LuckyBoxBonusShowView.cs 3.1 KB

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  1. using UnityEngine;
  2. using FairyGUI;
  3. using UI.LuckyBox;
  4. using System.Collections.Generic;
  5. using System.Collections;
  6. namespace GFGGame
  7. {
  8. public class LuckyBoxBonusShowView : BaseWindow
  9. {
  10. private UI_LuckBoxBonusShowUI _ui;
  11. private List<ItemData> _rewardList = new List<ItemData>();
  12. private List<GameObject> _gameobjects = new List<GameObject>();
  13. private List<GoWrapper> _wrappers = new List<GoWrapper>();
  14. private GameObject _gameobject;
  15. private GoWrapper _wrapper;
  16. private int _effectIndex = 0;
  17. public override void Dispose()
  18. {
  19. base.Dispose();
  20. for (int i = 0; i < _gameobjects.Count; i++)
  21. {
  22. SceneController.DestroyObjectFromView(_gameobjects[i], _wrappers[i]);
  23. }
  24. SceneController.DestroyObjectFromView(_gameobject, _wrapper);
  25. if (_ui != null)
  26. {
  27. _ui.Dispose();
  28. _ui = null;
  29. }
  30. }
  31. protected override void OnInit()
  32. {
  33. base.OnInit();
  34. packageName = UI_LuckBoxBonusShowUI.PACKAGE_NAME;
  35. _ui = UI_LuckBoxBonusShowUI.Create();
  36. this.viewCom = _ui.target;
  37. isfullScreen = true;
  38. _ui.m_loaBg.onClick.Add(this.Hide);
  39. _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("zx_bg");
  40. }
  41. protected override void OnShown()
  42. {
  43. base.OnShown();
  44. _rewardList.AddRange(this.viewData as List<ItemData>);
  45. _ui.m_c1.selectedIndex = _rewardList.Count == 1 ? 0 : 1;
  46. _effectIndex = 0;
  47. }
  48. protected override void OnHide()
  49. {
  50. base.OnHide();
  51. }
  52. private void UpdateItem(GComponent com, int index)
  53. {
  54. UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(com);
  55. ItemData itemData = _rewardList[index];
  56. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
  57. item.m_comIcon.m_c1.selectedIndex = itemData.rarity;
  58. item.m_comIcon.m_txtName.text = itemCfg.name;
  59. item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
  60. if (itemData.rarity > 2)
  61. {
  62. string resPath = ResPathUtil.GetViewEffectPath("ui_LuckyBox", itemData.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_02" : "CK_all_01");
  63. if (_effectIndex >= _gameobjects.Count)
  64. {
  65. GameObject gameObject = _gameobjects[_effectIndex];
  66. GoWrapper wrapper = _wrappers[_effectIndex];
  67. SceneController.AddObjectToView(gameObject, wrapper, item.m_comIcon.m_holder, resPath, out gameObject, out wrapper);
  68. }
  69. else
  70. {
  71. SceneController.AddObjectToView(null, null, item.m_comIcon.m_holder, resPath, out GameObject gameObject, out GoWrapper wrapper);
  72. _gameobjects.Add(gameObject);
  73. _wrappers.Add(wrapper);
  74. }
  75. _effectIndex++;
  76. }
  77. UI_LuckyBoxBonusShowItem.ProxyEnd();
  78. }
  79. }
  80. }