using System.Collections.Generic; using FairyGUI; using UI.Studio; namespace GFGGame { public class StudioPropertyView : StudioBaseView { //书画副本 public override void Dispose() { base.Dispose(); } protected override void OnInit() { base.OnInit(); _ui.m_btnBack.onClick.Add(OnClickBtnBack); _ui.m_listProperty.itemRenderer = ListPropertyItemRender; _ui.m_listProperty.onClickItem.Add(OnClickListProperty); } protected override void OnShown() { _ui.m_c1.selectedIndex = 1; _ui.m_listProperty.numItems = StudioDataManager.Instance.GetStudioCfgListByViewName(typeof(StudioPropertyView).FullName).Count; base.OnShown(); } protected override void OnHide() { base.OnHide(); } private void OnClickBtnBack() { ViewManager.GoBackFrom(typeof(StudioPropertyView).FullName); } private void ListPropertyItemRender(int index, GObject obj) { GButton item = obj.asButton; item.data = StudioCfgArray.Instance.GetCfgs(typeof(StudioMetalView).FullName)[index]; } private void OnClickListProperty(EventContext context) { GButton item = (context.data as GObject).asButton; // UI_ListPropertyItem item = UI_ListPropertyItem.Proxy(context.data as GObject); this.studioCfg = item.data as StudioCfg; this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgs(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id); _ui.m_list.numItems = this.storyLevelCfgs.Length; } } }