slot0 = class("LevelAmbushView", import("..base.BaseSubView")) function slot0.getUIName(slot0) return "LevelAmbushView" end function slot0.OnInit(slot0) slot0:InitData() slot0:InitUI() setActive(slot0._tf, true) end function slot0.InitData(slot0) slot0.chapter = slot0.contextData.chapterVO slot0.fleet = slot0.chapter.fleet slot0.template = pg.expedition_data_template[slot0.chapter:getChapterCell(slot0.fleet.line.row, slot0.fleet.line.column).attachmentId] end function slot0.InitUI(slot0) slot1 = findTF(slot0._tf, "window") GetImageSpriteFromAtlasAsync("enemies/" .. slot0.template.icon, "", findTF(slot0._tf, "window/ship/icon")) setText(findTF(slot0._tf, "window/ship/lv/Text"), slot0.template.level) setText(findTF(slot0._tf, "window/evade/rate"), math.floor(slot0.chapter:getAmbushDodge(slot0.fleet) * 100) .. "%") onButton(slot0, findTF(slot0._tf, "window/fight_button"), function () uv0:emit(LevelMediator2.ON_OP, { arg1 = 0, type = ChapterConst.OpAmbush, id = uv0.fleet.id }) uv0:Destroy() end, SFX_UI_WEIGHANCHOR_ATTACK) onButton(slot0, findTF(slot0._tf, "window/dodge_button"), function () uv0:emit(LevelMediator2.ON_OP, { arg1 = 1, type = ChapterConst.OpAmbush, id = uv0.fleet.id }) uv0:Destroy() end, SFX_UI_WEIGHANCHOR_AVOID) slot1.localScale = Vector3(1, 0, 1) LeanTween.scaleY(slot1.gameObject, 1, 0.3):setOnComplete(System.Action(slot0.onComplete)) end function slot0.OnDestroy(slot0) end function slot0.SetFuncOnComplete(slot0, slot1) slot0.onComplete = slot1 end return slot0