235 lines
8.3 KiB
Lua
235 lines
8.3 KiB
Lua
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local XUiPanelTrialMain = XClass(nil, "XUiPanelTrialMain")
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local XUiPanelTrialTaskList = require("XUi/XUiTrial/XUiPanelTrialTaskList")
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local XUiPanelTrialType = require("XUi/XUiTrial/XUiPanelTrialType")
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function XUiPanelTrialMain:Ctor(ui, uiRoot)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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self.UiRoot = uiRoot
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XTool.InitUiObject(self)
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self:AddListener()
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self:InitUiAfterAuto()
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end
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function XUiPanelTrialMain:InitUiAfterAuto()
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self.TrialTaskList = XUiPanelTrialTaskList.New(self.PanelTrialTaskList, self.UiRoot, self)
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self.TrialTypeList = XUiPanelTrialType.New(self.PanelTrialType, self.UiRoot, self)
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self.TxtName.text = CS.XTextManager.GetText("TrialName")
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self.ProForImg = {}
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self.ProForImg[1] = self.ImgPro1.gameObject
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self.ProForImg[2] = self.ImgPro2.gameObject
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self.ProForImg[3] = self.ImgPro3.gameObject
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self.ProForImg[4] = self.ImgPro4.gameObject
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self.ProForImg[5] = self.ImgPro5.gameObject
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self.ProBackEndImg = {}
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self.ProBackEndImg[1] = self.ImgPro1A.gameObject
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self.ProBackEndImg[2] = self.ImgPro2A.gameObject
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self.ProBackEndImg[3] = self.ImgPro3A.gameObject
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self.ProBackEndImg[4] = self.ImgPro4A.gameObject
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self.ProBackEndImg[5] = self.ImgPro5A.gameObject
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self.ProBackEndAnimation = {}
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self.ProForAnimation = {}
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self.ProForAnimation[1] = "AniTrialImgPro1"
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self.ProForAnimation[2] = "AniTrialImgPro2"
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self.ProForAnimation[3] = "AniTrialImgPro3"
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self.ProForAnimation[4] = "AniTrialImgPro4"
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self.ProForAnimation[5] = "AniTrialImgPro5"
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self.ProBackEndAnimation[1] = "AniTrialImgPro6"
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self.ProBackEndAnimation[2] = "AniTrialImgPro7"
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self.ProBackEndAnimation[3] = "AniTrialImgPro8"
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self.ProBackEndAnimation[4] = "AniTrialImgPro9"
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self.ProBackEndAnimation[5] = "AniTrialImgPro10"
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self.ProBackEndFx = {}
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self.ProForFx = {}
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self.ProForFx[1] = self.PanelFx1
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self.ProForFx[2] = self.PanelFx2
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self.ProForFx[3] = self.PanelFx3
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self.ProForFx[4] = self.PanelFx4
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self.ProForFx[5] = self.PanelFx5
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self.ProBackEndFx[1] = self.PanelFx1A
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self.ProBackEndFx[2] = self.PanelFx2A
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self.ProBackEndFx[3] = self.PanelFx3A
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self.ProBackEndFx[4] = self.PanelFx4A
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self.ProBackEndFx[5] = self.PanelFx5A
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end
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-- 重新设置list的item的状态,让特效出现。
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function XUiPanelTrialMain:SetListItemFx()
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self.TrialTaskList:SetListItemFx()
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end
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-- 关闭list的item的特效,防止特效透ui。
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function XUiPanelTrialMain:ClostListItemFx()
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self.TrialTaskList:ClostListItemFx()
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end
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-- trialtype,1:前段 2:后段
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function XUiPanelTrialMain:SeleTrialType(trialtype)
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self.CurTrialType = trialtype
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self.TrialTaskList:UpdateTaskList(trialtype)
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end
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-- 特效播放完
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function XUiPanelTrialMain:FxFisish()
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self.TrialTaskList:OpenFxFinish(true)
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self.TrialTaskList:SetListItemFx()
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end
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-- 打开
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function XUiPanelTrialMain:OpenView()
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XDataCenter.TrialManager.UnLockRed = true
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self.TrialTaskList:OpenFxFinish(false)
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self.UiRoot:PlayAnimation("AnimStartEnable", function()
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self.Dark.gameObject:SetActive(false)
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self:FxFisish()
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end)
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self:RewardGetHandle()
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end
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-- 关闭
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function XUiPanelTrialMain:CloseView()
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for _, v in pairs(self.ProForFx) do
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v.gameObject:SetActive(false)
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end
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for _, v in pairs(self.ProBackEndFx) do
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v.gameObject:SetActive(false)
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end
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end
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-- 必须保证奖励能正确领取到
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function XUiPanelTrialMain:RewardGetHandle()
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local curTrialType = XDataCenter.TrialManager.FinishTrialType()
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if curTrialType == XDataCenter.TrialManager.TrialTypeCfg.TrialFor then
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self.CurTrialType = curTrialType
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else
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if self.UiRoot.RewardUIOpen then--奖励界面还在,不需要判断。
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return
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end
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if XDataCenter.TrialManager.TrialRewardGetedFinish() and not XDataCenter.TrialManager.TypeRewardByTrialtype(XDataCenter.TrialManager.TrialTypeCfg.TrialFor) then
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self.CurTrialType = XDataCenter.TrialManager.TrialTypeCfg.TrialFor
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self.UiRoot:HandleForTrialFinish()
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elseif not XDataCenter.TrialManager.TrialRewardGetedFinish() then
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self.CurTrialType = XDataCenter.TrialManager.TrialTypeCfg.TrialFor
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else
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self.CurTrialType = curTrialType
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if XDataCenter.TrialManager.TrialRewardGetedBackEndFinish() and not XDataCenter.TrialManager.TypeRewardByTrialtype(XDataCenter.TrialManager.TrialTypeCfg.TrialBackEnd) then
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self.UiRoot:HandleBackFinishTips()
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end
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end
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end
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self:SeleTrialType(self.CurTrialType)
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self:SetTrialTypeNameByType(self.CurTrialType)
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self:SetTypeTrialPro()
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self:SetTrialBg(self.CurTrialType)
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end
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--结算后重新更新数据
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function XUiPanelTrialMain:UpdateViewOnFinish()
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self:SeleTrialType(self.CurTrialType)
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self.TrialTypeList:SetTrialTypeNameByType(self.CurTrialType)
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self:SetTypeTrialPro()
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end
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-- 通过类型设置名字
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function XUiPanelTrialMain:SetTrialTypeNameByType(trialtype)
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self.TrialTypeList:SetTrialTypeNameByType(trialtype)
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self.TrialTypeList:InitScrollState(trialtype)
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end
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-- 设置背景
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function XUiPanelTrialMain:SetTrialBg(trialtype)
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self.UiRoot:SetTrialBg(trialtype)
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end
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-- 设置类型关卡进度
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function XUiPanelTrialMain:SetTypeTrialPro()
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if self.CurTrialType == XDataCenter.TrialManager.TrialTypeCfg.TrialFor then
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local cfg = XTrialConfigs.GetForTotalData()
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self.PanelForPro.gameObject:SetActive(true)
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self.PanelBackEndPro.gameObject:SetActive(false)
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self.ImgForPartPro.gameObject:SetActive(true)
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self.ImgBackEndPartPro.gameObject:SetActive(false)
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for k, v in pairs(cfg) do
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if XDataCenter.TrialManager.TrialLevelFinished(v.Id) and XDataCenter.TrialManager.TrialRewardGeted(v.Id) then
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self.ProForImg[k]:SetActive(false)
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else
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self.ProForImg[k]:SetActive(true)
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end
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end
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else
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local cfg = XTrialConfigs.GetBackEndTotalData()
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self.PanelForPro.gameObject:SetActive(false)
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self.PanelBackEndPro.gameObject:SetActive(true)
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self.ImgForPartPro.gameObject:SetActive(false)
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self.ImgBackEndPartPro.gameObject:SetActive(true)
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for k, v in pairs(cfg) do
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if XDataCenter.TrialManager.TrialLevelFinished(v.Id) and XDataCenter.TrialManager.TrialRewardGeted(v.Id) then
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self.ProBackEndImg[k]:SetActive(false)
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else
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self.ProBackEndImg[k]:SetActive(true)
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end
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end
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end
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end
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-- 前段打完后处理
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function XUiPanelTrialMain:SetForTrialFinish(trialtype)
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self:SeleTrialType(trialtype)
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self:SetTrialTypeNameByType(trialtype)
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self:SetTrialBg(trialtype)
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end
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-- 设置单个进度
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function XUiPanelTrialMain:SetTypeTrialSignlePro(index, cb)
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if self.CurTrialType == XDataCenter.TrialManager.TrialTypeCfg.TrialFor then
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self.UiRoot:PlayAnimation(self.ProForAnimation[index], cb)
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self.ProForFx[index].gameObject:SetActive(true)
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else
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self.UiRoot:PlayAnimation(self.ProBackEndAnimation[index], cb)
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self.ProBackEndFx[index].gameObject:SetActive(true)
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end
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end
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function XUiPanelTrialMain:AddListener()
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self.BtnHelp.CallBack = function() self:OnBtnHelpClick() end
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self.BtnType.CallBack = function() self:OnBtnTypeClick() end
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end
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-- auto
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function XUiPanelTrialMain:OnBtnHelpClick()
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XUiManager.UiFubenDialogTip("", CS.XTextManager.GetText("TrialIllustration") or "")
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end
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function XUiPanelTrialMain:OnBtnTypeClick()
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if self.CurTrialType == XDataCenter.TrialManager.TrialTypeCfg.TrialFor then
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local cfg = XTrialConfigs.GetTrialTypeCfg(XDataCenter.TrialManager.TrialTypeCfg.TrialFor)
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if not cfg then
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return
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end
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local rewards = XRewardManager.GetRewardList(cfg.RewardId)
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if rewards and rewards[1] then
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XLuaUiManager.Open("UiEquipDetail", rewards[1].TemplateId, true)
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end
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else
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local cfg = XTrialConfigs.GetTrialTypeCfg(XDataCenter.TrialManager.TrialTypeCfg.TrialBackEnd)
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if not cfg then
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return
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end
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local rewards = XRewardManager.GetRewardList(cfg.RewardId)
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if rewards and rewards[1] then
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XLuaUiManager.Open("UiEquipDetail", rewards[1].TemplateId, true)
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end
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end
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end
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return XUiPanelTrialMain
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