import { _decorator, Component, Node } from 'cc'; import ui_base from '../../../core/ui/ui_base'; import { Layout_Task } from './Layout_Task'; import { GameUILayers, gui } from '../../../core/ui/ui'; import { ModuleDef } from '../../../Scripts/ModuleDef'; import { Hall } from '../../hall/Hall'; import { ani_ui } from '../UI_Main/UI_Main'; import { table_task } from '../../../module_extra/table_ts/table_task'; const { ccclass, property } = _decorator; @ccclass('UI_Task') export class UI_Task extends ui_base{ task_state:any; config:any; constructor(){ super(ModuleDef.GAME, 'ui/UI_Task/Task', GameUILayers.HUD, Layout_Task); } protected async onCreated() { this.config = table_task.getList(); const layout = this.getLayout(); ani_ui(layout.Close_Btn.node.parent); this.onButtonEvent(layout.Close_Btn,()=>{ gui.close(UI_Task); }); this.task_state = Hall.getInstance().player.get_task_state(); console.log("任务数组:"+this.task_state); for(let i=0;i