Files
2026-05-26 16:15:54 +08:00

33 lines
1.4 KiB
C#

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<EventLuckMagicModel> 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<EventLuckMagicModel>();
model.ParamsCtrl = (EventLuckMagicParamsCtrl)await Addressables.LoadAssetAsync<object>(ParamsCtrlName).Task;
var panel = await UIManager.Instance.ShowUINotLoading(UITypes.EventLuckMagicPanel);
GContext.container.Resolve<IDeferredRewardStashService>().Reset();
panel.GetComponent<EventLuckMagicMainPanel>().Init(model.SelectionState);
}
protected override void OnDestroy()
{
UIManager.Instance.DestroyUI(UITypes.EventLuckMagicPanel);
// GContext.container.Resolve<IDeferredRewardStashService>().Flush();
}
}