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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
public class QYStoreWin : UIBase
{
 
    [SerializeField] ScrollerController scroller;
 
 
    protected override void OnPreOpen()
    {
        StoreModel.Instance.selectStoreFuncType = StoreFunc.Qunying;
        scroller.OnRefreshCell += OnRefreshCell;
        StoreModel.Instance.RefreshShopEvent += Display;
        StoreModel.Instance.RefreshBuyShopLimitEvent += Display;
        
        Display();
    }
 
    protected override void OnPreClose()
    {
        scroller.OnRefreshCell -= OnRefreshCell;
        StoreModel.Instance.RefreshShopEvent -= Display;
        StoreModel.Instance.RefreshBuyShopLimitEvent -= Display;
    }
 
    void Display()
    {
        CreateScroller();
    }
 
 
 
    void CreateScroller()
    {
        if (!StoreModel.Instance.storeTypeDict.ContainsKey((int)StoreModel.Instance.selectStoreFuncType))
        {
            return;
        }
 
        scroller.Refresh();
        int jumpIndex = -1;
        var list = StoreModel.Instance.storeTypeDict[(int)StoreModel.Instance.selectStoreFuncType];
        for (int i = 0; i < list.Count; i++)
        {
            if (i % 3 == 0)
            {
                scroller.AddCell(ScrollerDataType.Header, i);
            }
            if (jumpIndex == -1 && list[i].shopId == StoreModel.Instance.jumpShopID)
            {
                jumpIndex = i / 3;
            }
        }
        scroller.Restart();
        scroller.lockType = EnhanceLockType.KeepVertical;
        if (StoreModel.Instance.jumpShopID != 0)
        {
            scroller.JumpIndex(jumpIndex);
            StoreModel.Instance.jumpShopID = 0;
        }
    }
 
 
    void OnRefreshCell(ScrollerDataType type, CellView cell)
    {
        var _cell = cell as StoreLineCell;
        _cell.Display(cell.index);
    }
 
 
}