local FormationDisc_ListGridCtrl = class("FormationDisc_ListGridCtrl", BaseCtrl)
FormationDisc_ListGridCtrl._mapNodeConfig = {
	rtMain = {
		sCtrlName = "Game.UI.MainlineFormationDiscEx.FormationDisc_ListGridMainCtrl"
	},
	rtSub = {
		sCtrlName = "Game.UI.MainlineFormationDiscEx.FormationDisc_ListGridSubCtrl"
	},
	btnDetail = {
		sComponentName = "UIButton",
		nCount = 2,
		callback = "OnBtnClick_Detail"
	}
}
FormationDisc_ListGridCtrl._mapEventConfig = {}
FormationDisc_ListGridCtrl._mapRedDotConfig = {}
function FormationDisc_ListGridCtrl:Awake()
end
function FormationDisc_ListGridCtrl:FadeIn()
end
function FormationDisc_ListGridCtrl:FadeOut()
end
function FormationDisc_ListGridCtrl:OnEnable()
end
function FormationDisc_ListGridCtrl:OnDisable()
end
function FormationDisc_ListGridCtrl:OnDestroy()
end
function FormationDisc_ListGridCtrl:OnRelease()
end
function FormationDisc_ListGridCtrl:OnGridRefresh(mapDisc, mapNote, mapNoteCur, nType, nMainIdx, nSubIdx)
	self.mapDisc = mapDisc
	if nType == 1 then
		self._mapNode.rtMain.gameObject:SetActive(true)
		self._mapNode.rtSub.gameObject:SetActive(false)
		self._mapNode.rtMain:Refresh(mapDisc, mapNoteCur, nMainIdx, 0 < nSubIdx)
	else
		self._mapNode.rtMain.gameObject:SetActive(false)
		self._mapNode.rtSub.gameObject:SetActive(true)
		self._mapNode.rtSub:Refresh(mapDisc, mapNote, nSubIdx, 0 < nMainIdx)
	end
end
function FormationDisc_ListGridCtrl:SetSelect(nMainIdx, nSubIdx)
	self._mapNode.rtMain:SetSelect(nMainIdx, nSubIdx)
	self._mapNode.rtSub:SetSelect(nMainIdx, nSubIdx)
end
function FormationDisc_ListGridCtrl:OnBtnClick_Detail()
	if self.mapDisc ~= nil then
		EventManager.Hit("DiscFormation_Detail", self.mapDisc.nId)
	end
end
return FormationDisc_ListGridCtrl
