local phaseBase = require_ex('Phase/Core/PhaseBase') local PHASE_ID = PhaseId.DomainMain PhaseDomainMain = HL.Class('PhaseDomainMain', phaseBase.PhaseBase) PhaseDomainMain.s_messages = HL.StaticField(HL.Table) << { } PhaseDomainMain.hasJumpedToOtherPhase = HL.Field(HL.Boolean) << false PhaseDomainMain._OnInit = HL.Override() << function(self) PhaseDomainMain.Super._OnInit(self) end PhaseDomainMain._DoPhaseTransitionIn = HL.Override(HL.Boolean, HL.Opt(HL.Table)) << function(self, fastMode, args) end PhaseDomainMain._OnRefresh = HL.Override() << function(self) end PhaseDomainMain._DoPhaseTransitionOut = HL.Override(HL.Boolean, HL.Opt(HL.Table)) << function(self, fastMode, args) end PhaseDomainMain._DoPhaseTransitionBehind = HL.Override(HL.Boolean, HL.Opt(HL.Table)) << function(self, fastMode, args) end PhaseDomainMain._DoPhaseTransitionBackToTop = HL.Override(HL.Boolean, HL.Opt(HL.Table)) << function(self, fastMode, args) if self.hasJumpedToOtherPhase and not fastMode and self.panels[1] ~= nil then self.hasJumpedToOtherPhase = false local panelId = self.panels[1] if self.m_panel2Item[panelId] ~= nil then local uiCtrl = self.m_panel2Item[panelId].uiCtrl uiCtrl:SetNavi(false) local wrapper = uiCtrl.animationWrapper wrapper:PlayInAnimation(function() uiCtrl:SetNavi(true) end) end end end PhaseDomainMain._OnActivated = HL.Override() << function(self) end PhaseDomainMain._OnDeActivated = HL.Override() << function(self) end PhaseDomainMain._OnDestroy = HL.Override() << function(self) PhaseDomainMain.Super._OnDestroy(self) end HL.Commit(PhaseDomainMain)