UI_Fail.ts 1.5 KB

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  1. import { _decorator, Component, find, Node } from 'cc';
  2. import { Layout_Fail } from './Layout_Fail';
  3. import { UI_Hall } from '../UI_Hall/UI_Hall';
  4. import { GameUILayers, gui } from '../../../core/ui/ui';
  5. import ui_base from '../../../core/ui/ui_base';
  6. import { ResUtil } from '../../../core/util/ResUtil';
  7. import { ModuleDef } from '../../../Scripts/ModuleDef';
  8. import { SceneDef } from '../../../Scripts/SceneDef';
  9. import { Container_Manager } from '../../game/Container_Manager';
  10. const { ccclass, property } = _decorator;
  11. @ccclass('UI_Fail')
  12. export class UI_Fail extends ui_base {
  13. constructor() {
  14. super(ModuleDef.GAME, 'ui/UI_Fail/Fail', GameUILayers.HUD, Layout_Fail);
  15. }
  16. protected async onCreated() {
  17. const layout = this.getLayout<Layout_Fail>();
  18. layout.Container=find('Container').getComponent(Container_Manager);
  19. this.onButtonEvent(layout.Relife_Btn, async (button: any) => {
  20. //跳转广告
  21. //关闭设置界面
  22. //gui.close(UI_Fail);
  23. }, this);
  24. this.onButtonEvent(layout.ReturnHall_Btn, async (button: any) => {
  25. //跳转场景回到主页
  26. await gui.closeAll();
  27. gui.show(UI_Hall);
  28. ResUtil.loadScene(SceneDef.Hall, ModuleDef.GAME, true);
  29. }, this);
  30. layout.progressBar.progress = (layout.Container.count -layout.Container.idioms.length) / layout.Container.count;
  31. layout.Num.string = layout.progressBar.progress * 100 + '%';
  32. }
  33. }