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using System.Collections.Generic;using FairyGUI;using UI.CommonGame;using UI.DailyTask;using UnityEngine;namespace GFGGame{    public class DailyTaskRewardView : BaseWindow    {        private UI_DailyTaskRewardUI _ui;        private DailyActiveRewardCfg _cfg;        public override void Dispose()        {            base.Dispose();        }        protected override void OnInit()        {            base.OnInit();            _ui = UI_DailyTaskRewardUI.Create();            this.viewCom = _ui.target;            this.viewCom.Center();            this.modal = true;            viewAnimationType = EnumViewAnimationType.ZOOM_CENTER;            _ui.m_list.itemRenderer = ListItemRender;            // _ui.m_list.onClickItem.Add(OnClickListReward);        }        protected override void OnShown()        {            base.OnShown();            _cfg = this.viewData as DailyActiveRewardCfg;            _ui.m_list.numItems = _cfg.rewardsArr.Length;            _ui.m_txtDesc.text = string.Format("满足{0}活跃度可领取", _cfg.count);        }        protected override void OnHide()        {            base.OnHide();        }        private void ListItemRender(int index, GObject obj)        {            UI_ComItem item = UI_ComItem.Proxy(obj);            ItemData reward = ItemUtil.createItemData(_cfg.rewardsArr[index]);            if (obj.data == null)            {                obj.data = new ItemView(obj as GComponent);            }            (obj.data as ItemView).SetData(reward);            UI_ComItem.ClearProxy();        }    }}
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