slot0 = class("CommamderCard") function slot0.Ctor(slot0, slot1) slot0._go = slot1 slot0._tf = tf(slot1) slot0.infoTF = slot0._tf:Find("info") slot0.emptyTF = slot0._tf:Find("empty") slot0.quitTF = slot0._tf:Find("quit") slot0.nameTF = slot0.infoTF:Find("name_bg/Text"):GetComponent(typeof(Text)) slot0.levelTF = slot0.infoTF:Find("level_bg/Text"):GetComponent(typeof(Text)) slot0.iconTF = slot0.infoTF:Find("icon") slot0.mark2 = slot0.infoTF:Find("mark1") slot0.mark1 = slot0.infoTF:Find("mark2") setActive(slot0.mark1, false) setActive(slot0.mark2, false) slot0.expUp = slot0._tf:Find("up") setActive(slot0.expUp, false) slot0.anim = slot0._tf:GetComponent("Animator") slot0.aniEvent = slot0._tf:GetComponent(typeof(DftAniEvent)) slot0.formationTF = slot0.infoTF:Find("formation") setActive(slot0.formationTF, false) slot0.inbattleTF = slot0.infoTF:Find("inbattle") setActive(slot0.inbattleTF, false) slot0.tip = slot0._tf:Find("tip") setActive(slot0.tip, false) end function slot0.clearSelected(slot0) setActive(slot0.mark1, false) setActive(slot0.mark2, false) setActive(slot0.expUp, false) end function slot0.selectedAnim(slot0) if slot0.anim then slot0.aniEvent:SetEndEvent(function (slot0) uv0.anim.enabled = false end) slot0.anim.enabled = true end end function slot0.update(slot0, slot1) if slot1 then slot0.commanderVO = slot1 if slot1.id ~= 0 then slot0:updateCommander() end end setActive(slot0.infoTF, slot1 and slot1.id ~= 0) setActive(slot0.emptyTF, not slot1) setActive(slot0.quitTF, slot1 and slot1.id == 0) setActive(slot0.tip, slot1 and slot1.id ~= 0 and slot1:getTalentPoint() > 0 and not LOCK_COMMANDER_TALENT_TIP) end function slot0.updateCommander(slot0) slot1 = slot0.commanderVO slot0.nameTF.text = slot1:getName() slot0.levelTF.text = slot1.level GetImageSpriteFromAtlasAsync("commandericon/" .. slot1:getPainting(), "", slot0.iconTF) end function slot0.clear(slot0) end return slot0