using FairyGUI; using UnityEngine; using UI.Main; namespace GFGGame { public class StoryFightSingleView : BaseView { private UI_StoryFightSingleUI _ui; private GameObject _sceneObject; public override void Dispose() { if (_sceneObject != null) { PrefabManager.Instance.Restore(_sceneObject); _sceneObject = null; } if (_ui != null) { _ui.Dispose(); _ui = null; } base.Dispose(); } protected override void Init() { base.Init(); _ui = UI_StoryFightSingleUI.Create(); viewCom = _ui.target; isfullScreen = true; //isReturnView = true; } protected override void OnInit() { base.OnInit(); } protected override void OnShown() { base.OnShown(); if (_sceneObject == null) { _sceneObject = PrefabManager.Instance.InstantiateSync(ResPathUtil.GetPrefabPath("SceneFightSingle")); } MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject); StoryLevelCfg levelCfg = null; StoryFightCfg fightCfg = null; FightData roleFightData = null; if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork) { roleFightData = FieldWorkDataManager.Instance.DressupList[FieldWorkDataManager.Instance.CurFightIndex]; MyDressUpHelper.dressUpObj.PutOnItemList(FieldWorkDataManager.Instance.DressupList[FieldWorkDataManager.Instance.CurFightIndex].itemList); } else { levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId); fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID); } _ui.m_roleName.m_txtName.text = RoleDataManager.roleName; Timers.inst.Add(0.9f, 1, (object param) => { if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork) { MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath("fight", "mp3")); ViewManager.Show(roleFightData); ViewManager.Show(); } else { if (!string.IsNullOrEmpty(fightCfg.music)) { MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(fightCfg.music, "mp3")); } ViewManager.Show(); } this.Hide(); }); } protected override void OnHide() { base.OnHide(); if (_sceneObject != null) { PrefabManager.Instance.Restore(_sceneObject); _sceneObject = null; } } } }