import { _decorator, Node, Sprite } from 'cc'; import { GButton } from '../../Main/Common/GButton'; import Utils from '../../Main/Common/Utils'; import { InnerMsgCode } from '../../Main/Config/InnerMsgCode'; import li_BaseView from '../../Main/Common/li_BaseView'; import GameManager from '../../Main/Manager/GameManager'; import ResManager from '../../Main/Manager/ResManager'; const { ccclass, property } = _decorator; //关卡提示界面 @ccclass('Tips_UI') export class Tips_UI extends li_BaseView { private _nodeTab: any = {}; private _data; //----重写父类接口--------------------------------------- onLoadCT() { this.registerListenner(); Utils.parseNode(this.node, this._nodeTab) } openUIDataCT(data: any): void { this._data = data } registerListenner() { // Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose) } start() { GButton.BandClick(this._nodeTab.mask, ()=>{ this.onClose(); }, this, 0, null, null, false); GButton.BandClick(this._nodeTab.btnClose, ()=>{ this.onClose(); }, this); let lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId) //名字 Utils.setString(this._nodeTab.labName, lvCfg.name) //职业名 Utils.setString(this._nodeTab.labJob, lvCfg.characterRole) //喜欢话题 Utils.setString(this._nodeTab.labXihuan, lvCfg.characterFavoriteTopic) //讨厌话题 Utils.setString(this._nodeTab.labTaoyan, lvCfg.characterHateTopic) //性格 Utils.setString(this._nodeTab.labXingge, `性格:${lvCfg.characterDisposition}`) //提示文本 Utils.setString(this._nodeTab.labTips, lvCfg.tips) //半身像 let halfPath = `halfPic/${lvCfg.characterHalfLengthPortrait}` let half = this._nodeTab.half.getComponent(Sprite) ResManager.I.changeBundleSpriteFrame(half, halfPath, "Raw") } update(deltaTime: number) { } }