234 lines
6.9 KiB
Lua
234 lines
6.9 KiB
Lua
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local XUiTrial = XLuaUiManager.Register(XLuaUi, "UiTrial")
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local XUiPanelTrialMain = require("XUi/XUiTrial/XUiPanelTrialMain")
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local XUiPanelTrialSelect = require("XUi/XUiTrial/XUiPanelTrialSelect")
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local XUiPanelTrialTips = require("XUi/XUiTrial/XUiPanelTrialTips")
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local XUiPanelTrialGet = require("XUi/XUiTrial/XUiPanelTrialGet")
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local ViewTypeCfg = {
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TrialMain = 1,
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TrialSelect = 2
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}
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local ViewTipsTypeCfg = {
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TrialFor = 1,
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TrialBackEnd = 2,
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TrialTypeReward = 3
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}
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function XUiTrial:OnAwake()
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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 XUiTrial:InitUiAfterAuto()
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self.AssetPanel = XUiPanelAsset.New(
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self,
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self.PanelAsset,
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XDataCenter.ItemManager.ItemId.FreeGem,
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XDataCenter.ItemManager.ItemId.ActionPoint,
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XDataCenter.ItemManager.ItemId.Coin
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)
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self.TrialMain = XUiPanelTrialMain.New(self.PanelTrialMain, self)
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self.TrialSelect = XUiPanelTrialSelect.New(self.PanelTrialSelect, self)
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self.TrialTips = XUiPanelTrialTips.New(self.PanelTrialTips, self)
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self.TrialGet = XUiPanelTrialGet.New(self.PanelTrialGet, self)
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end
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function XUiTrial:OnStart()
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end
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-- 刚好通关前段
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function XUiTrial:OnSettleTrial()
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self.TrialTips.GameObject:SetActive(true)
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self:HandleForFinishTips()
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end
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-- 处理前段终结
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function XUiTrial:HandleForFinishTips()
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self.TrialTips:SetTrialType(ViewTipsTypeCfg.TrialFor)
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self:PlayAnimation("AniTrialTips", function()
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self.AniTrialTips.gameObject:SetActiveEx(false)
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self:HandleBackStartTips()
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end)
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end
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-- 处理后段开启
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function XUiTrial:HandleBackStartTips()
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self:PlayAnimation("AniTrialTips2", function()
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if self.TrialTips and not XTool.UObjIsNil(self.TrialTips.GameObject) then
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self.TrialTips.GameObject:SetActive(false)
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end
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end)
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local trialtype = XDataCenter.TrialManager.TrialTypeCfg.TrialBackEnd
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self.TrialMain:SetForTrialFinish(trialtype)
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self.TrialMain:SetTypeTrialPro()
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self.TrialTips:SetTrialType(ViewTipsTypeCfg.TrialBackEnd)
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end
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-- 处理后段终结
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function XUiTrial:HandleBackFinishTips()
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self:PlayAnimation("AniTrialGet")
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local cfg = XTrialConfigs.GetTrialTypeCfg(XDataCenter.TrialManager.TrialTypeCfg.TrialBackEnd)
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if cfg then
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self.TrialGet:SetBg(cfg.BigIcon)
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local rewardIdcfg = XRewardManager.GetRewardList(cfg.RewardId)[1]
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if rewardIdcfg then
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local name = XGoodsCommonManager.GetGoodsName(rewardIdcfg.TemplateId)
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self.TrialGet:SetName(name)
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end
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end
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self.TrialGet.GameObject:SetActive(true)
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self.TrialGet:SetAnimationFx()
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local btncb = function()
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self.TrialGet.GameObject:SetActive(false)
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XDataCenter.TrialManager.OnTrialTypeRewardRequest(
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XDataCenter.TrialManager.TrialTypeCfg.TrialBackEnd,
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function(rewardGoodsList)
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XUiManager.OpenUiObtain(rewardGoodsList, nil, function()
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local trialtype = XDataCenter.TrialManager.TrialTypeCfg.TrialTypeReward
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self.TrialTips.GameObject:SetActive(true)
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self.TrialTips:SetTrialType(trialtype)
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self:PlayAnimation("AniTrialTips3", function()
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XLuaUiManager.Close("UiTrial")
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XLuaUiManager.Open("UiMain")
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end)
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end)
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end
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)
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end
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self.TrialGet:SetBtnCB(btncb)
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end
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-- 处理前段完成的Tips弹出
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function XUiTrial:HandleForTrialFinish()
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self:PlayAnimation("AniTrialGet")
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local cfg = XTrialConfigs.GetTrialTypeCfg(XDataCenter.TrialManager.TrialTypeCfg.TrialFor)
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if cfg then
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self.TrialGet:SetBg(cfg.BigIcon)
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local rewardIdcfg = XRewardManager.GetRewardList(cfg.RewardId)[1]
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if rewardIdcfg then
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local name = XGoodsCommonManager.GetGoodsName(rewardIdcfg.TemplateId)
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self.TrialGet:SetName(name)
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end
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end
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self.TrialGet.GameObject:SetActive(true)
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self.TrialGet:SetAnimationFx()
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local btncb = function()
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self.TrialGet.GameObject:SetActive(false)
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XDataCenter.TrialManager.OnTrialTypeRewardRequest(
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XDataCenter.TrialManager.TrialTypeCfg.TrialFor,
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function(rewardGoodsList)
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XUiManager.OpenUiObtain(rewardGoodsList, nil, function()
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self:OnSettleTrial()
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end)
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end
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)
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end
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self.TrialGet:SetBtnCB(btncb)
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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 XUiTrial:SetListItemFx()
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self.TrialMain:SetListItemFx()
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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 XUiTrial:ClostMainListItemFx()
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self.TrialMain:ClostListItemFx()
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end
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function XUiTrial:OnEnable()
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self:OpenMainView()
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end
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function XUiTrial:OnDisable()
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self.TrialMain:CloseView()
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end
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function XUiTrial:OnDestroy()
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end
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function XUiTrial:OnGetEvents()
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return { XEventId.EVENT_FUBEN_CLOSE_FUBENSTAGEDETAIL, XEventId.EVENT_FUBEN_ENTERFIGHT }
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end
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-- 打开主界面
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function XUiTrial:OpenMainView()
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if self.CurTrialView == ViewTypeCfg.TrialSelect then
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return
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end
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self.CurTrialView = ViewTypeCfg.TrialMain
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self.TrialMain.GameObject:SetActive(true)
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self.TrialMain:OpenView()
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end
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-- 奖励界面还在打开中不?
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function XUiTrial:OpenRewardViewNow(flag)
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self.RewardUIOpen = flag
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end
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-- 关闭主界面
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function XUiTrial:CloseMainView()
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self.TrialMain:CloseView()
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self.TrialMain.GameObject:SetActive(false)
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end
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-- 关闭二级界面
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function XUiTrial:CloseSelectView()
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self.CurTrialView = ViewTypeCfg.TrialMain
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self.TrialSelect:CloseView()
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end
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-- 打开二级界面
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function XUiTrial:OpenSelectView(data)
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self.CurSeleData = data
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self.CurTrialView = ViewTypeCfg.TrialSelect
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self.TrialSelect:OpenView(data)
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end
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function XUiTrial:OnNotify(evt, ...)
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self.TrialSelect:OnNotify(evt, ...)
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end
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-- 设置背景
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function XUiTrial:SetTrialBg(trialtype)
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if trialtype == XDataCenter.TrialManager.TrialTypeCfg.TrialFor then
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self.RImgForePartBg.gameObject:SetActive(true)
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self.RImgBackEndBg.gameObject:SetActive(false)
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else
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self.RImgForePartBg.gameObject:SetActive(false)
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self.RImgBackEndBg.gameObject:SetActive(true)
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end
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self.PreTrialBg = trialtype
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end
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-- 设置背景(二级界面关闭后设置回原来界面)
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function XUiTrial:ReturnPreTrialBg()
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if self.PreTrialBg then
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self:SetTrialBg(self.PreTrialBg)
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end
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end
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function XUiTrial:AddListener()
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self.BtnMainUI.CallBack = function()self:OnBtnMainUIClick()end
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self.BtnReturn.CallBack = function()self:OnBtnReturnClick()end
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self:BindHelpBtn(self.BtnHelp, "Trial")
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end
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-- auto
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function XUiTrial:OnBtnMainUIClick()
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XLuaUiManager.RunMain()
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end
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function XUiTrial:OnBtnReturnClick()
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if self.CurTrialView == ViewTypeCfg.TrialMain then
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XLuaUiManager.Close("UiTrial")
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else
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self.Dark.gameObject:SetActiveEx(true)
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self:PlayAnimation("AnimStartEnable")
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self:CloseSelectView()
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end
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end
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