slot0 = class("BattleExperimentResultLayer", import(".BattleContributionResultLayer")) function slot0.getUIName(slot0) return "BattleResultUI" end function slot0.setPoint(slot0) slot0._contributionPoint = 0 end function slot0.skip(slot0) for slot4, slot5 in ipairs(slot0._delayLeanList) do LeanTween.cancel(slot5) end if slot0._stateFlag == uv0.STATE_RANK_ANIMA then -- Nothing elseif slot0._stateFlag == uv0.STATE_REPORT then slot1 = slot0._conditionContainer.childCount while slot1 > 0 do SetActive(slot0._conditionContainer:GetChild(slot1 - 1), true) slot1 = slot1 - 1 end SetActive(slot0:findTF("jieuan01/tips", slot0._bg), true) slot0._stateFlag = uv0.STATE_REPORTED elseif slot0._stateFlag == uv0.STATE_REPORTED then slot0:displayBG() SetActive(slot0:findTF("jieuan01/tips", slot0._bg), false) end end function slot0.displayBG(slot0) LeanTween.moveX(rtf(slot0._conditions), 1300, uv0.DURATION_MOVE) LeanTween.scale(slot0._grade, Vector3(0.6, 0.6, 0), uv0.DURATION_MOVE) LeanTween.moveLocal(go(rtf(slot0._grade)), slot0._gradeUpperLeftPos, uv0.DURATION_MOVE):setOnComplete(System.Action(function () uv0:displayShips() uv0:showRightBottomPanel() triggerButton(uv0._statisticsBtn) uv0:skipAtkAnima(uv0._atkContainerNext) uv0:skipAtkAnima(uv0._atkContainer) setActive(uv0._statisticsBtn, false) uv0._stateFlag = uv1.STATE_DISPLAY end)) setActive(slot0:findTF("jieuan01/Bomb", slot0._bg), false) end function slot0.closeStatistics(slot0) end function slot0.displayShips(slot0) slot0._expTFs = {} slot0._nameTxts = {} slot0._initExp = {} slot0._skipExp = {} slot0._subSkipExp = {} slot0._subCardAnimaFuncList = {} slot1 = { [slot7.id] = slot7 } for slot6, slot7 in ipairs(slot0.shipVOs) do -- Nothing end slot3 = slot0.contextData.statistics for slot7, slot8 in ipairs(slot2) do if slot3[slot8.id] then slot3[slot8.id].vo = slot8 end end for slot9, slot10 in ipairs(slot0.contextData.oldMainShips) do if slot3[slot10.id] and 0 < slot11.output then slot0.mvpShipVO = slot10 slot5 = slot11.output end end slot0._atkFuncs = {} slot0._commonAtkTplList = {} slot0._subAtkTplList = {} slot6, slot7 = nil SetActive(slot0._atkToggle, #slot4 > 6) if #slot4 > 6 then onToggle(slot0, slot0._atkToggle, function (slot0) SetActive(uv0._atkContainer, slot0) SetActive(uv0._atkContainerNext, not slot0) if slot0 then uv0:skipAtkAnima(uv0._atkContainerNext) else uv0:skipAtkAnima(uv0._atkContainer) end end, SFX_PANEL) end slot8 = {} slot9 = {} for slot13, slot14 in ipairs(slot4) do slot15 = slot1[slot14.id] if slot3[slot14.id] then slot17 = table.contains(TeamType.SubShipType, ys.Battle.BattleDataFunction.GetPlayerShipTmpDataFromID(slot14.configId).type) slot18, slot19 = nil slot20 = 0 if slot13 > 6 then slot19 = slot0._atkContainerNext slot20 = 7 else slot19 = slot0._atkContainer slot20 = 1 end slot18 = cloneTplTo(slot0._atkTpl, slot19) slot21 = slot18.localPosition slot21.x = slot21.x + (slot13 - slot20) * 74 slot21.y = slot21.y + (slot13 - slot20) * -124 slot18.localPosition = slot21 slot0:findTF("result/mask/icon", slot18):GetComponent(typeof(Image)).sprite = LoadSprite("herohrzicon/" .. slot14:getPainting()) setImageSprite(slot0:findTF("result/type", slot18), GetSpriteFromAtlas("shiptype", shipType2print(slot14:getShipType())), true) slot0:setAtkAnima(slot18, slot19, slot3[slot14.id].output / slot5, slot5, slot0.mvpShipVO == slot14, slot3[slot14.id].output, slot3[slot14.id].kill_count) if slot14.id == slot3._flagShipID then slot0.flagShipVO = slot14 end end end end return slot0