slot0 = class("JapanesePTPage", import(".TemplatePage.PtTemplatePage")) function slot0.OnFirstFlush(slot0) onButton(slot0, slot0.displayBtn, function () uv0:emit(ActivityMediator.SHOW_AWARD_WINDOW, PtAwardWindow, { type = uv0.ptData.type, dropList = uv0.ptData.dropList, targets = uv0.ptData.targets, level = uv0.ptData.level, count = uv0.ptData.count, resId = uv0.ptData.resId }) end, SFX_PANEL) onButton(slot0, slot0.battleBtn, function () uv0:emit(ActivityMediator.BATTLE_OPERA) end, SFX_PANEL) onButton(slot0, slot0.getBtn, function () slot0, slot1 = uv0.ptData:GetResProgress() uv0:emit(ActivityMediator.EVENT_PT_OPERATION, { cmd = 1, activity_id = uv0.ptData:GetId(), arg1 = slot1 }) end, SFX_PANEL) end function slot0.OnUpdateFlush(slot0) if checkExist(slot0.activity:getConfig("config_client").story, { slot0.ptData:getTargetLevel() }, { 1 }) then pg.NewStoryMgr.GetInstance():Play(slot2[slot1][1]) end slot3, slot4, slot5 = slot0.ptData:GetLevelProgress() slot6, slot7, slot8 = slot0.ptData:GetResProgress() setText(slot0.step, slot3 .. "/" .. slot4) setText(slot0.progress, (slot8 >= 1 and setColorStr(slot6, COLOR_GREEN) or slot6) .. "/" .. slot7) setSlider(slot0.slider, 0, 1, slot8) slot9 = slot0.ptData:CanGetAward() slot10 = slot0.ptData:CanGetNextAward() setActive(slot0.battleBtn, slot0.ptData:CanGetMorePt() and not slot9 and slot10) setActive(slot0.getBtn, slot9) setActive(slot0.gotBtn, not slot10) updateDrop(slot0.awardTF, slot0.ptData:GetAward()) onButton(slot0, slot0.awardTF, function () uv0:emit(BaseUI.ON_DROP, uv1) end, SFX_PANEL) end return slot0