using asap.core; using GameCore; using UnityEngine.AddressableAssets; public class EventLuckMagicAct : AGameAct { public static EventLuckMagicSystem System; public static EventLuckMagicTableContext TableContext; // public static EventLuckMagicParamsCtrl ParamsCtrl; public static IEventAggregator EventAggregator = new EventAggregator(); // public static GenericChainPackData ChainPackData; public const string ActAddressable = "EventLuckMagicAct", OuterRingBtnKey = "UI_EventLuckMagicPanel_2", MiddleRingBtnKey = "UI_EventLuckMagicPanel_3", InnerRingBtnKey = "UI_EventLuckMagicPanel_4"; private const string ParamsCtrlName = "EventLuckMagicParamsCtrl"; private async void Awake() { var model = GContext.container.Resolve(); model.ParamsCtrl = (EventLuckMagicParamsCtrl)await Addressables.LoadAssetAsync(ParamsCtrlName).Task; var panel = await UIManager.Instance.ShowUINotLoading(UITypes.EventLuckMagicPanel); GContext.container.Resolve().Reset(); panel.GetComponent().Init(model.SelectionState); } protected override void OnDestroy() { UIManager.Instance.DestroyUI(UITypes.EventLuckMagicPanel); // GContext.container.Resolve().Flush(); } }