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using System;
using UILib;
using UnityEngine;
using XMainClient.UI.UICommon;
using XUtliPoolLib;
namespace XMainClient
{
internal class DragonCrusadeGateWinBehavior : DlgBehaviourBase
{
public GameObject goWin = null;
public GameObject goFailed = null;
public XUIPool m_WinPool = new XUIPool(XSingleton<XGameUI>.singleton.m_uiTool);
public XUIPool m_FailedPool = new XUIPool(XSingleton<XGameUI>.singleton.m_uiTool);
public IXUISprite m_FailedFrame = null;
public IXUISprite m_WinFrame = null;
public IXUIButton m_ContinueBtn;
public IXUISprite m_ReturnSpr;
public IXUIButton m_ShareBtn;
private void Awake()
{
this.m_ContinueBtn = (base.transform.Find("Win/Continue").GetComponent("XUIButton") as IXUIButton);
this.m_ReturnSpr = (base.transform.Find("Failed/Bg/Return").GetComponent("XUISprite") as IXUISprite);
this.m_ShareBtn = (base.transform.Find("Win/Share").GetComponent("XUIButton") as IXUIButton);
this.goWin = base.transform.Find("Win").gameObject;
this.goFailed = base.transform.Find("Failed").gameObject;
this.m_WinPool.SetupPool(base.transform.Find("Win/Next").gameObject, base.transform.Find("Win/Next/Item").gameObject, 5u, false);
this.m_WinFrame = (base.transform.Find("Win/Next").GetComponent("XUISprite") as IXUISprite);
this.m_FailedPool.SetupPool(base.transform.Find("Failed/Bg/ItemList").gameObject, base.transform.Find("Failed/Bg/ItemList/Item").gameObject, 5u, false);
this.m_FailedFrame = (base.transform.Find("Failed/Bg/ItemList").GetComponent("XUISprite") as IXUISprite);
}
}
}
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