local XUiPanelSequenceWin = XClass(nil, "XUiPanelSequenceWin") local CSTextManagerGetText = CS.XTextManager.GetText function XUiPanelSequenceWin:Ctor(ui, base) self.GameObject = ui.gameObject self.Transform = ui.transform self.Base = base XTool.InitUiObject(self) self:SetButtonCallBack() end function XUiPanelSequenceWin:SetButtonCallBack() self.BtnClose.CallBack = function() self:OnBtnCloseClick() end end function XUiPanelSequenceWin:OnBtnCloseClick() self.Base:SetSpecialState(XMineSweepingConfigs.SpecialState.None) end function XUiPanelSequenceWin:UpdatePanel() local SpecialStateChapterId = self.Base:GetSpecialStateChapterId() if SpecialStateChapterId then local chapterEntity = XDataCenter.MineSweepingManager.GetChapterEntityById(SpecialStateChapterId) self.HintText.text = CSTextManagerGetText("MineSweepingChapterWinHint",chapterEntity:GetChallengeCounts()) end end function XUiPanelSequenceWin:ShowPanel(IsShow) self.GameObject:SetActiveEx(IsShow) if IsShow then self.Base:PlayAnimationWithMask("PanelSequenceWinEnable",function () self.Base:PlayAnimation("PanelSequenceWinLoop", nil, nil, CS.UnityEngine.Playables.DirectorWrapMode.Loop) end) end end return XUiPanelSequenceWin