slot0 = class("AttachmentBombEnemyCell", import("view.level.cell.StaticCellView")) slot0.StateLive = 1 slot0.StateDead = 2 function slot0.GetOrder(slot0) return ChapterConst.CellPriorityAttachment end function slot0.Update(slot0) slot1 = slot0.info if IsNil(slot0.go) then slot0:PrepareBase("bomb_enemy_" .. slot1.attachmentId) end slot2 = slot0.state if slot1.flag == 0 and slot0.state ~= uv0.StateLive then slot0.state = uv0.StateLive slot0.dead = nil slot0:ClearLoader() slot3 = pg.specialunit_template[slot1.attachmentId] slot0:GetLoader():GetPrefab("leveluiview/Tpl_Enemy", "Tpl_Enemy", function (slot0) setParent(slot0, uv0.tf) tf(slot0).anchoredPosition = Vector2(0, 10) uv0:GetLoader():GetSprite("enemies/" .. uv1.prefab, "", findTF(slot0, "icon")) setActive(findTF(slot0, "titleContain/bg_s"), uv1.enemy_point == 5) setActive(findTF(slot0, "titleContain/bg_m"), uv1.enemy_point == 8) setActive(findTF(slot0, "titleContain/bg_h"), uv1.enemy_point == 10) uv0.enemy = slot0 uv0:ResetCanvasOrder() uv0:Update() end) elseif slot1.flag == 1 and slot0.state ~= uv0.StateDead then slot0.state = uv0.StateDead slot0.enemy = nil slot0:ClearLoader() slot3 = pg.land_based_template[slot1.attachmentId] slot0:GetLoader():GetPrefab("leveluiview/Tpl_Dead", "Tpl_Dead", function (slot0) setParent(slot0, uv0.tf) tf(slot0).anchoredPosition = Vector2(0, 10) uv0:GetLoader():GetSprite("enemies/" .. uv1.prefab .. "_d_blue", "", findTF(slot0, "icon")) setActive(findTF(slot0, "effect_not_open"), false) setActive(findTF(slot0, "effect_open"), false) setActive(findTF(slot0, "huoqiubaozha"), uv2 == uv3.StateLive) uv0.dead = slot0 uv0:ResetCanvasOrder() uv0:Update() end) end if slot1.flag == 0 and slot0.enemy then setActive(findTF(slot0.enemy, "effect_found"), slot1.trait == ChapterConst.TraitVirgin) if slot1.trait == ChapterConst.TraitVirgin then pg.CriMgr.GetInstance():PlaySoundEffect_V3(SFX_UI_WEIGHANCHOR_ENEMY) end end end return slot0