GameUIView.js 3.3 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 n = t("App"),
  18. s = t("BaseView"),
  19. r = t("EffectUtils"),
  20. m = t("CurrencyService"),
  21. c = t("NotificationConst"),
  22. MapService = t("MapService"),
  23. { ccclass: o, property: a, menu: l } = (t("ViewConst"), t("LayerManager"), cc._decorator);
  24. t = class extends s.default {
  25. constructor() {
  26. super(...arguments), (this.moneyBarList = []), (this.progressBar = null), (this.progressRedPoint = null);
  27. }
  28. open() {
  29. super.open();
  30. this.setProgress();
  31. }
  32. setProgress() {
  33. if (MapService.default.ins.curId >= 14) {
  34. console.error('当前大于14关卡 不显示');
  35. console.error('c.default.ins.curId', MapService.default.ins.curId);
  36. this.progressBar.node.active = false;
  37. this.updateProgress = () => { };
  38. }
  39. }
  40. addGlod() {
  41. console.error('修改这个地方加金币');
  42. let t = 10000000000000000000000000000000
  43. m.default.ins.moneyChange(t)
  44. n.default.NotificationCenter.dispatch(c.NotificationConst.UPDATE_MONEY)
  45. }
  46. initUI() {
  47. super.initUI();
  48. }
  49. close() {
  50. super.close();
  51. }
  52. playGetCoinAni(t, e = 0, i) {
  53. let s = this.moneyBarList[t];
  54. if (s) {
  55. const a = n.default.ViewManager.uiRoot;
  56. i = i ? a.convertToNodeSpaceAR(i) : cc.Vec2.ZERO;
  57. var o = s.convertToWorldSpaceAR(s.getChildByName("icon").position),
  58. o = a.convertToNodeSpaceAR(o);
  59. r.default.instance.playMoneyAni(i, o, t, a, e);
  60. } else Log.trace("找不到这个类型", t);
  61. }
  62. updateProgress(t) {
  63. (this.progressRedPoint.active = 1 <= t), (this.progressBar.progress = t);
  64. this.setProgress();
  65. }
  66. onTouchStageUpgradeBtn() {
  67. n.default.ViewManager.open(19);
  68. }
  69. onTouchMapBtn() {
  70. n.default.ViewManager.open(20);
  71. // let t = 100000000
  72. // m.default.ins.moneyChange(t),
  73. // n.default.NotificationCenter.dispatch(c.NotificationConst.UPDATE_MONEY)
  74. }
  75. onTouchSettingBtn() {
  76. n.default.ViewManager.open(8);
  77. }
  78. onTouchAbilityBtn() {
  79. n.default.ViewManager.open(22);
  80. }
  81. onTouchShop() {
  82. n.default.ViewManager.open(7);
  83. }
  84. onTouchEquipment() {
  85. n.default.ViewManager.open(25);
  86. }
  87. onTouchMailIcon() {
  88. n.default.ViewManager.open(45);
  89. }
  90. onTouchRemoveAd() {
  91. n.default.ViewManager.open(53);
  92. }
  93. };
  94. (t.VIEW_INFO = { prefabName: "GameUIView", zIndex: 50, key: 4, dir: "gameUI" }),
  95. e([a([cc.Node])], t.prototype, "moneyBarList", void 0),
  96. e([a(cc.ProgressBar)], t.prototype, "progressBar", void 0),
  97. e([a(cc.Node)], t.prototype, "progressRedPoint", void 0),
  98. (t = e([o], t)),
  99. (i.default = t);