import { _decorator, Component, find, Node } from 'cc'; import { GameUILayers, gui, ui_base } from 'db://assets/core/ui/ui'; import { ModuleDef } from 'db://assets/Scripts/ModuleDef'; import { Layout_Fail } from './Layout_Fail'; import { ResUtil } from 'db://assets/core/util/ResUtil'; import { SceneDef } from 'db://assets/Scripts/SceneDef'; import { Container } from 'db://assets/core/util_class/Container'; import { Container_Manager } from 'db://assets/Scripts/Container_Manager'; import { UI_Main } from '../UI_Main/UI_Main'; import { UI_Hall } from '../UI_Hall/UI_Hall'; import { UI_Idioms } from '../UI_Idioms/UI_Idioms'; 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.index.length -layout.Container.idioms.length) / layout.Container.index.length; layout.Num.string = layout.progressBar.progress * 100 + '%'; } }