UI_Lock.ts 2.0 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. import { ch } from '../../../ch/ch';
  10. const { ccclass, property } = _decorator;
  11. @ccclass('UI_Lock')
  12. export class UI_Lock extends ui_base {
  13. constructor() {
  14. super(ModuleDef.GAME, 'ui/UI_Lock/Lock', GameUILayers.HUD, Layout_Lock);
  15. }
  16. protected async onCreated() {
  17. const layout = this.getLayout<Layout_Lock>();
  18. ani_ui(layout.Close_Btn.node.parent);
  19. const main_layout=gui.get(UI_Main).getLayout<Layout_Main>();
  20. gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.pause);
  21. this.onButtonEvent(layout.Close_Btn, () => {
  22. ch_audio.getInstance().playOneShot('sound/click_Btn');
  23. //关闭设置界面
  24. gui.close(UI_Lock);
  25. gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.resume);
  26. }, this);
  27. this.onButtonEvent(layout.Ensure_Btn, async() => {
  28. ch_audio.getInstance().playOneShot('sound/click_Btn');
  29. const ret = await chsdk.playRewardAd('解锁槽位');
  30. if(ret)
  31. {
  32. //场景中的quad消失
  33. for(let i=0;i<2;i++){
  34. if(main_layout.Container.Lock_node[i].active){
  35. main_layout.Container.Lock_node[i].active = false;
  36. main_layout.Container.unlock_Num += 1;
  37. gui.close(UI_Lock);
  38. gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.resume);
  39. return;
  40. }
  41. }
  42. ch.audio.resume();
  43. }
  44. }, this);
  45. }
  46. }