using FairyGUI; using UnityEngine; using UI.Main; namespace GFGGame { public class StoryFightSingleView : BaseView { private UI_StoryFightSingleUI _ui; private GameObject _sceneObject; private GameObject _scenePrefab; public override void Dispose() { if (_scenePrefab != null) { GameObject.Destroy(_scenePrefab); _scenePrefab = null; } base.Dispose(); } protected override void Init() { base.Init(); _ui = UI_StoryFightSingleUI.Create(); viewCom = _ui.target; isfullScreen = true; _scenePrefab = GFGAsset.Load(ResPathUtil.GetPrefabPath("SceneFightSingle")); } protected override void OnInit() { base.OnInit(); } protected override void OnShown() { base.OnShown(); if (_sceneObject == null) { _sceneObject = GameObject.Instantiate(_scenePrefab); } SceneController.UpdateRole(EquipDataCache.cacher.equipDatas, _sceneObject); _ui.m_roleName.m_txtName.text = RoleDataManager.roleName; Timers.inst.Add(0.9f, 1, (object param) => { this.Hide(); ViewManager.Show(ViewName.STORY_FIGHT_SINGLE_SCORE_VIEW); }); } protected override void OnHide() { base.OnHide(); if (_sceneObject != null) { GameObject.Destroy(_sceneObject); _sceneObject = null; } } } }