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