FieldFightEndView.cs 2.0 KB

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  1. using FairyGUI;
  2. using UI.Field;
  3. using UnityEngine;
  4. namespace GFGGame
  5. {
  6. public class FieldFightEndView : BaseWindow
  7. {
  8. private UI_FieldFightEndUI _ui;
  9. public override void Dispose()
  10. {
  11. base.Dispose();
  12. }
  13. protected override void OnInit()
  14. {
  15. base.OnInit();
  16. packageName = UI_FieldUI.PACKAGE_NAME;
  17. _ui = UI_FieldFightEndUI.Create();
  18. this.viewCom = _ui.target;
  19. this.viewCom.Center();
  20. this.modal = true;
  21. viewAnimationType = EnumViewAnimationType.ZOOM_CENTER;
  22. _ui.m_list.itemRenderer = ListItemRender;
  23. _ui.m_btnConfirm.onClick.Add(this.Hide);
  24. }
  25. protected override void OnShown()
  26. {
  27. base.OnShown();
  28. FieldDataManager.Instance.currFightLv = 1;
  29. UpdateView();
  30. }
  31. private void UpdateView()
  32. {
  33. FieldCfg fieldCfg = FieldCfgArray.Instance.GetCfg(FieldDataManager.Instance.fieldResult.chapterId);
  34. string num = StringUtil.GetColorText(string.Format("{0}/{1}", FieldDataManager.Instance.fieldResult.passLvl, fieldCfg.num), "#BB674E");
  35. _ui.m_txtNum.text = string.Format("第{0}轮", num);
  36. _ui.m_txtCostNum.text = FieldDataManager.Instance.fieldResult.costNum.ToString();
  37. _ui.m_txtHas.text = string.Format("已拥有:{0}", ItemDataManager.GetItemNum(FieldDataManager.Instance.fieldResult.bonusList[0].id));
  38. _ui.m_list.numItems = FieldDataManager.Instance.fieldResult.bonusList.Count;
  39. }
  40. protected override void OnHide()
  41. {
  42. base.OnHide();
  43. }
  44. private void ListItemRender(int index, GObject obj)
  45. {
  46. ItemData reward = FieldDataManager.Instance.fieldResult.bonusList[index];
  47. if (obj.data == null)
  48. {
  49. obj.data = new ItemView(obj as GComponent);
  50. }
  51. (obj.data as ItemView).SetData(reward);
  52. }
  53. }
  54. }