using UnityEngine;
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namespace vnxbqy.UI {
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//福地-记录
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public class BlessedLandRecordWin : Window
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{
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[SerializeField] ScrollerController itemScroller;
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[SerializeField] ButtonEx btnClose;
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BlessedLandModel blessedLandModel { get { return ModelCenter.Instance.GetModel<BlessedLandModel>(); } }
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protected override void BindController()
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{
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}
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protected override void AddListeners()
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{
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btnClose.SetListener(() =>
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{
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WindowCenter.Instance.Close<BlessedLandRecordWin>();
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});
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}
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protected override void OnPreOpen()
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{
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itemScroller.OnRefreshCell += OnItemCellScrollerRefreshCell;
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blessedLandModel.UpdateRecordInfo += OnUpdateRecordInfo;
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blessedLandModel.UpdateFindAreaData += OnUpdateFindAreaData;
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DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent += OnBeforePlayerDataInitialize;
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}
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private void OnUpdateFindAreaData()
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{
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WindowJumpMgr.Instance.WindowJumpToEx("BlessedLandOtherWin");
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}
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protected override void OnAfterOpen()
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{
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CreateItemScroller();
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}
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protected override void OnAfterClose()
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{
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}
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protected override void OnPreClose()
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{
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itemScroller.OnRefreshCell -= OnItemCellScrollerRefreshCell;
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blessedLandModel.UpdateRecordInfo -= OnUpdateRecordInfo;
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blessedLandModel.UpdateFindAreaData -= OnUpdateFindAreaData;
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DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent -= OnBeforePlayerDataInitialize;
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}
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private void OnBeforePlayerDataInitialize()
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{
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if (WindowCenter.Instance.IsOpen<BlessedLandRecordWin>())
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{
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WindowJumpMgr.Instance.ClearJumpData();
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WindowCenter.Instance.CloseAll();
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}
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}
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private void OnUpdateRecordInfo()
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{
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CreateItemScroller();
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}
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private void OnItemCellScrollerRefreshCell(ScrollerDataType type, CellView cell)
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{
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var _cell = cell as BlessedLandRecordCell;
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_cell.Display(_cell.index);
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}
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void CreateItemScroller()
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{
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itemScroller.Refresh();
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for (int i = blessedLandModel.mineAreaRecordList.Count - 1; i >= 0; i--)
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{
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if (blessedLandModel.mineAreaRecordList[i].MineID == 0 || !MineAreaItemConfig.GetKeys().Contains(blessedLandModel.mineAreaRecordList[i].MineID.ToString()))
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return;
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itemScroller.AddCell(ScrollerDataType.Header, i);
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}
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itemScroller.Restart();
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}
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}
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}
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