import { _decorator, Component, find, Node } from 'cc'; import { Layout_Fail } from './Layout_Fail'; import { UI_Hall } from '../UI_Hall/UI_Hall'; import { GameUILayers, gui } from '../../../core/ui/ui'; import ui_base from '../../../core/ui/ui_base'; import { ResUtil } from '../../../core/util/ResUtil'; import { ModuleDef } from '../../../Scripts/ModuleDef'; import { SceneDef } from '../../../Scripts/SceneDef'; import { Container_Manager } from '../../game/Container_Manager'; const { ccclass, property } = _decorator; @ccclass('UI_Fail') export class UI_Fail extends ui_base { constructor() { super(ModuleDef.GAME, 'ui/UI_Fail/Fail', GameUILayers.HUD, Layout_Fail); } protected async onCreated() { const layout = this.getLayout(); layout.Container=find('Container').getComponent(Container_Manager); this.onButtonEvent(layout.Relife_Btn, async (button: any) => { //跳转广告 //关闭设置界面 //gui.close(UI_Fail); }, this); this.onButtonEvent(layout.ReturnHall_Btn, async (button: any) => { //跳转场景回到主页 await gui.closeAll(); gui.show(UI_Hall); ResUtil.loadScene(SceneDef.Hall, ModuleDef.GAME, true); }, this); layout.progressBar.progress = (layout.Container.count -layout.Container.idioms.length) / layout.Container.count; layout.Num.string = layout.progressBar.progress * 100 + '%'; } }