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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);        }    }}
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