using FairyGUI; using UI.Studio; namespace GFGGame { public class StudioPropertyView : StudioBaseView { 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() { base.OnShown(); _ui.m_c1.selectedIndex = 1; this.studioCfgs = StudioDataManager.Instance.GetStudioCfgListByViewName(typeof(StudioPropertyView).FullName); _ui.m_listProperty.numItems = this.studioCfgs.Count; } protected override void OnHide() { base.OnHide(); } private void OnClickBtnBack() { ViewManager.GoBackFrom(typeof(StudioPropertyView).FullName); } private void ListPropertyItemRender(int index, GObject obj) { UI_ListPropertyItem item = UI_ListPropertyItem.Proxy(obj); item.target.data = this.studioCfgs[index]; } private void OnClickListProperty(EventContext context) { UI_ListPropertyItem item = UI_ListPropertyItem.Proxy(context.data as GObject); StudioCfg cfg = item.target.data as StudioCfg; } } }