import { _decorator, Component, director, Node } from 'cc'; import PlayerData from '../game/PlayerData'; import { ch } from '../../ch/ch'; import { FMSType } from '../process/FMS'; import get_new_fms from '../../core/util_class/FMS'; import get_new_head_icon from '../../core/util_class/HeadIcon'; const { ccclass, property } = _decorator; export enum GameState { start,//开始 win,//成功 over,//失败 wait//等待 } @ccclass('Hall') export class Hall extends Component { public FMS = get_new_fms(); private static instance: Hall; public player: PlayerData; public head_icon = get_new_head_icon(); sceneChanging: boolean = false;//场景切换 public static getInstance(): Hall { return Hall.instance; } async start() { if (!Hall.instance) { Hall.instance = this; } console.log("hall start") this.init(); } async init() { this.player = PlayerData.getInstance(ch.sdk.get_gid(), ch.sdk.get_uid().toString()); await this.player.init_user_info(); await this.player.load(); this.to_hall() console.log("12121212") } to_main() { debugger this.FMS.Change(FMSType.Main); } to_hall() { this.FMS.Change(FMSType.Hall); } async preloadUIMainResources() { try { await new Promise((resolve, reject) => { director.preloadScene("game", (err) => { if (err) reject(err); else resolve(); }); }); } catch (error) { console.error("Preload failed:", error); } } }