slot0 = class("PrayPoolMediator", import("..base.ContextMediator")) function slot0.register(slot0) slot0:bind(PrayPoolConst.CLICK_INDEX_BTN, function (slot0, slot1) uv0:addSubLayers(Context.New({ mediator = IndexMediator, viewComponent = IndexLayer, data = slot1 })) end) slot0:bind(PrayPoolConst.CLICK_BUILD_BTN, function (slot0, slot1) uv0:sendNotification(PrayPoolConst.BUILD_PRAY_POOL_CMD, slot1) end) slot0:bind(PrayPoolConst.START_BUILD_SHIP_EVENT, function (slot0, slot1, slot2) uv0:sendNotification(GAME.ACTIVITY_OPERATION, { cmd = 2, buildId = slot1, activity_id = ActivityConst.ACTIVITY_PRAY_POOL, arg1 = slot2 }) end) if getProxy(PrayProxy):getPageState() ~= PrayProxy.STAGE_BUILD_SUCCESS and getProxy(ActivityProxy):getActivityById(ActivityConst.ACTIVITY_PRAY_POOL) then if slot3:getData1() and table.indexof(pg.activity_ship_create.all, slot4, 1) then slot2:setSelectedPoolNum(slot4) slot2:setSelectedShipList(slot3:getData1List()) slot2:updatePageState(PrayProxy.STAGE_BUILD_SUCCESS) end end end function slot0.listNotificationInterests(slot0) return { PrayPoolConst.BUILD_PRAY_POOL_SUCCESS } end function slot0.handleNotification(slot0, slot1) if slot1:getName() == PrayPoolConst.BUILD_PRAY_POOL_SUCCESS then slot0.viewComponent:switchPage(slot1:getBody()) end end return slot0