UI_Lock.ts 1.9 KB

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  1. import { _decorator, Component, Node, UI } from 'cc';
  2. import ui_base from '../../../core/ui/ui_base';
  3. import { GameUILayers, gui } from '../../../core/ui/ui';
  4. import { ModuleDef } from '../../../Scripts/ModuleDef';
  5. import { Layout_Lock } from './Layout_Lock';
  6. import { ani_ui, UI_Main } from '../UI_Main/UI_Main';
  7. import { Layout_Main } from '../UI_Main/Layout_Main';
  8. import ch_audio from '../../../ch/audio/audio';
  9. const { ccclass, property } = _decorator;
  10. @ccclass('UI_Lock')
  11. export class UI_Lock extends ui_base {
  12. constructor() {
  13. super(ModuleDef.GAME, 'ui/UI_Lock/Lock', GameUILayers.HUD, Layout_Lock);
  14. }
  15. protected async onCreated() {
  16. const layout = this.getLayout<Layout_Lock>();
  17. ani_ui(layout.Close_Btn.node.parent);
  18. const main_layout=gui.get(UI_Main).getLayout<Layout_Main>();
  19. gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.pause);
  20. this.onButtonEvent(layout.Close_Btn, () => {
  21. ch_audio.getInstance().playOneShot('sound/click_Btn');
  22. //关闭设置界面
  23. gui.close(UI_Lock);
  24. gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.resume);
  25. }, this);
  26. this.onButtonEvent(layout.Ensure_Btn, async() => {
  27. ch_audio.getInstance().playOneShot('sound/click_Btn');
  28. const ret = await chsdk.playRewardAd('解锁槽位');
  29. if(ret)
  30. {
  31. //场景中的quad消失
  32. for(let i=0;i<2;i++){
  33. if(main_layout.Container.Lock_node[i].active){
  34. main_layout.Container.Lock_node[i].active = false;
  35. main_layout.Container.unlock_Num += 1;
  36. gui.close(UI_Lock);
  37. gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.resume);
  38. return;
  39. }
  40. }
  41. }
  42. }, this);
  43. }
  44. }