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using System.Collections.Generic;using FairyGUI;using UI.CommonGame;using UI.Studio;namespace GFGGame{    public class StudioBuyNumView : BaseWindow    {        private UI_StudioBuyNumUI _ui;        private int _chapterId;        private StudioData _studioData;        private StudioCfg _studioCfg;        private int _index;        private const int BUY_TYPE_0 = 0;        private const int BUY_TYPE_1 = 1;        public override void Dispose()        {            base.Dispose();        }        protected override void OnInit()        {            base.OnInit();            _ui = UI_StudioBuyNumUI.Create();            this.viewCom = _ui.target;            this.viewCom.Center();            this.modal = true;            viewAnimationType = EnumViewAnimationType.ZOOM_CENTER;            _ui.m_btnExchange.onClick.Add(() => { OnClickBtnBuy(BUY_TYPE_0); });            _ui.m_btnBuy.onClick.Add(() => { OnClickBtnBuy(BUY_TYPE_1); });            EventAgent.AddEventListener(ConstMessage.BUY_STUDIO_PLAY_TIMES, () =>            {                PromptController.Instance.ShowFloatTextPrompt("购买成功", MessageType.SUCCESS);                UpdateView();                if (_studioData.BuyTimes == _studioCfg.buyNum)                {                    PromptController.Instance.ShowFloatTextPrompt("今日购买次数已达上限", MessageType.ERR);                    this.Hide();                }            });        }        protected override void OnShown()        {            base.OnShown();            UpdateView();        }        private void UpdateView()        {            _chapterId = (int)this.viewData;            _studioData = StudioDataManager.Instance.GetStudioDataById(_chapterId);            _studioCfg = StudioCfgArray.Instance.GetCfg(_chapterId);            _ui.m_txtNum.text = string.Format("(今天已兑换{0}/{1}次)", _studioData.BuyTimes, _studioCfg.buyNum);            ItemCfg cfg1 = ItemCfgArray.Instance.GetCfg(_studioCfg.itemID);            UI_ComCostCurrency comCostCurrency = UI_ComCostCurrency.Proxy(_ui.m_comCostItem);            comCostCurrency.m_txtNeed.text = _studioCfg.itemNum.ToString();            comCostCurrency.m_loaIcon.url = ResPathUtil.GetCommonGameResPath(cfg1.res);            ItemCfg cfg2 = ItemCfgArray.Instance.GetCfg(_studioCfg.moneyId);            UI_ComCostCurrency comCostCurrency2 = UI_ComCostCurrency.Proxy(_ui.m_comCostCurrent);            StudioCfgArray.Instance.GetMoneyIdAndNum(_studioCfg.id, _studioData.BuyTimes, 1, out int moneyId, out int moneyNum);            comCostCurrency2.m_txtNeed.text = moneyNum.ToString();            comCostCurrency2.m_loaIcon.url = ResPathUtil.GetCommonGameResPath(cfg2.res);        }        protected override void OnHide()        {            base.OnHide();        }        private void OnClickBtnBuy(int type)        {            if (_studioData.BuyTimes == _studioCfg.buyNum)            {                PromptController.Instance.ShowFloatTextPrompt("今日购买次数已达上限", MessageType.ERR);                return;            }            StudioCfgArray.Instance.GetMoneyIdAndNum(_studioCfg.id, _studioData.BuyTimes, 1, out int moneyId, out int moneyNum);            if (type == BUY_TYPE_0 && ItemDataManager.GetItemNum(_studioCfg.itemID) < _studioCfg.itemNum || type == BUY_TYPE_1 && ItemDataManager.GetItemNum(moneyId) < moneyNum)            {                PromptController.Instance.ShowFloatTextPrompt("道具不足", MessageType.ERR);                return;            }            StudioSProxy.ReqBuyStudioPlayTimes(_chapterId, type, 1).Coroutine();        }    }}
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