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using FGUI.ZM_Common_01;
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using UnityEngine;
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using FairyGUI;
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namespace LoveLegend
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{
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public class GameEndUI : BaseUI
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{
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private GameEndUICtrl ctrl;
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private GameEndModel model;
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private FGUI.ZM_Game_04.com_GameEnd ui;
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public GameEndUI(GameEndUICtrl ctrl) : base(ctrl)
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{
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uiName = UIConst.GameEndUI;
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this.ctrl = ctrl;
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}
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protected override void SetUIInfo(UIInfo uiInfo)
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{
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uiInfo.packageName = "ZM_Game_04";
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uiInfo.assetName = "com_GameEnd";
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uiInfo.layerType = UILayerType.Popup;
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uiInfo.isNeedOpenAnim = false;
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uiInfo.isNeedCloseAnim = false;
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uiInfo.isNeedUIMask = true;
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}
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#region 生命周期
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protected override void OnInit()
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{
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//model = ModuleManager.Instance.GetModel(ModelConst.GameEndModel) as GameEndModel;
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}
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protected override void OnClose()
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{
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}
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protected override void OnBind()
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{
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ui = baseUI as FGUI.ZM_Game_04.com_GameEnd;
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}
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protected override void OnOpenBefore(object args)
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{
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_is_win = (bool)args;
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Debug.Log(_is_win);
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InitView();
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}
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protected override void OnOpen(object args)
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{
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}
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protected override void OnHide()
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{
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}
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protected override void OnDisplay(object args)
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{
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}
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#endregion
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#region 消息
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protected override void AddListener()
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{
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}
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protected override void RemoveListener()
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{
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}
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#endregion
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private bool _is_win;
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//初始化页面逻辑
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private void InitView()
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{
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ui.is_win.selectedIndex = _is_win == true ? 1 : 0;
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ui.btn_close.SetClick(() =>
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{
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GameDispatcher.Instance.Dispatch(GameMsg.BackMainScene);
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.GamePlayUI_Close);
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CtrlCloseUI();
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});
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ui.btn_ad.SetClick(() =>
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{
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GameDispatcher.Instance.Dispatch(GameMsg.BackMainScene);
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.GamePlayUI_Close);
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CtrlCloseUI();
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});
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ui.btn_retry.SetClick(() =>
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{
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GameHelper.LoadSceneAsync(1);
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GameDispatcher.Instance.Dispatch(GameMsg.GameReset);
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CtrlCloseUI();
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});
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}
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}
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}
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