UI_Lock.ts 1.7 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. const { ccclass, property } = _decorator;
  9. @ccclass('UI_Lock')
  10. export class UI_Lock extends ui_base {
  11. constructor() {
  12. super(ModuleDef.GAME, 'ui/UI_Lock/Lock', GameUILayers.HUD, Layout_Lock);
  13. }
  14. protected async onCreated() {
  15. const layout = this.getLayout<Layout_Lock>();
  16. ani_ui(layout.Close_Btn.node.parent);
  17. const main_layout=gui.get(UI_Main).getLayout<Layout_Main>();
  18. gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.pause);
  19. this.onButtonEvent(layout.Close_Btn, () => {
  20. //关闭设置界面
  21. gui.close(UI_Lock);
  22. gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.resume);
  23. }, this);
  24. this.onButtonEvent(layout.Ensure_Btn, async() => {
  25. const ret = await chsdk.playRewardAd('解锁槽位');
  26. if(ret)
  27. {
  28. //场景中的quad消失
  29. for(let i=0;i<2;i++){
  30. if(main_layout.Container.Lock_node[i].active){
  31. main_layout.Container.Lock_node[i].active = false;
  32. main_layout.Container.unlock_Num += 1;
  33. gui.close(UI_Lock);
  34. gui.get(UI_Main).evt.emit(gui.get(UI_Main).evt.key.resume);
  35. return;
  36. }
  37. }
  38. }
  39. }, this);
  40. }
  41. }