slot0 = class("WorldMediaCollectionRecordLayer", import(".WorldMediaCollectionTemplateLayer")) function slot0.getUIName(slot0) return "WorldMediaCollectionRecordUI" end function slot0.OnInit(slot0) slot0._top = slot0:findTF("Top") slot0.memoryMask = slot0:findTF("StoryMask", slot0._top) end function slot0.OnSelected(slot0) uv0.super.OnSelected(slot0) if slot0.contextData.recordGroup then slot0:ShowRecordGroup(slot0.contextData.recordGroup) else slot0:OpenGroupLayer() end end function slot0.Backward(slot0) if not slot0.contextData.recordGroup then return end slot0.contextData.recordGroup = nil slot0:OpenGroupLayer() return true end function slot0.OnBackward(slot0) return slot0:Backward() end function slot0.OnReselected(slot0) slot0:Backward() end function slot0.OnDeselected(slot0) slot0:HideDetailLayer() slot0:HideGroupLayer() slot0.contextData.recordGroup = nil uv0.super.OnDeselected(slot0) end function slot0.GetDetailLayer(slot0) if not slot0.detailUI then slot0.detailUI = WorldMediaCollectionRecordDetailLayer.New(slot0, slot0._tf, slot0.event, slot0.contextData) slot0.detailUI:Load() slot0.detailUI:SetStoryMask(slot0.memoryMask) end return slot0.detailUI end function slot0.ShowRecordGroup(slot0, slot1) slot2 = slot0:GetDetailLayer() slot2.buffer:Show() slot2.buffer:ShowRecordGroup(slot1) slot0:HideGroupLayer() end function slot0.HideDetailLayer(slot0) if not slot0.detailUI then return end slot0.detailUI.buffer:Hide() end function slot0.CloseDetailLayer(slot0) if slot0.detailUI then slot0.detailUI:Destroy() slot0.detailUI = nil end end function slot0.OpenGroupLayer(slot0) slot1 = slot0:GetGroupLayer() slot1.buffer:Show() slot1.buffer:RecordFilter() slot0:HideDetailLayer() end function slot0.GetGroupLayer(slot0) if not slot0.groupUI then slot0.groupUI = WorldMediaCollectionRecordGroupLayer.New(slot0, slot0._tf, slot0.event, slot0.contextData) slot0.groupUI:Load() end return slot0.groupUI end function slot0.HideGroupLayer(slot0) if not slot0.groupUI then return end slot0.groupUI.buffer:Hide() end function slot0.CloseGroupLayer(slot0) if slot0.groupUI then slot0.groupUI:Destroy() slot0.groupUI = nil end end function slot0.OnDestroy(slot0) slot0:CloseDetailLayer() slot0:CloseGroupLayer() uv0.super.OnDestroy(slot0) end return slot0