slot0 = class("MapEventStoryObstacleCellView", import("view.level.cell.StaticCellView")) function slot0.GetOrder(slot0) return ChapterConst.CellPriorityAttachment end function slot0.Update(slot0) slot1 = slot0.info slot4 = slot1.data slot6 = pg.map_event_template[slot1.attachmentId].icon if IsNil(slot0.go) then slot0:PrepareBase("story_" .. slot1.row .. "_" .. slot1.column .. "_" .. slot1.attachmentId) slot0:GetLoader():GetPrefab("ui/" .. slot6 .. "_2", slot6 .. "_2", function (slot0) slot0.transform:SetParent(uv0.tf, false) end) end slot8 = pg.map_event_template[slot1.attachmentId] if not (slot1.flag == 3) and slot8 and slot8.animation and not slot0.disappearAnim and slot8.animation and #slot9 > 0 then slot0:GetLoader():GetPrefab("ui/" .. slot9, slot9, function (slot0) setParent(slot0.transform, uv0.tf, false) if not IsNil(slot0:GetComponent(typeof(ParticleSystemEvent))) then slot1:SetEndEvent(function () uv0:GetLoader():ClearRequest("DisapperAnim") uv0.playingAnim = false uv0:Update() end) end end, "DisapperAnim") slot0.disappearAnim = true slot0.playingAnim = true end setActive(slot0.tf, slot7 or slot0.playingAnim) end return slot0