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- import Config from "../../../Config";
- import { GuideType, InGame, OpenType } from "../../../data/const/TypeConst";
- import { ViewLayer } from "../../../data/const/ViewLayer";
- import { ViewZorder } from "../../../data/const/ViewZOrder";
- import FguiMgr from "../../../frameWork/fgui/FguiMgr";
- import AssetMgr from "../../../utils/AssetMgr";
- import { HomeView } from "../../fgui/Home/Home/HomeView";
- const { ccclass, menu, property } = cc._decorator;
- @ccclass
- @menu("UI/scene/UIGame")
- export default class UIGame extends cc.Component {
- @property(cc.Prefab)
- uiHand: cc.Prefab = null
- @property(cc.Prefab)
- uiMask: cc.Prefab = null
- @property(cc.Prefab)
- netMask: cc.Prefab = null
- @property(cc.Prefab)
- guideView: cc.Prefab = null
- @property(cc.Prefab)
- handMaskView: cc.Prefab = null
- @property(cc.Prefab)
- dialogView: cc.Prefab = null
- @property(cc.Prefab) mapPrefab: cc.Prefab = null
- @property(cc.Node) mapLayer: cc.Node = null
- // @property(cc.Prefab) uiMapGuideSkip: cc.Prefab = null
- @property(cc.Prefab) safeAreaNode: cc.Prefab = null
- public static Instance: UIGame;
- protected async onLoad(): Promise<void> {
- //初始化fgui
- FguiMgr.Instance.Init();
- Config.inGame = InGame.home
- UIGame.Instance = this;
- }
- protected onEnable(): void {
- }
- protected onDisable(): void {
- }
- protected start(): void {
- //清空已经打开的fgui界面
- FguiMgr.Instance.clearCacheMap()
- // 网络遮罩层
- AssetMgr.instantiate(cc.director.getScene(), this.safeAreaNode);
- // AssetMgr.instantiate(cc.director.getScene(), this.uiHand)
- AssetMgr.instantiate(cc.director.getScene(), this.guideView)
- AssetMgr.instantiate(cc.director.getScene(), this.handMaskView)
- // AssetMgr.instantiate(cc.director.getScene(), this.dialogView)
- AssetMgr.instantiate(cc.director.getScene(), this.uiMask)
- AssetMgr.instantiate(cc.director.getScene(), this.netMask)
- this.EnterGame();
- }
- async EnterGame(closeFunc?: Function) {
- // 进入游戏
- FguiMgr.Instance.openUI(HomeView, ViewLayer.Home)
- }
- //fgui相关
- protected onDestroy(): void {
- FguiMgr.Instance.Dispose()
- }
- protected update(dt: number): void {
- FguiMgr.Instance.OnUpdate(dt)
- }
- protected lateUpdate(dt: number): void {
- FguiMgr.Instance.OnLateUpdate(dt)
- }
- }
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