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- import { _decorator, Component, Node } from 'cc';
- import ui_base from '../../../core/ui/ui_base';
- import { Layout_Task } from './Layout_Task';
- import { GameUILayers, gui } from '../../../core/ui/ui';
- import { ModuleDef } from '../../../Scripts/ModuleDef';
- import { Hall } from '../../hall/Hall';
- import { ani_ui } from '../UI_Main/UI_Main';
- import { table_task } from '../../../module_extra/table_ts/table_task';
- const { ccclass, property } = _decorator;
- @ccclass('UI_Task')
- export class UI_Task extends ui_base{
- task_state:any;
- config:any;
- constructor(){
- super(ModuleDef.GAME, 'ui/UI_Task/Task', GameUILayers.HUD, Layout_Task);
- }
- protected async onCreated() {
- this.config = table_task.getList();
- const layout = this.getLayout<Layout_Task>();
- ani_ui(layout.Close_Btn.node.parent);
- this.onButtonEvent(layout.Close_Btn,()=>{
- gui.close(UI_Task);
- });
- this.task_state = Hall.getInstance().player.get_task_state();
- console.log("任务数组:"+this.task_state);
- for(let i=0;i<layout.Task_Items.length;i++)
- {
- layout.Task_Items[i].show(this.task_state[i],this.config[i]);
- }
- }
- //更新task_state并保存
- public async update_task_state(flag:boolean,target:number)
- {
- this.task_state[target]=flag;
- Hall.getInstance().player.set_task_state(this.task_state);
- Hall.getInstance().player.setDirty();
- }
- }
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