end slot0 = slot0 slot1 = slot0 slot0 = slot0.getConfig slot2 = "resource_type" slot0 = slot0(slot1, slot2) if slot0 == 4 or slot0 == 14 then slot1 = slot1 slot1 = slot1.player slot2 = slot1 slot1 = slot1.getResById slot3 = slot0 slot1 = slot1(slot2, slot3) slot2 = Item slot2 = slot2.New slot3 = {} slot4 = slot0 slot5 = slot4 slot4 = slot4.getConfig slot6 = "effect_args" slot4 = slot4(slot5, slot6) slot4 = slot4[1] slot3.id = slot4 slot2 = slot2(slot3) slot3 = slot0 slot4 = slot3 slot3 = slot3.getConfig slot5 = "resource_num" slot3 = slot3(slot4, slot5) slot4 = slot0 slot4 = slot4.discount slot4 = slot4 / 100 slot3 = slot3 * slot4 slot4 = pg slot4 = slot4.MsgboxMgr slot4 = slot4.GetInstance slot4 = slot4() slot5 = slot4 slot4 = slot4.ShowMsgBox slot6 = {} slot7 = i18n slot8 = "charge_scene_buy_confirm" slot9 = slot3 slot11 = slot2 slot10 = slot2.getConfig slot12 = "name" slot7 = slot7(slot8, slot9, slot10(slot11, slot12)) slot6.content = slot7 function slot7() slot0 = slot0 slot1 = slot0 slot0 = slot0.emit slot2 = ShopsMediator slot2 = slot2.BUY_ITEM slot3 = slot1 slot3 = slot3.id slot4 = 1 slot0(slot1, slot2, slot3, slot4) end slot6.onYes = slot7 slot4(slot5, slot6) else slot1 = slot1 slot2 = slot1 slot1 = slot1.emit slot3 = ShopsMediator slot3 = slot3.BUY_ITEM slot4 = slot0 slot4 = slot4.id slot5 = 1 slot1(slot2, slot3, slot4, slot5) end end slot2.onYes = slot3 slot0(slot1, slot2) end slot17 = SFX_PANEL slot13(slot14, slot15, slot16, slot17) else slot13 = setActive slot14 = findTF slot15 = slot12 slot16 = "item" slot14 = slot14(slot15, slot16) slot15 = false slot13(slot14, slot15) slot13 = setActive slot14 = findTF slot15 = slot12 slot16 = "empty" slot14 = slot14(slot15, slot16) slot15 = true slot13(slot14, slot15) end end end slot0.displayShopSteet = slot3 function slot3(slot0, slot1) slot0.activityShops = slot1 end slot0.setActivityShops = slot3 function slot3(slot0, slot1, slot2) slot3 = slot0.activityShops slot3[slot1] = slot2 slot3 = slot0.currActivityShop if slot3 then slot3 = slot0.currActivityShop slot3 = slot3.id slot4 = slot2.id if slot3 == slot4 then slot4 = slot0 slot3 = slot0.intActivityShop slot5 = slot1 slot3(slot4, slot5) end end end slot0.updateActivityShop = slot3 function slot3(slot0, slot1) slot2 = slot0.biliBg if slot2 then setActive(slot0.biliBg, slot1 == ActivityConst.BILIBILI_PT_SHOP_ID) end slot2 = slot0.activityShops slot2 = slot2[slot1] if slot2 then slot3 = slot0.currActivityShop if slot3 == slot2 then return end end slot4 = slot2 slot3 = slot2.getBgPath slot3, slot4, slot5 = slot3(slot4) slot7 = slot2 slot6 = slot2.getSortGoods slot6 = slot6(slot7) slot7 = slot0.activityCards if slot7 then slot7 = slot0.activityCards slot7 = #slot7 slot8 = 0 if slot7 > slot8 then slot7 = _ slot7 = slot7.each slot8 = slot0.activityCards function slot9(slot0) slot2 = slot0 slot1 = slot0.dispose slot1(slot2) end slot7(slot8, slot9) end end slot7 = {} slot0.activityCards = slot7 slot7 = slot0.uilist if not slot7 then slot8 = slot0 slot7 = slot0.findTF slot9 = "scrollView/view" slot10 = slot0.activityShopTF slot7 = slot7(slot8, slot9, slot10) slot8 = UIItemList slot8 = slot8.New slot9 = slot7 slot10 = slot0.goodActivityTF slot8 = slot8(slot9, slot10) slot0.uilist = slot8 end slot7 = slot0.uilist slot9 = slot7 slot8 = slot7.make function slot10(slot0, slot1, slot2) slot3 = UIItemList slot3 = slot3.EventUpdate if slot0 == slot3 then slot3 = slot0 slot4 = slot1 + 1 slot3 = slot3[slot4] slot4 = ActivityGoodsCard slot4 = slot4.New slot5 = slot2 slot4 = slot4(slot5) slot6 = slot4 slot5 = slot4.update slot7 = slot3 slot8 = nil slot9 = slot1 slot10 = slot2 slot5(slot6, slot7, slot8, slot9, slot10) slot5 = table slot5 = slot5.insert slot6 = slot3 slot6 = slot6.activityCards slot7 = slot4 slot5(slot6, slot7) slot5 = onButton slot6 = slot3 slot7 = slot4.tr function slot8() slot0 = slot0 slot1 = slot0 slot0 = slot0.showMsgBox slot2 = slot1 slot0(slot1, slot2) end slot9 = SFX_PANEL slot5(slot6, slot7, slot8, slot9) end end slot8(slot9, slot10) slot9 = slot7 slot8 = slot7.align slot10 = #slot6 slot8(slot9, slot10) slot0.currActivityShop = slot2 slot8 = setText slot10 = slot0 slot9 = slot0.findTF slot11 = "Text" slot12 = slot0.activityShopTF slot9 = slot9(slot10, slot11, slot12) slot10 = i18n slot11 = "activity_shop_lable" slot13 = slot2 slot12 = slot2.getOpenTime slot8(slot9, slot10(slot11, slot12(slot13))) slot9 = slot2 slot8 = slot2.getResId slot8 = slot8(slot9) slot9 = setText slot11 = slot0 slot10 = slot0.findTF slot12 = "res_battery/Text" slot13 = slot0.top slot10 = slot10(slot11, slot12, slot13) slot11 = slot0.player slot12 = slot11 slot11 = slot11.getResource slot13 = slot8 slot9(slot10, slot11(slot12, slot13)) slot9 = setText slot11 = slot0 slot10 = slot0.findTF slot12 = "res_battery/label" slot13 = slot0.top slot10 = slot10(slot11, slot12, slot13) slot11 = pg slot11 = slot11.item_data_statistics slot12 = id2ItemId slot13 = slot8 slot12 = slot12(slot13) slot11 = slot11[slot12] slot11 = slot11.name slot9(slot10, slot11) slot10 = slot0 slot9 = slot0.findTF slot11 = "res_battery/icon" slot12 = slot0.top slot9 = slot9(slot10, slot11, slot12) slot10 = slot9 slot9 = slot9.GetComponent slot11 = typeof slot12 = Image slot9 = slot9(slot10, slot11(slot12)) slot10 = GetSpriteFromAtlas slot11 = pg slot11 = slot11.item_data_statistics slot12 = id2ItemId slot13 = slot8 slot12 = slot12(slot13) slot11 = slot11[slot12] slot11 = slot11.icon slot12 = "" slot10 = slot10(slot11, slot12) slot9.sprite = slot10 slot11 = slot0.bgs slot12 = slot2.activityId slot11 = slot11[slot12] slot12 = nil if slot11 then slot12 = slot11 else slot13 = GetSpriteFromAtlas slot14 = slot3 slot15 = "" slot13 = slot13(slot14, slot15) slot12 = slot13 slot13 = slot0.bgs slot14 = slot2.activityId slot13[slot14] = slot12 end slot13 = setImageSprite slot14 = slot0.activityBg slot15 = slot12 slot13(slot14, slot15) slot13 = setActive slot14 = slot0.activityBg slot15 = true slot13(slot14, slot15) end slot0.intActivityShop = slot3 function slot3(slot0, slot1) slot3 = slot1 slot2 = slot1.getConfig slot4 = "num_limit" slot2 = slot2(slot3, slot4) if slot2 ~= 1 then slot3 = slot1 slot2 = slot1.getConfig slot4 = "commodity_type" slot2 = slot2(slot3, slot4) if slot2 == 4 then slot3 = slot0 slot2 = slot0.openSingleBox slot4 = slot1 slot2(slot3, slot4) else slot3 = slot0 slot2 = slot0.initMsgBox slot4 = slot1 slot2(slot3, slot4) end end end slot0.showMsgBox = slot3 function slot3(slot0, slot1) slot2 = {} slot4 = slot1 slot3 = slot1.getConfig slot5 = "commodity_id" slot3 = slot3(slot4, slot5) slot2.id = slot3 slot4 = slot1 slot3 = slot1.getConfig slot5 = "commodity_type" slot3 = slot3(slot4, slot5) slot2.type = slot3 slot4 = slot1 slot3 = slot1.getConfig slot5 = "num" slot3 = slot3(slot4, slot5) slot2.count = slot3 function slot3() slot0 = pg slot0 = slot0.UIMgr slot0 = slot0.GetInstance slot0 = slot0() slot1 = slot0 slot0 = slot0.BlurPanel slot2 = slot0 slot2 = slot2.singleBoxTF slot0(slot1, slot2) slot0 = onButton slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "window/actions/confirm_btn" slot5 = slot0 slot5 = slot5.singleBoxTF slot2 = slot2(slot3, slot4, slot5) function slot3() slot0 = slot0 slot1 = slot0 slot0 = slot0.getConfig slot2 = "commodity_type" slot0 = slot0(slot1, slot2) if slot0 == 4 then slot0 = slot1 slot0 = slot0.curPage slot1 = slot2 slot1 = slot1.TYPE_ACTIVITY if slot0 == slot1 then slot1:closeSingleBox() pg.MsgboxMgr.GetInstance():ShowMsgBox({ content = i18n("pt_reconfirm", slot3.cfg.name or "??"), onYes = function () slot0:purchase(slot0, 1) end }) end else slot0 = slot1 slot1 = slot0 slot0 = slot0.purchase slot2 = slot0 slot3 = 1 slot0(slot1, slot2, slot3) slot0 = slot1 slot1 = slot0 slot0 = slot0.closeSingleBox slot0(slot1) end end slot4 = SFX_CANCEL slot0(slot1, slot2, slot3, slot4) slot0 = updateDrop slot1 = slot0 slot1 = slot1.singleItemTF slot2 = slot3 slot0(slot1, slot2) slot0 = GetOwnedpropCount slot1 = slot3 slot0, slot1 = slot0(slot1) slot2 = setActive slot3 = slot0 slot3 = slot3.singleItemOwnTF slot3 = slot3.parent slot4 = slot1 slot2(slot3, slot4) slot2 = setText slot3 = slot0 slot3 = slot3.singleItemOwnTF slot4 = slot0 slot2(slot3, slot4) slot2 = setText slot3 = slot0 slot3 = slot3.singleItemOwnLabelTF slot4 = i18n slot5 = "word_own1" slot2(slot3, slot4(slot5)) slot2 = slot0 slot2 = slot2.singleDescTF slot3 = slot3 slot3 = slot3.desc slot2.text = slot3 slot2 = slot0 slot2 = slot2.singleNameTF slot3 = slot3 slot3 = slot3.cfg slot3 = slot3.name slot2.text = slot3 slot2 = setActive slot3 = slot0 slot3 = slot3.singleBoxTF slot4 = true slot2(slot3, slot4) slot2 = slot0 slot3 = slot2 slot2 = slot2.unBlurView slot2(slot3) end slot4 = slot0.singleBoxTF if not slot4 then slot4 = LoadAndInstantiateAsync slot5 = "ui" slot6 = "ShopsUISinglebox" function slot7(slot0) slot1 = "singlebox" slot0.name = slot1 slot1 = slot0 slot2 = rtf slot3 = slot0 slot2 = slot2(slot3) slot1.singleBoxTF = slot2 slot1 = setParent slot2 = slot0 slot2 = slot2.singleBoxTF slot3 = slot0 slot3 = slot3._tf slot1(slot2, slot3) slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "window/item/display_panel/name_container/name" slot5 = slot0 slot5 = slot5.singleBoxTF slot2 = slot2(slot3, slot4, slot5) slot3 = slot2 slot2 = slot2.GetComponent slot4 = typeof slot5 = Text slot2 = slot2(slot3, slot4(slot5)) slot1.singleNameTF = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "window/item/display_panel/desc/Text" slot5 = slot0 slot5 = slot5.singleBoxTF slot2 = slot2(slot3, slot4, slot5) slot3 = slot2 slot2 = slot2.GetComponent slot4 = typeof slot5 = Text slot2 = slot2(slot3, slot4(slot5)) slot1.singleDescTF = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "window/item" slot5 = slot0 slot5 = slot5.singleBoxTF slot2 = slot2(slot3, slot4, slot5) slot1.singleItemTF = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "icon_bg/own/Text" slot5 = slot0 slot5 = slot5.singleItemTF slot2 = slot2(slot3, slot4, slot5) slot1.singleItemOwnTF = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "icon_bg/own/label" slot5 = slot0 slot5 = slot5.singleItemTF slot2 = slot2(slot3, slot4, slot5) slot1.singleItemOwnLabelTF = slot2 slot1 = onButton slot2 = slot0 slot3 = slot0 slot4 = slot3 slot3 = slot3.findTF slot5 = "window/actions/cancel_btn" slot6 = slot0 slot6 = slot6.singleBoxTF slot3 = slot3(slot4, slot5, slot6) function slot4() slot0 = slot0 slot1 = slot0 slot0 = slot0.closeSingleBox slot0(slot1) end slot5 = SFX_CANCEL slot1(slot2, slot3, slot4, slot5) slot1 = onButton slot2 = slot0 slot3 = slot0 slot3 = slot3.singleBoxTF function slot4() slot0 = slot0 slot1 = slot0 slot0 = slot0.closeSingleBox slot0(slot1) end slot5 = SFX_CANCEL slot1(slot2, slot3, slot4, slot5) slot1 = onButton slot2 = slot0 slot3 = slot0 slot4 = slot3 slot3 = slot3.findTF slot5 = "window/top/btnBack" slot6 = slot0 slot6 = slot6.singleBoxTF slot3 = slot3(slot4, slot5, slot6) function slot4() slot0 = slot0 slot1 = slot0 slot0 = slot0.closeSingleBox slot0(slot1) end slot5 = SFX_CANCEL slot1(slot2, slot3, slot4, slot5) slot1 = slot1 slot1() end slot4(slot5, slot6, slot7) else slot4 = slot3 slot4() end end slot0.openSingleBox = slot3 function slot3(slot0) slot1 = slot0.singleBoxTF if slot1 then slot1 = pg slot1 = slot1.UIMgr slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1 slot1 = slot1.UnblurPanel slot3 = slot0.singleBoxTF slot4 = slot0._tf slot1(slot2, slot3, slot4) slot1 = setActive slot2 = slot0.singleBoxTF slot3 = false slot1(slot2, slot3) slot2 = slot0 slot1 = slot0.blurView slot1(slot2) end end slot0.closeSingleBox = slot3 function slot3(slot0, slot1, slot2) slot4 = slot1 slot3 = slot1.canPurchase slot3 = slot3(slot4) if not slot3 then slot3 = pg slot3 = slot3.TipsMgr slot3 = slot3.GetInstance slot3 = slot3() slot4 = slot3 slot3 = slot3.ShowTips slot5 = i18n slot6 = "buy_countLimit" slot3(slot4, slot5(slot6)) return end slot3 = getPlayerOwn slot5 = slot1 slot4 = slot1.getConfig slot6 = "resource_category" slot4 = slot4(slot5, slot6) slot6 = slot1 slot5 = slot1.getConfig slot7 = "resource_type" slot3, slot4 = slot3(slot4, slot5(slot6, slot7)) slot6 = slot1 slot5 = slot1.getConfig slot7 = "resource_num" slot5 = slot5(slot6, slot7) slot5 = slot5 * slot2 if slot4 < slot5 then slot5 = pg slot5 = slot5.TipsMgr slot5 = slot5.GetInstance slot5 = slot5() slot6 = slot5 slot5 = slot5.ShowTips slot7 = i18n slot8 = "common_no_x" slot9 = slot3 slot5(slot6, slot7(slot8, slot9)) return end slot5 = slot0.curPage slot6 = slot0 slot6 = slot6.TYPE_ACTIVITY if slot5 == slot6 then slot6 = slot0 slot5 = slot0.emit slot7 = ShopsMediator slot7 = slot7.ACTIVITY_OPERATION slot8 = slot0.currActivityShop slot8 = slot8.activityId slot9 = 1 slot10 = slot1.id slot11 = slot2 slot5(slot6, slot7, slot8, slot9, slot10, slot11) else slot5 = slot0.curPage slot6 = slot0 slot6 = slot6.TYPE_SHAM_SHOP if slot5 == slot6 then slot6 = slot0 slot5 = slot0.emit slot7 = ShopsMediator slot7 = slot7.BUY_SHAM_ITEM slot8 = slot1.id slot9 = slot2 slot5(slot6, slot7, slot8, slot9) else slot5 = slot0.curPage slot6 = slot0 slot6 = slot6.TYPE_ESCORT_SHOP if slot5 == slot6 then slot6 = slot0 slot5 = slot0.emit slot7 = ShopsMediator slot7 = slot7.BUY_ESCORT_ITEM slot8 = slot1.id slot9 = slot2 slot5(slot6, slot7, slot8, slot9) else slot5 = slot0.curPage slot6 = slot0 slot6 = slot6.TYPE_FRAGMENT if slot5 == slot6 then slot6 = slot0 slot5 = slot0.emit slot7 = ShopsMediator slot7 = slot7.BUY_FRAG_ITEM slot8 = slot1.id slot9 = slot2 slot5(slot6, slot7, slot8, slot9) end end end end end slot0.purchase = slot3 function slot3(slot0, slot1) slot2 = {} slot4 = slot1 slot3 = slot1.getConfig slot5 = "commodity_id" slot3 = slot3(slot4, slot5) slot2.id = slot3 slot4 = slot1 slot3 = slot1.getConfig slot5 = "commodity_type" slot3 = slot3(slot4, slot5) slot2.type = slot3 slot4 = slot1 slot3 = slot1.getConfig slot5 = "num" slot3 = slot3(slot4, slot5) slot2.count = slot3 slot3 = getPlayerOwn slot5 = slot1 slot4 = slot1.getConfig slot6 = "resource_category" slot4 = slot4(slot5, slot6) slot6 = slot1 slot5 = slot1.getConfig slot7 = "resource_type" slot3, slot4 = slot3(slot4, slot5(slot6, slot7)) slot5 = math slot5 = slot5.max slot6 = math slot6 = slot6.floor slot8 = slot1 slot7 = slot1.getConfig slot9 = "resource_num" slot7 = slot7(slot8, slot9) slot7 = slot4 / slot7 slot6 = slot6(slot7) slot7 = 1 slot5 = slot5(slot6, slot7) slot7 = slot1 slot6 = slot1.getConfig slot8 = "num_limit" slot6 = slot6(slot7, slot8) if slot6 ~= 0 then slot6 = math slot6 = slot6.min slot7 = slot5 slot9 = slot1 slot8 = slot1.getConfig slot10 = "num_limit" slot8 = slot8(slot9, slot10) slot9 = slot1.buyCount slot8 = slot8 - slot9 slot6 = slot6(slot7, slot8) slot5 = slot6 end function slot6(slot0) slot1 = math slot1 = slot1.max slot2 = slot0 slot3 = 1 slot1 = slot1(slot2, slot3) slot0 = slot1 slot1 = math slot1 = slot1.min slot2 = slot0 slot3 = slot0 slot1 = slot1(slot2, slot3) slot0 = slot1 slot1 = slot1 slot1 = slot1.countTF slot1.text = slot0 slot1 = slot1 slot1.curCount = slot0 slot1 = slot1 slot1 = slot1.itemCountTF slot2 = slot2 slot3 = slot2 slot2 = slot2.getConfig slot4 = "num" slot2 = slot2(slot3, slot4) slot2 = slot0 * slot2 slot1.text = slot2 end function slot7() slot0 = pg slot0 = slot0.UIMgr slot0 = slot0.GetInstance slot0 = slot0() slot1 = slot0 slot0 = slot0.BlurPanel slot2 = slot0 slot2 = slot2.msgBoxTF slot0(slot1, slot2) slot0 = 0.5 slot1 = onButton slot2 = slot0 slot3 = slot0 slot4 = slot3 slot3 = slot3.findTF slot5 = "actions/confirm_button" slot6 = slot0 slot6 = slot6.msgBoxTF slot3 = slot3(slot4, slot5, slot6) function slot4() slot0 = slot0 slot1 = slot0 slot0 = slot0.purchase slot2 = slot1 slot3 = slot0 slot3 = slot3.curCount slot0(slot1, slot2, slot3) slot0 = slot0 slot1 = slot0 slot0 = slot0.closeActivityMsg slot0(slot1) end slot5 = SFX_PANEL slot1(slot2, slot3, slot4, slot5) slot1 = onButton slot2 = slot0 slot3 = slot0 slot3 = slot3.leftBtn function slot4() slot0 = slot0 slot1 = slot1 slot1 = slot1.curCount slot1 = slot1 - 1 slot0(slot1) end slot1(slot2, slot3, slot4) slot1 = onButton slot2 = slot0 slot3 = slot0 slot3 = slot3.rightBtn function slot4() slot0 = slot0 slot1 = slot1 slot1 = slot1.curCount slot1 = slot1 + 1 slot0(slot1) end slot1(slot2, slot3, slot4) slot1 = onButton slot2 = slot0 slot3 = slot0 slot3 = slot3.maxBtn function slot4() slot0 = slot0 slot1 = slot1 slot0(slot1) end slot1(slot2, slot3, slot4) slot1 = slot2 slot2 = 1 slot1(slot2) slot1 = setActive slot2 = slot0 slot2 = slot2.msgBoxTF slot3 = true slot1(slot2, slot3) slot1 = updateDrop slot2 = slot0 slot2 = slot2.topItem slot3 = slot4 slot1(slot2, slot3) slot1 = updateDrop slot2 = slot0 slot2 = slot2.bottomItem slot3 = slot4 slot1(slot2, slot3) slot1 = GetOwnedpropCount slot2 = slot4 slot1, slot2 = slot1(slot2) slot3 = setActive slot4 = slot0 slot4 = slot4.ownerTF slot4 = slot4.parent slot5 = slot2 slot3(slot4, slot5) slot3 = setText slot4 = slot0 slot4 = slot4.ownerTF slot5 = slot1 slot3(slot4, slot5) slot3 = setText slot4 = slot0 slot4 = slot4.ownerLabelTF slot5 = i18n slot6 = "word_own1" slot3(slot4, slot5(slot6)) slot3 = slot0 slot3 = slot3.nameTF slot4 = slot4 slot4 = slot4.cfg slot4 = slot4.name slot3.text = slot4 slot3 = slot0 slot3 = slot3.descTF slot4 = slot4 slot4 = slot4.desc slot3.text = slot4 slot3 = slot0 slot4 = slot3 slot3 = slot3.unBlurView slot3(slot4) end slot8 = slot0.msgBoxTF if not slot8 then slot8 = LoadAndInstantiateAsync slot9 = "ui" slot10 = "ShopsUIMsgbox" function slot11(slot0) slot1 = "msgbox" slot0.name = slot1 slot1 = slot0 slot2 = rtf slot3 = slot0 slot2 = slot2(slot3) slot1.msgBoxTF = slot2 slot1 = setParent slot2 = slot0 slot2 = slot2.msgBoxTF slot3 = slot0 slot3 = slot3._tf slot1(slot2, slot3) slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "item" slot5 = slot0 slot5 = slot5.msgBoxTF slot2 = slot2(slot3, slot4, slot5) slot1.topItem = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "got/panel_bg/list/item" slot5 = slot0 slot5 = slot5.msgBoxTF slot2 = slot2(slot3, slot4, slot5) slot1.bottomItem = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "count/max" slot5 = slot0 slot5 = slot5.msgBoxTF slot2 = slot2(slot3, slot4, slot5) slot1.maxBtn = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "count/number_panel/left" slot5 = slot0 slot5 = slot5.msgBoxTF slot2 = slot2(slot3, slot4, slot5) slot1.leftBtn = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "count/number_panel/right" slot5 = slot0 slot5 = slot5.msgBoxTF slot2 = slot2(slot3, slot4, slot5) slot1.rightBtn = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "item/display_panel/name_container/name" slot5 = slot0 slot5 = slot5.msgBoxTF slot2 = slot2(slot3, slot4, slot5) slot3 = slot2 slot2 = slot2.GetComponent slot4 = typeof slot5 = Text slot2 = slot2(slot3, slot4(slot5)) slot1.nameTF = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "item/display_panel/desc/Text" slot5 = slot0 slot5 = slot5.msgBoxTF slot2 = slot2(slot3, slot4, slot5) slot3 = slot2 slot2 = slot2.GetComponent slot4 = typeof slot5 = Text slot2 = slot2(slot3, slot4(slot5)) slot1.descTF = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "icon_bg/count" slot5 = slot0 slot5 = slot5.bottomItem slot2 = slot2(slot3, slot4, slot5) slot3 = slot2 slot2 = slot2.GetComponent slot4 = typeof slot5 = Text slot2 = slot2(slot3, slot4(slot5)) slot1.itemCountTF = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "count/number_panel/value" slot5 = slot0 slot5 = slot5.msgBoxTF slot2 = slot2(slot3, slot4, slot5) slot3 = slot2 slot2 = slot2.GetComponent slot4 = typeof slot5 = Text slot2 = slot2(slot3, slot4(slot5)) slot1.countTF = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "icon_bg/own/Text" slot5 = slot0 slot5 = slot5.topItem slot2 = slot2(slot3, slot4, slot5) slot1.ownerTF = slot2 slot1 = slot0 slot2 = slot0 slot3 = slot2 slot2 = slot2.findTF slot4 = "icon_bg/own/label" slot5 = slot0 slot5 = slot5.topItem slot2 = slot2(slot3, slot4, slot5) slot1.ownerLabelTF = slot2 slot1 = onButton slot2 = slot0 slot3 = slot0 slot4 = slot3 slot3 = slot3.findTF slot5 = "actions/cancel_button" slot6 = slot0 slot6 = slot6.msgBoxTF slot3 = slot3(slot4, slot5, slot6) function slot4() slot0 = slot0 slot1 = slot0 slot0 = slot0.closeActivityMsg slot0(slot1) end slot5 = SFX_PANEL slot1(slot2, slot3, slot4, slot5) slot1 = onButton slot2 = slot0 slot3 = slot0 slot3 = slot3.msgBoxTF function slot4() slot0 = slot0 slot1 = slot0 slot0 = slot0.closeActivityMsg slot0(slot1) end slot5 = SFX_PANEL slot1(slot2, slot3, slot4, slot5) slot1 = slot1 slot1() end slot8(slot9, slot10, slot11) else slot8 = slot7 slot8() end end slot0.initMsgBox = slot3 function slot3(slot0) slot1 = slot0.msgBoxTF if slot1 then slot1 = pg slot1 = slot1.UIMgr slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1 slot1 = slot1.UnblurPanel slot3 = slot0.msgBoxTF slot4 = slot0._tf slot1(slot2, slot3, slot4) slot1 = setActive slot2 = slot0.msgBoxTF slot3 = false slot1(slot2, slot3) slot2 = slot0 slot1 = slot0.blurView slot1(slot2) end end slot0.closeActivityMsg = slot3 function slot3(slot0) slot1 = IsNil slot2 = slot0.guildResTxt slot1 = slot1(slot2) if not slot1 then slot1 = slot0.guildResTxt slot2 = slot0.player slot2 = slot2.guildCoin slot1.text = slot2 end end slot0.updateGuildRes = slot3 function slot3(slot0) slot1 = slot0.guildShop if slot1 then slot1 = slot0.isInitGuildShop if slot1 then return end end slot1 = true slot0.isInitGuildShop = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "scrollView/view" slot4 = slot0.guildShopTF slot1 = slot1(slot2, slot3, slot4) slot0.guildGoodsContain = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "timer_bg/Text" slot4 = slot0.guildShopTF slot1 = slot1(slot2, slot3, slot4) slot2 = slot1 slot1 = slot1.GetComponent slot3 = typeof slot4 = Text slot1 = slot1(slot2, slot3(slot4)) slot0.guildTimerTxt = slot1 slot2 = slot0 slot1 = slot0.findTF slot3 = "res_guild/bg/Text" slot4 = slot0.top slot1 = slot1(slot2, slot3, slot4) slot2 = slot1 slot1 = slot1.GetComponent slot3 = typeof slot4 = Text slot1 = slot1(slot2, slot3(slot4)) slot0.guildResTxt = slot1 slot2 = slot0 slot1 = slot0.resetGuildCards slot1(slot2) slot2 = slot0 slot1 = slot0.updateGuildRes slot1(slot2) slot1 = onButton slot2 = slot0 slot4 = slot0 slot3 = slot0.findTF slot5 = "refresh_btn" slot6 = slot0.guildShopTF slot3 = slot3(slot4, slot5, slot6) function slot4() slot0 = ShoppingStreet slot0 = slot0.getRiseShopId slot1 = ShopArgs slot1 = slot1.guildShopFlash slot2 = slot0 slot2 = slot2.guildShop slot2 = slot2.refreshCount slot0 = slot0(slot1, slot2) if not slot0 then return end slot1 = slot0 slot2 = slot1 slot1 = slot1.emit slot3 = ShopsMediator slot3 = slot3.BUY_ITEM slot4 = slot0 slot5 = 1 slot1(slot2, slot3, slot4, slot5) end slot5 = SFX_PANEL slot1(slot2, slot3, slot4, slot5) end slot0.initGuildShop = slot3 function slot3(slot0) slot1 = slot0.isInitGuildShop if not slot1 then return end slot1 = slot0.guildTimer if slot1 then slot1 = slot0.guildTimer slot2 = slot1 slot1 = slot1.Stop slot1(slot2) slot1 = nil slot0.guildTimer = slot1 end slot1 = Timer slot1 = slot1.New function slot2() slot0 = slot0 slot0 = slot0.guildShop slot0 = slot0.nextRefreshTime slot1 = pg slot1 = slot1.TimeMgr slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1 slot1 = slot1.GetServerTime slot1 = slot1(slot2) slot0 = slot0 - slot1 slot1 = 0 if slot0 > slot1 then slot1 = slot0 slot1 = slot1.guildTimerTxt slot2 = pg slot2 = slot2.TimeMgr slot2 = slot2.GetInstance slot2 = slot2() slot3 = slot2 slot2 = slot2.DescCDTime slot4 = slot0 slot2 = slot2(slot3, slot4) slot1.text = slot2 else slot1 = slot0 slot1 = slot1.guildTimerTxt slot2 = "" slot1.text = slot2 slot1 = slot0 slot1 = slot1.guildTimer slot2 = slot1 slot1 = slot1.Stop slot1(slot2) slot1 = slot0 slot2 = nil slot1.guildTimer = slot2 end end slot3 = 1 slot4 = -1 slot1 = slot1(slot2, slot3, slot4) slot0.guildTimer = slot1 slot1 = slot0.guildTimer slot2 = slot1 slot1 = slot1.Start slot1(slot2) slot1 = slot0.guildTimer slot1 = slot1.func slot1() end slot0.addGuidTimer = slot3 function slot3(slot0) slot1 = pg slot1 = slot1.MsgboxMgr slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1._go slot2 = slot2.activeSelf if slot2 then slot3 = slot1 slot2 = slot1.hide slot2(slot3) end end slot0.closeMsgBox = slot3 function slot3(slot0) slot1 = slot0.isInitGuildShop if not slot1 then return end slot1 = slot0.guildShop slot2 = slot1 slot1 = slot1.getSortGoods slot1 = slot1(slot2) slot2 = {} slot0.guildShopCards = slot2 slot2 = slot0.guildGoodsContain slot2 = slot2.childCount slot3 = #slot1 slot4 = slot2 + 1 slot5 = slot3 slot6 = 1 for slot7 = slot4, slot5, slot6 do slot8 = cloneTplTo slot9 = slot0.goodTF slot10 = slot0.guildGoodsContain slot8(slot9, slot10) end slot4 = slot0.guildGoodsContain slot2 = slot4.childCount slot4 = 1 slot5 = slot2 slot6 = 1 for slot7 = slot4, slot5, slot6 do setActive(slot0.guildGoodsContain:GetChild(slot7 - 1), slot7 <= slot3) if slot7 <= slot3 then slot9 = slot1[slot7] slot10 = GoodsCard slot10 = slot10.New slot11 = slot8 slot10 = slot10(slot11) slot11 = table slot11 = slot11.insert slot12 = slot0.cards slot13 = slot10 slot11(slot12, slot13) slot12 = slot10 slot11 = slot10.update slot13 = slot9 slot11(slot12, slot13) slot11 = onButton slot12 = slot0 slot13 = slot10.tr function slot14() slot0 = pg slot0 = slot0.MsgboxMgr slot0 = slot0.GetInstance slot0 = slot0() slot1 = slot0 slot0 = slot0.ShowMsgBox slot2 = { showOwned = true, hideLine = true, yesText = "text_exchange" } slot3 = MSGBOX_TYPE_SINGLE_ITEM slot2.type = slot3 slot3 = {} slot4 = slot0 slot5 = slot4 slot4 = slot4.getConfig slot6 = "effect_args" slot4 = slot4(slot5, slot6) slot4 = slot4[1] slot3.id = slot4 slot4 = slot0 slot5 = slot4 slot4 = slot4.getConfig slot6 = "type" slot4 = slot4(slot5, slot6) slot3.type = slot4 slot2.drop = slot3 function slot3() slot0 = slot0 slot1 = slot0 slot0 = slot0.canPurchase slot0 = slot0(slot1) if not slot0 then slot0 = pg slot0 = slot0.TipsMgr slot0 = slot0.GetInstance slot0 = slot0() slot1 = slot0 slot0 = slot0.ShowTips slot2 = i18n slot3 = "buy_countLimit" slot0(slot1, slot2(slot3)) return end slot0 = slot1 slot1 = slot0 slot0 = slot0.emit slot2 = ShopsMediator slot2 = slot2.BUY_ITEM slot3 = slot0 slot3 = slot3.id slot4 = 1 slot0(slot1, slot2, slot3, slot4) end slot2.onYes = slot3 slot0(slot1, slot2) end slot15 = SFX_PANEL slot11(slot12, slot13, slot14, slot15) slot11 = slot0.guildShopCards slot12 = slot9.id slot11[slot12] = slot10 end end end slot0.initGuildGoodsCards = slot3 function slot3(slot0) slot1 = slot0.isInitGuildShop if not slot1 then return end slot1 = pairs slot2 = slot0.guildShopCards slot1, slot2, slot3 = slot1(slot2) for slot4, slot5 in slot1, slot2, slot3 do slot6 = slot0.guildShop slot7 = slot6 slot6 = slot6.getGoodsById slot8 = slot4 slot6 = slot6(slot7, slot8) if slot6 then slot8 = slot5 slot7 = slot5.update slot9 = slot6 slot7(slot8, slot9) end end end slot0.updateGuildCard = slot3 function slot3(slot0) slot2 = slot0 slot1 = slot0.initGuildGoodsCards slot1(slot2) slot2 = slot0 slot1 = slot0.addGuidTimer slot1(slot2) end slot0.resetGuildCards = slot3 function slot3(slot0) slot1 = slot0.shamItemList if not slot1 then slot2 = slot0 slot1 = slot0.findTF slot3 = "scrollView/view" slot4 = slot0.shamShopTF slot1 = slot1(slot2, slot3, slot4) slot2 = UIItemList slot2 = slot2.New slot3 = slot1 slot4 = slot0.goodShamTF slot2 = slot2(slot3, slot4) slot0.shamItemList = slot2 end slot1 = slot0.shamShop slot2 = slot1 slot1 = slot1.getSortGoods slot1 = slot1(slot2) slot2 = slot0.shamItemList slot3 = slot2 slot2 = slot2.make function slot4(slot0, slot1, slot2) slot3 = UIItemList slot3 = slot3.EventUpdate if slot0 == slot3 then slot3 = ActivityGoodsCard slot3 = slot3.New slot4 = slot2 slot3 = slot3(slot4) slot4 = slot0 slot5 = slot1 + 1 slot4 = slot4[slot5] slot6 = slot3 slot5 = slot3.update slot7 = slot4 slot8 = slot1 slot8 = slot8.TYPE_SHAM_SHOP slot5(slot6, slot7, slot8) slot5 = onButton slot6 = slot2 slot7 = slot3.tr function slot8() slot0 = slot0 slot1 = slot0 slot0 = slot0.getConfig slot2 = "num_limit" slot0 = slot0(slot1, slot2) if slot0 ~= 1 then slot0 = slot0 slot1 = slot0 slot0 = slot0.getConfig slot2 = "commodity_type" slot0 = slot0(slot1, slot2) if slot0 == 4 then slot0 = slot1 slot1 = slot0 slot0 = slot0.openSingleBox slot2 = slot0 slot0(slot1, slot2) else slot0 = slot1 slot1 = slot0 slot0 = slot0.initMsgBox slot2 = slot0 slot0(slot1, slot2) end end end slot9 = SFX_PANEL slot5(slot6, slot7, slot8, slot9) end end slot2(slot3, slot4) slot2 = slot0.shamItemList slot3 = slot2 slot2 = slot2.align slot4 = #slot1 slot2(slot3, slot4) slot2 = setText slot4 = slot0 slot3 = slot0.findTF slot5 = "time/day" slot6 = slot0.shamShopTF slot3 = slot3(slot4, slot5, slot6) slot4 = string slot4 = slot4.format slot5 = "%02d" slot6 = slot0.shamShop slot7 = slot6 slot6 = slot6.getRestDays slot2(slot3, slot4(slot5, slot6(slot7))) end slot0.updateShamShop = slot3 function slot3(slot0) slot1 = getProxy slot2 = BagProxy slot1 = slot1(slot2) slot3 = slot1 slot2 = slot1.getItemCountById slot4 = ChapterConst slot4 = slot4.ShamMoneyItem slot2 = slot2(slot3, slot4) slot3 = setText slot5 = slot0 slot4 = slot0.findTF slot6 = "res_nano/Text" slot7 = slot0.top slot4 = slot4(slot5, slot6, slot7) slot5 = slot2 slot3(slot4, slot5) end slot0.updateShamRes = slot3 function slot3(slot0) slot1 = slot0.escortItemList if not slot1 then slot2 = slot0 slot1 = slot0.findTF slot3 = "scrollView/view" slot4 = slot0.escortShopTF slot1 = slot1(slot2, slot3, slot4) slot2 = UIItemList slot2 = slot2.New slot3 = slot1 slot4 = slot0.goodActivityTF slot2 = slot2(slot3, slot4) slot0.escortItemList = slot2 end slot1 = slot0.escortShop slot2 = slot1 slot1 = slot1.getSortGoods slot1 = slot1(slot2) slot2 = slot0.escortItemList slot3 = slot2 slot2 = slot2.make function slot4(slot0, slot1, slot2) slot3 = UIItemList slot3 = slot3.EventUpdate if slot0 == slot3 then slot3 = ActivityGoodsCard slot3 = slot3.New slot4 = slot2 slot3 = slot3(slot4) slot4 = slot0 slot5 = slot1 + 1 slot4 = slot4[slot5] slot6 = slot3 slot5 = slot3.update slot7 = slot4 slot5(slot6, slot7) slot5 = onButton slot6 = slot1 slot7 = slot3.tr function slot8() slot0 = slot0 slot1 = slot0 slot0 = slot0.getConfig slot2 = "num_limit" slot0 = slot0(slot1, slot2) if slot0 ~= 1 then slot0 = slot0 slot1 = slot0 slot0 = slot0.getConfig slot2 = "commodity_type" slot0 = slot0(slot1, slot2) if slot0 == 4 then slot0 = slot1 slot1 = slot0 slot0 = slot0.openSingleBox slot2 = slot0 slot0(slot1, slot2) else slot0 = slot1 slot1 = slot0 slot0 = slot0.initMsgBox slot2 = slot0 slot0(slot1, slot2) end end end slot9 = SFX_PANEL slot5(slot6, slot7, slot8, slot9) end end slot2(slot3, slot4) slot2 = slot0.escortItemList slot3 = slot2 slot2 = slot2.align slot4 = #slot1 slot2(slot3, slot4) slot2 = setText slot4 = slot0 slot3 = slot0.findTF slot5 = "time/day" slot6 = slot0.escortShopTF slot3 = slot3(slot4, slot5, slot6) slot4 = string slot4 = slot4.format slot5 = "%02d" slot6 = slot0.escortShop slot7 = slot6 slot6 = slot6.getRestDays slot2(slot3, slot4(slot5, slot6(slot7))) end slot0.updateEscortShop = slot3 function slot3(slot0) slot1 = getProxy slot2 = BagProxy slot1 = slot1(slot2) slot3 = slot1 slot2 = slot1.getItemCountById slot4 = ChapterConst slot4 = slot4.EscortMoneyItem slot2 = slot2(slot3, slot4) slot3 = setText slot5 = slot0 slot4 = slot0.findTF slot6 = "res_nano/Text" slot7 = slot0.top slot4 = slot4(slot5, slot6, slot7) slot5 = slot2 slot3(slot4, slot5) end slot0.updateEscortRes = slot3 function slot3(slot0) slot1 = slot0.contextData slot1 = slot1.shopDatas slot1 = slot1.fragshop if not slot1 then return end slot1 = slot0.contextData slot1 = slot1.shopDatas slot1 = slot1.fragshop slot2 = slot1 slot1 = slot1.getSortGoods slot1 = slot1(slot2) slot2 = UIItemList slot2 = slot2.StaticAlign slot3 = slot0.fragShopTF slot4 = slot3 slot3 = slot3.Find slot5 = "scrollView/view" slot3 = slot3(slot4, slot5) slot4 = slot0.goodFragTF slot5 = #slot1 function slot6(slot0, slot1, slot2) slot3 = UIItemList slot3 = slot3.EventUpdate if slot0 == slot3 then slot3 = slot0 slot4 = slot1 + 1 slot3 = slot3[slot4] slot4 = ActivityGoodsCard slot4 = slot4.StaticUpdate slot5 = slot2 slot6 = slot3 slot7 = slot1 slot7 = slot7.TYPE_FRAGMENT slot4(slot5, slot6, slot7) slot4 = onButton slot5 = slot2 slot6 = slot2 function slot7() slot0 = slot0 slot1 = slot0 slot0 = slot0.getConfig slot2 = "num_limit" slot0 = slot0(slot1, slot2) if slot0 ~= 1 then slot0 = slot0 slot1 = slot0 slot0 = slot0.getConfig slot2 = "commodity_type" slot0 = slot0(slot1, slot2) if slot0 == 4 then slot0 = slot1 slot1 = slot0 slot0 = slot0.openSingleBox slot2 = slot0 slot0(slot1, slot2) else slot0 = slot1 slot1 = slot0 slot0 = slot0.initMsgBox slot2 = slot0 slot0(slot1, slot2) end end end slot8 = SFX_PANEL slot4(slot5, slot6, slot7, slot8) end end slot2(slot3, slot4, slot5, slot6) slot2 = slot0.contextData slot2 = slot2.shopDatas slot2 = slot2.fragshop slot3 = slot2 slot2 = slot2.getRestDays slot2 = slot2(slot3) slot3 = setText slot5 = slot0 slot4 = slot0.findTF slot6 = "time/day" slot7 = slot0.fragShopTF slot4 = slot4(slot5, slot6, slot7) slot5 = string slot5 = slot5.format slot6 = "%02d" slot7 = slot2 slot3(slot4, slot5(slot6, slot7)) end slot0.updateBlueprintFragShop = slot3 function slot3(slot0) slot1 = getProxy slot2 = PlayerProxy slot1 = slot1(slot2) slot3 = slot1 slot2 = slot1.getRawData slot2 = slot2(slot3) slot3 = slot2 slot2 = slot2.getResource slot4 = PlayerConst slot4 = slot4.ResBlueprintFragment slot2 = slot2(slot3, slot4) slot3 = setText slot5 = slot0 slot4 = slot0.findTF slot6 = "res_fragment/count" slot7 = slot0.top slot4 = slot4(slot5, slot6, slot7) slot5 = slot2 slot3(slot4, slot5) end slot0.updateFragRes = slot3 function slot3(slot0) slot1 = slot0.resolvePanel if not slot1 then slot1 = FragResolvePanel slot1 = slot1.New slot2 = slot0 slot1 = slot1(slot2) slot0.resolvePanel = slot1 slot1 = slot0.resolvePanel slot2 = slot1 slot1 = slot1.Load slot1(slot2) end slot1 = slot0.resolvePanel slot1 = slot1.buffer slot2 = slot1 slot1 = slot1.Reset slot1(slot2) slot1 = slot0.resolvePanel slot1 = slot1.buffer slot2 = slot1 slot1 = slot1.Trigger slot3 = "control" slot1(slot2, slot3) end slot0.CallFragResolve = slot3 function slot3(slot0, slot1) slot3 = slot1 slot2 = slot1.GetEnterVoice slot2, slot3 = slot2(slot3) if slot2 then slot5 = slot0 slot4 = slot0.playCV slot6 = slot2 slot4(slot5, slot6) end if slot3 then slot5 = slot0 slot4 = slot0.ShowShipWord slot6 = slot3 slot4(slot5, slot6) end end slot0.PlayActivityShopEnterVoice = slot3 function slot3(slot0, slot1) slot3 = slot1 slot2 = slot1.GetPurchaseVoice slot2, slot3 = slot2(slot3) if slot2 then slot5 = slot0 slot4 = slot0.playCV slot6 = slot2 slot4(slot5, slot6) end if slot3 then slot5 = slot0 slot4 = slot0.ShowShipWord slot6 = slot3 slot4(slot5, slot6) end end slot0.PlayActivityShopPurchaseVoice = slot3 function slot3(slot0, slot1) slot2 = nil slot3, slot4, slot5 = pairs(slot0.activityShops or {}) for slot6, slot7 in slot3, slot4, slot5 do slot8 = slot7.activityId if slot8 == slot1 then shop = slot7 break end end slot3 = shop if slot3 then slot4 = slot0 slot3 = slot0.PlayActivityShopPurchaseVoice slot5 = shop slot3(slot4, slot5) end end slot0.OnActivtyShopPurchaseDone = slot3 function slot3(slot0) slot2 = slot0 slot1 = slot0.stopCV slot1(slot2) slot1 = ipairs slot2 = slot0.cards slot1, slot2, slot3 = slot1(slot2) for slot4, slot5 in slot1, slot2, slot3 do slot7 = slot5 slot6 = slot5.dispose slot6(slot7) end slot1 = ipairs slot2 = slot0.activityCards or {} slot1, slot2, slot3 = slot1(slot2) for slot4, slot5 in slot1, slot2, slot3 do slot7 = slot5 slot6 = slot5.dispose slot6(slot7) end slot1 = slot0.refreshTimer if slot1 then slot1 = slot0.refreshTimer slot2 = slot1 slot1 = slot1.Stop slot1(slot2) slot1 = nil slot0.refreshTimer = slot1 end slot1 = slot0.shopStreetTimer if slot1 then slot1 = slot0.shopStreetTimer slot2 = slot1 slot1 = slot1.Stop slot1(slot2) slot1 = nil slot0.shopStreetTimer = slot1 end slot1 = slot0.guildTimer if slot1 then slot1 = slot0.guildTimer slot2 = slot1 slot1 = slot1.Stop slot1(slot2) slot1 = nil slot0.guildTimer = slot1 end slot1 = slot0.resolvePanel if slot1 then slot1 = slot0.resolvePanel slot2 = slot1 slot1 = slot1.Destroy slot1(slot2) slot1 = nil slot0.resolvePanel = slot1 end slot1 = slot0.resPanel if slot1 then slot1 = slot0.resPanel slot2 = slot1 slot1 = slot1.exit slot1(slot2) slot1 = nil slot0.resPanel = slot1 end slot1 = slot0.tweens if slot1 then slot1 = cancelTweens slot2 = slot0.tweens slot1(slot2) slot1 = nil slot0.tweens = slot1 end slot2 = slot0 slot1 = slot0.closeSingleBox slot1(slot2) slot2 = slot0 slot1 = slot0.closeActivityMsg slot1(slot2) slot2 = slot0 slot1 = slot0.unBlurView slot1(slot2) slot1 = slot0.paintingName if slot1 then slot1 = retPaintingPrefab slot2 = slot0.painting slot3 = slot0.paintingName slot1(slot2, slot3) end end slot0.willExit = slot3 return slot0