slot0 = class("KillEnemyAwardWindow", import(".PtAwardWindow")) function slot1(slot0, slot1, slot2, slot3) slot0.UIlist:make(function (slot0, slot1, slot2) if slot0 == UIItemList.EventUpdate then slot3 = uv0[slot1 + 1] setText(slot2:Find("title/Text"), "PHASE " .. slot1 + 1) setActive(slot2:Find("target/Text"), false) setText(slot2:Find("target/title"), uv1[slot1 + 1]) updateDrop(slot2:Find("award"), { type = slot3[1], id = slot3[2], count = slot3[3] }, { hideName = true }) onButton(uv2.binder, slot2:Find("award"), function () uv0.binder:emit(BaseUI.ON_DROP, uv1) end, SFX_PANEL) setActive(slot2:Find("award/mask"), slot1 + 1 <= uv3) end end) slot0.UIlist:align(#slot1) end function slot0.Show(slot0, slot1) uv0(slot0, slot1.dropList, slot1.descs, slot1.finishedIndex) setActive(slot0.ptTF, false) setActive(slot0._tf, true) end return slot0