slot0 = class("MapWeatherCellView", import(".StaticCellView")) function slot0.Ctor(slot0, ...) uv0.super.Ctor(slot0, ...) slot0.weatherPrefabs = {} end function slot0.GetOrder(slot0) return ChapterConst.CellPriorityUpperEffect end function slot0.Update(slot0, slot1) if IsNil(slot0.go) then slot0:PrepareBase("weathers" .. slot0.line.row .. "_" .. slot0.line.column) end for slot5, slot6 in ipairs(slot1) do if not slot0.weatherPrefabs[slot6] then slot0.weatherPrefabs[slot6] = true if pg.weather_data_template[slot6].icon and #slot8 > 0 then slot0:GetLoader():GetPrefab("ui/" .. slot8, slot8, function (slot0) setParent(slot0, uv0.tf) setActive(slot0, true) uv0:OnLoadedPrefab(slot0, uv1) end, "Weather" .. slot6) end end end for slot5, slot6 in pairs(slot0.weatherPrefabs) do if not table.contains(slot1, slot5) then slot0:GetLoader():ClearRequest("Weather" .. slot5) end end end function slot0.OnLoadedPrefab(slot0, slot1, slot2) if slot2 == ChapterConst.FlagWeatherFog then slot3 = tf(slot1).childCount slot4 = math.random(1, slot3) slot5 = math.random(3, 4) for slot9 = 1, slot3 do setActive(tf(slot1):GetChild(slot9 - 1), slot9 == slot4) if slot9 == slot4 then -- Nothing end end end end return slot0