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- import { _decorator, Component, Node, UI } from 'cc';
- import ui_base from '../../../core/ui/ui_base';
- import { GameUILayers, gui } from '../../../core/ui/ui';
- import { ModuleDef } from '../../../Scripts/ModuleDef';
- import { Layout_Lock } from './Layout_Lock';
- import { ani_ui, UI_Main } from '../UI_Main/UI_Main';
- import { Layout_Main } from '../UI_Main/Layout_Main';
- const { ccclass, property } = _decorator;
- @ccclass('UI_Lock')
- export class UI_Lock extends ui_base {
- constructor() {
- super(ModuleDef.GAME, 'ui/UI_Lock/Lock', GameUILayers.HUD, Layout_Lock);
- }
- protected async onCreated() {
- const layout = this.getLayout<Layout_Lock>();
- ani_ui(layout.Close_Btn.node.parent);
- const main_layout=gui.get(UI_Main).getLayout<Layout_Main>();
- gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.pause);
- this.onButtonEvent(layout.Close_Btn, () => {
- //关闭设置界面
- gui.close(UI_Lock);
- gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.resume);
- }, this);
- this.onButtonEvent(layout.Ensure_Btn, async() => {
- const ret = await chsdk.playRewardAd('解锁槽位');
- if(ret)
- {
- //场景中的quad消失
- for(let i=0;i<2;i++){
- if(main_layout.Container.Lock_node[i].active){
- main_layout.Container.Lock_node[i].active = false;
- main_layout.Container.unlock_Num += 1;
- gui.close(UI_Lock);
- gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.resume);
- return;
- }
- }
- }
-
- }, this);
- }
-
- }
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