slot0 = class("PrayPoolSelectPoolView", import("..base.BaseSubView")) function slot0.getUIName(slot0) return "PrayPoolSelectPoolView" end function slot0.OnInit(slot0) slot0:initData() slot0:initUI() slot0:updateUI() end function slot0.OnDestroy(slot0) end function slot0.OnBackPress(slot0) end function slot0.initData(slot0) slot0.prayProxy = getProxy(PrayProxy) slot0.poolToggleList = {} slot0.selectedPoolType = nil end function slot0.initUI(slot0) slot0.poolListContainer = slot0:findTF("PoolList") slot0.poolTpl = slot0:findTF("PoolTpl") slot0.preBtn = slot0:findTF("PreBtn") slot0.nextBtn = slot0:findTF("NextBtn") slot0.nextBtnCom = GetComponent(slot0.nextBtn, "Button") slot0.poolList = UIItemList.New(slot0.poolListContainer, slot0.poolTpl) slot0.poolList:make(function (slot0, slot1, slot2) if slot0 == UIItemList.EventUpdate then slot3 = slot1 + 1 setImageSprite(uv0:findTF("PoolImg", slot2), GetSpriteFromAtlas("ui/prayselectpoolpage_atlas", "pool" .. slot3, true)) onToggle(uv0, slot2, function (slot0) if slot0 then uv0.nextBtnCom.interactable = true uv0.selectedPoolType = uv1 uv0.prayProxy:setSelectedPoolNum(uv1) else uv0.nextBtnCom.interactable = false uv0.selectedPoolType = nil uv0.prayProxy:setSelectedPoolNum(nil) end end, SFX_PANEL) uv0.poolToggleList[slot3] = slot2 end end) slot0.poolList:align(#pg.activity_ship_create.all) slot0.nextBtnCom.interactable = false onButton(slot0, slot0.preBtn, function () uv0.prayProxy:updatePageState(PrayProxy.STATE_HOME) uv0:emit(PrayPoolConst.SWITCH_TO_HOME_PAGE, PrayProxy.STATE_HOME) end, SFX_PANEL) onButton(slot0, slot0.nextBtn, function () uv0.prayProxy:updateSelectedPool(uv0.selectedPoolType) uv0.prayProxy:updatePageState(PrayProxy.STAGE_SELECT_SHIP) uv0:emit(PrayPoolConst.SWITCH_TO_SELECT_SHIP_PAGE, PrayProxy.STAGE_SELECT_SHIP) end, SFX_PANEL) slot0:Show() end function slot0.updateUI(slot0) if slot0.prayProxy:getSelectedPoolType() then triggerToggle(slot0.poolToggleList[slot1], true) else return end end return slot0