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