local UIPCSelectLevelView = UIViewClass() function UIPCSelectLevelView:OnOpened(context) UIUtils.SetLabelText(self.enter_txt, Const_IDS.IDS_ZhuBo_BattleButton) for index,data in DataSheetManager.GameStreamerLevelData:GetEnumerator() do local levelId = data.LevelID self.ChapterScroll:AddData(levelId, 0) if levelId == BattleDataGetter.GetLevelID() then self.curSelectIndex = index end end self.ChapterScroll:SelectIndex(self.curSelectIndex - 1) AuxUtil.InitEnhanceScroll(self.ChapterScroll.transform, self.curSelectIndex - 1) end function UIPCSelectLevelView:OnButtonClicked(comp) if comp == self.bg_Bottom then self:CloseView() elseif comp == self.event_Enter then MDL.LevelSelect.EnterNormalPVEFuben(self.curSelectLeveId, self.curSelectLeveId) end end function UIPCSelectLevelView:OnCellSelect(scrollRect, index, cellTable, data) self.curSelectLeveId = data end function UIPCSelectLevelView:OnCellMoveCenter(scrollRect, index, cellTable, data) self.curSelectLeveId = data end function UIPCSelectLevelView:OnCellInit(scrollRect, index, cellTable, data) local levelInfoData = DataSheetManager.LevelInfoData:GetDataByLevelID(data) local gameStreamerLevelData = DataSheetManager.GameStreamerLevelData:GetDataByLevelID(data) UIUtils.SetImageByAssetBundle(cellTable.event_Bg, ConstAssetPathConfig.Path32..gameStreamerLevelData.MapIcon..".png") UIUtils.SetLabelText(cellTable.lab_ChapterNum, Const_IDS[levelInfoData.LevelNameIDS]) UIUtils.SetActive(cellTable.group_LockSelected, false) UIUtils.SetActive(cellTable.sprite_back, false) UIUtils.SetActive(cellTable.group_Lock, false) UIUtils.SetActive(cellTable.group_Selected, BattleDataGetter.GetLevelID()==data) end return UIPCSelectLevelView