using System.Collections.Generic; using FairyGUI; using UI.Studio; namespace GFGGame { //金属副本 public class StudioMetalView : StudioBaseView { public override void Dispose() { base.Dispose(); } protected override void OnInit() { base.OnInit(); _ui.m_btnBack.onClick.Add(OnClickBtnBack); } protected override void OnShown() { _ui.m_c1.selectedIndex = this.viewData == null ? 0 : (int)(this.viewData as object[])[0]; StudioDataManager.Instance.TYPE_SELECT_INDEX = _ui.m_c1.selectedIndex; StudioDataManager.Instance.PROPERTY_SELECT_INDEX = 0; StudioDataManager.Instance.VIEW_NAME = typeof(StudioMetalView).FullName; this.studioCfg = StudioCfgArray.Instance.GetCfgsByfunId(typeof(StudioMetalView).Name)[0]; this.studioData = StudioDataManager.Instance.GetStudioDataById(this.studioCfg.id); this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id); _ui.m_list.numItems = this.storyLevelCfgs.Count; _ui.m_list.ScrollToView(curIndex); base.OnShown(); } protected override void OnHide() { base.OnHide(); } private void OnClickBtnBack() { ViewManager.GoBackFrom(typeof(StudioMetalView).FullName); } } }