LocalizedSprite.js 2.0 KB

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  1. var t = require;
  2. var e = module;
  3. var i = exports;
  4. e =
  5. (this && this.__decorate) ||
  6. function(t, e, i, s) {
  7. var o,
  8. a = arguments.length,
  9. n = a < 3 ? e : null === s ? (s = Object.getOwnPropertyDescriptor(e, i)) : s;
  10. if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) n = Reflect.decorate(t, e, i, s);
  11. else
  12. for (var r = t.length - 1; 0 <= r; r--)
  13. (o = t[r]) && (n = (a < 3 ? o(n) : 3 < a ? o(e, i, n) : o(e, i)) || n);
  14. return 3 < a && n && Object.defineProperty(e, i, n), n;
  15. };
  16. Object.defineProperty(i, "__esModule", { value: !0 });
  17. const s = t("GameText"),
  18. { ccclass: o, property: a, menu: n, executeInEditMode: r, requireComponent: l } = cc._decorator;
  19. t = class extends cc.Component {
  20. constructor() {
  21. super(...arguments), (this.sprite = null), (this.spriteFrameSet = []);
  22. }
  23. onLoad() {
  24. this.fetchRender();
  25. }
  26. getSpriteFrameByLang(e) {
  27. for (let t = 0; t < this.spriteFrameSet.length; ++t)
  28. if (this.spriteFrameSet[t].language == e) return this.spriteFrameSet[t].spriteFrame;
  29. }
  30. updateSprite(e) {
  31. if (this.sprite) {
  32. let t = this.getSpriteFrameByLang(e);
  33. !t && this.spriteFrameSet[0] && (t = this.spriteFrameSet[0].spriteFrame), (this.sprite.spriteFrame = t);
  34. } else cc.error("Failed to update localized sprite, sprite component is invalid!");
  35. }
  36. fetchRender() {
  37. var t = this.getComponent(cc.Sprite);
  38. if (t) return (this.sprite = t), void this.updateSprite(s.GameText.curLang);
  39. }
  40. };
  41. e(
  42. [
  43. a(
  44. cc.Class({
  45. name: "SpriteFrameSet",
  46. properties: { language: { type: cc.Enum(s.LangEnum), default: 0 }, spriteFrame: cc.SpriteFrame }
  47. })
  48. )
  49. ],
  50. t.prototype,
  51. "spriteFrameSet",
  52. void 0
  53. ),
  54. (t = e([o, r(), l(cc.Sprite)], t)),
  55. (i.default = t);