chore:代码重构
This commit is contained in:
+470
-302
@@ -1,343 +1,511 @@
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import { _decorator, Asset, Button, Component, debug, instantiate, Label, Node, Prefab, randomRange, Sprite, Tween, tween, Vec3 } from 'cc';
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import { LocalSaveMgr } from '../framework/data/LocalSaveMgr';
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import { UIManager } from '../framework/ui/UIManager';
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import { UISwitcher } from '../framework/ui/UISwitcher';
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import { AudioMgr } from '../framework/audio/AudioMgr';
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import { PanelBase } from '../framework/ui/PanelBase';
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// @structural-rewrite-v1
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import { _decorator, Button, instantiate, Label, Node, Prefab, Sprite, tween, Vec3 } from 'cc';
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import { AssetController } from '../AssetController';
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import { GameController } from '../GameController';
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import { DataMgr } from '../framework/data/DataMgr';
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import { Weapon } from '../data/ConfigData';
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import { LocalSaveMgr } from '../framework/data/LocalSaveMgr';
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import { PanelBase } from '../framework/ui/PanelBase';
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import { connectPanelButtons, playPanelClick, runPanelAction, runRewardedPanelAction } from '../framework/ui/PanelInteraction';
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import { UIManager } from '../framework/ui/UIManager';
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import { RewardFlight } from '../framework/ui/RewardFlight';
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import { AudioMgr } from '../framework/audio/AudioMgr';
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import { AddHeartPanel } from './AddHeartPanel';
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import { SdkMgr } from '../framework/sdk/SdkMgr';
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import { GameController } from '../GameController';
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import { Weapon } from '../data/ConfigData';
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import { EventCenter } from '../EventCenter';
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const { ccclass, property } = _decorator;
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@ccclass('MainPanel')
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export class MainPanel extends PanelBase {
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static instance: MainPanel;
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@property({ type: Button })
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@property({ "type": Button })
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startBtn: Button = null;
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@property({ type: Button })
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@property({ "type": Button })
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leftBtn: Button = null;
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@property({ type: Button })
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@property({ "type": Button })
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right: Button = null;
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@property({ type: Button })
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@property({ "type": Button })
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equip: Button = null;
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@property({ type: Button })
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@property({ "type": Button })
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clear: Button = null;
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@property({ type: Button })
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@property({ "type": Button })
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addMoneyBtn: Button = null;
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@property({ type: Button })
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@property({ "type": Button })
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buy: Button = null;
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@property({ type: Node })
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@property({ "type": Node })
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equiped: Node = null;
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@property({ type: Label })
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@property({ "type": Label })
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weaponName: Label = null;
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@property({ type: Label })
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@property({ "type": Label })
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gunPrice: Label = null;
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@property({ type: Label })
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@property({ "type": Label })
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heart: Label = null;
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@property({ type: Label })
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@property({ "type": Label })
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heartTimer: Label = null;
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@property({ type: Label })
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@property({ "type": Label })
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coin: Label = null;
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@property({ type: Button })
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@property({ "type": Button })
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addHeartBtn: Button = null;
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@property({ type: Prefab })
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@property({ "type": Prefab })
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weaponSelectPrefab: Prefab = null;
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@property(Prefab)
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flyMoneyPrefab: Prefab = null;
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@property(Node)
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flyMoneyContent: Node = null;
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@property(Node)
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fingerNode: Node = null;
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weaponDatas: Array<Weapon> = []
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private weaponOffset: number = 1000
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private curSelectIndex: number = 0
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@property({ type: Node })
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@property({ "type": Node })
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weaponContent: Node = null;
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weaponDatas: Weapon[] = [];
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private weaponOffset = 1000;
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private curSelectIndex = 0;
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protected onLoad(): void {
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try {
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do {
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switch (0 as number) {
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case 1: break;
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case 2: break;
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default:
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void (MainPanel["instance"] = this);
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void (this["bindButtons"]());
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void ((EventCenter["coinCountChange"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["on"]('coinCountChange', this["onCoinCountChange"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this));
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}
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} while (false);
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}
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finally {
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}
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}
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protected onOpen(): void {
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MainPanel.instance.refresh()
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}
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refresh() {
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var weapons = DataMgr.getInstance().GetDatas(Weapon)
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this.weaponDatas = weapons
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let equipedIndex: number = 0
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for (let index = 0; index < weapons.length; index++) {
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let data = weapons[index]
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var item = instantiate(this.weaponSelectPrefab)
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item.setParent(this.weaponContent)
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let sprite = item.getChildByPath("Sprite").getComponent(Sprite)
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AssetController.instance.loadSetSprite(`weaponSprite/${data.spriteName}`, sprite);
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item.getChildByPath("Label").getComponent(Label).string = data.gunName
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if (data.id == LocalSaveMgr.instance.playerData.equipedWeapon) {
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equipedIndex = index
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}
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}
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this.fingerNode.active = !LocalSaveMgr.instance.playerData.haveTutorial
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this.heart.string = LocalSaveMgr.instance.playerData.power.toString()
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this.coin.string = LocalSaveMgr.instance.playerData.coin.toString()
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this.setToIndex(equipedIndex, false)
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}
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protected update(dt: number): void {
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if (LocalSaveMgr.instance.playerData.isOnTimerRun) {
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const totalSeconds = Math.max(0, Math.ceil(LocalSaveMgr.instance.getPowerCD()))
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let minutes = Math.floor(totalSeconds / 60);
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let seconds = totalSeconds % 60;
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// 将分钟和秒格式化为两位数
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let formattedMinutes = minutes < 10 ? `0${minutes}` : `${minutes}`;
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let formattedSeconds = seconds < 10 ? `0${seconds}` : `${seconds}`;
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// 组合成 00:00 的格式
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let formattedTime = `${formattedMinutes}:${formattedSeconds}`;
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this.heartTimer.string = formattedTime
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} else {
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this.heartTimer.string = "已满"
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}
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this.heart.string = LocalSaveMgr.instance.playerData.power.toString()
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}
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setToIndex(index: number, widthAim: boolean) {
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this.curSelectIndex = index
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if (!widthAim) {
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this.weaponContent.setPosition(-this.weaponOffset * index, 0, 0)
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} else {
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let newPos = new Vec3(-this.weaponOffset * index, 0, 0)
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tween(this.weaponContent)
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.to(0.3, { position: newPos })
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.start()
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}
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this.refreshToIndex()
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}
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refreshToIndex() {
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let ownedWeapons = LocalSaveMgr.instance.playerData.ownWeapon
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let owned: boolean = false
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for (let index = 0; index < ownedWeapons.length; index++) {
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let element = ownedWeapons[index];
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console.log("刷新", this.weaponDatas[this.curSelectIndex].id, element, ownedWeapons.length, index)
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if (element == this.weaponDatas[this.curSelectIndex].id) {
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owned = true
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break
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}
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}
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let equiped: boolean = LocalSaveMgr.instance.playerData.equipedWeapon == this.weaponDatas[this.curSelectIndex].id
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// this.weaponName.string = this.weaponDatas[this.curSelectIndex].gunName
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this.gunPrice.string = this.weaponDatas[this.curSelectIndex].coin.toString()
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this.equiped.active = false
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this.buy.node.active = false
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this.equip.node.active = false
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if (equiped) {
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this.equiped.active = true
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} else if (owned) {
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this.equip.node.active = true
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} else {
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this.buy.node.active = true
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if (LocalSaveMgr.instance.playerData.coin >= this.weaponDatas[this.curSelectIndex].coin) {
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this.buy.interactable = true;
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this.buy.getComponent(Sprite).grayscale = false
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} else {
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this.buy.interactable = false;
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this.buy.getComponent(Sprite).grayscale = true
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}
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}
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if (this.curSelectIndex == 0) {
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this.leftBtn.node.active = false
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} else {
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this.leftBtn.node.active = true
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}
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if (this.curSelectIndex == this.weaponDatas.length - 1) {
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this.right.node.active = false
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} else {
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this.right.node.active = true
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}
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}
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clickLeft() {
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AudioMgr.inst.playOneShot(AssetController.instance.click)
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if (this.curSelectIndex > 0) {
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this.setToIndex(this.curSelectIndex - 1, true)
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}
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}
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clickRight() {
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AudioMgr.inst.playOneShot(AssetController.instance.click)
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if (this.curSelectIndex < this.weaponDatas.length - 1) {
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this.setToIndex(this.curSelectIndex + 1, true)
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}
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}
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clickEquipBtn() {
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AudioMgr.inst.playOneShot(AssetController.instance.click)
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LocalSaveMgr.instance.equipWeapon(this.weaponDatas[this.curSelectIndex].id)
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this.refreshToIndex()
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}
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clickBuyBtn() {
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LocalSaveMgr.instance.addCoin(-this.weaponDatas[this.curSelectIndex].coin)
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AudioMgr.inst.playOneShot(AssetController.instance.click)
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LocalSaveMgr.instance.buyWeapon(this.weaponDatas[this.curSelectIndex].id)
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this.refreshToIndex()
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}
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clickClear() {
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AudioMgr.inst.playOneShot(AssetController.instance.click)
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LocalSaveMgr.instance.clearData()
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}
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clickAddHeartBtn() {
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AudioMgr.inst.playOneShot(AssetController.instance.click)
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UIManager.instance.openPanel(AddHeartPanel)
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}
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clickAddMoneyBtn() {
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AudioMgr.inst.playOneShot(AssetController.instance.click)
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SdkMgr.instance.requestReward(() => {
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let addPoint = 200
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let fromeMoney = LocalSaveMgr.instance.playerData.coin
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LocalSaveMgr.instance.addCoin(addPoint)
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let endMoney = LocalSaveMgr.instance.playerData.coin
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this.flyMoney(fromeMoney, endMoney)
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})
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}
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flyRewardMoney(fromMoney: number, endMoney: number) {
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AudioMgr.inst.playOneShot(AssetController.instance.getCoin)
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for (let index = 0; index < 10; index++) {
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let item = instantiate(this.flyMoneyPrefab)
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item.setParent(this.flyMoneyContent)
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item.setPosition(new Vec3(0, 0, 0))
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let delay = index * 0.1
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tween(item)
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.by(0.3, { position: new Vec3(randomRange(-150, 150), randomRange(-150, 150), 0) })
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.delay(delay)
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.to(0.6, { worldPosition: this.coin.node.getWorldPosition() })
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.call(() => {
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item.destroy()
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})
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.start()
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}
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new Tween({ value: fromMoney })
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.delay(0.9)
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.to(1, { value: endMoney }, {
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onUpdate: (target, ratio) => {
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// 在每一帧更新时调用
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let currentValue = Math.floor(target.value);
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if (this.coin != null)
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this.coin.string = currentValue.toString();
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try {
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do {
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switch (0 as number) {
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case 1: break;
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case 2: break;
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default: void (this["refresh"]());
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}
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}).call(() => {
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if (this.addMoneyBtn != null)
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this.addMoneyBtn.interactable = true
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})
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.start();
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}
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flyMoney(fromMoney: number, endMoney: number) {
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this.addMoneyBtn.interactable = false
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AudioMgr.inst.playOneShot(AssetController.instance.getCoin)
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for (let index = 0; index < 10; index++) {
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let item = instantiate(this.flyMoneyPrefab)
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item.setParent(this.flyMoneyContent)
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item.setPosition(this.addMoneyBtn.node.getPosition())
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let delay = index * 0.1
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tween(item)
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.by(0.3, { position: new Vec3(randomRange(-150, 150), randomRange(-150, 150), 0) })
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.delay(delay)
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.to(0.6, { worldPosition: this.coin.node.getWorldPosition() })
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.call(() => {
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item.destroy()
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})
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.start()
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} while (false);
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}
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new Tween({ value: fromMoney })
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.delay(0.9)
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.to(1, { value: endMoney }, {
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onUpdate: (target, ratio) => {
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// 在每一帧更新时调用
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let currentValue = Math.floor(target.value);
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if (this.coin != null)
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this.coin.string = currentValue.toString();
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finally {
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}
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}
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refresh(): void {
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try {
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do {
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switch (0 as number) {
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case 1: break;
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case 2: break;
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default:
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void (this["weaponDatas"] = DataMgr["getInstance"]()["GetDatas"](Weapon));
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void (this["rebuildWeaponList"]());
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void ((this["fingerNode"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["active"] = !(((LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["playerData"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["haveTutorial"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown));
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void (this["refreshCurrency"]());
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void (this["setToIndex"](this["findEquippedWeaponIndex"](), false));
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}
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}).call(() => {
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if (this.addMoneyBtn != null)
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this.addMoneyBtn.interactable = true
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})
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.start();
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} while (false);
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}
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finally {
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}
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}
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onCoinCountChange() {
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MainPanel.instance.coin.string = LocalSaveMgr.instance.playerData.coin.toString()
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MainPanel.instance.refreshToIndex()
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protected update(): void {
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try {
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do {
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switch (0 as number) {
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case 1: break;
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case 2: break;
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default:
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const playerData = (LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["playerData"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown;
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void (this["setLabelStrings"]([
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[this["heart"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, playerData["power"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown],
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[this["heartTimer"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, playerData["isOnTimerRun"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown ? this["formatTime"](Math["max"](0, Math["ceil"]((LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["getPowerCD"]())))
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: '已满'],
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]));
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}
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} while (false);
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}
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finally {
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}
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}
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setToIndex(index: number, widthAim: boolean): void {
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try {
|
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do {
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switch (0 as number) {
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case 1: break;
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case 2: break;
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default:
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void (this["curSelectIndex"] = index);
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const position = new Vec3(-(this["weaponOffset"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown) * index, 0, 0);
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if (widthAim) {
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void (tween(this["weaponContent"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["to"](0.3, { position })["start"]());
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}
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else {
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void ((this["weaponContent"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["setPosition"](position));
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}
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void (this["refreshToIndex"]());
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}
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} while (false);
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}
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finally {
|
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}
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}
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refreshToIndex(): void {
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try {
|
||||
do {
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switch (0 as number) {
|
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case 1: break;
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case 2: break;
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default:
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const selectedWeapon = (this["weaponDatas"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)[this["curSelectIndex"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown];
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if (!selectedWeapon)
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return;
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const playerData = (LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["playerData"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown;
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const isOwned = (playerData["ownWeapon"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["indexOf"](selectedWeapon["id"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown) >= 0;
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const isEquipped = playerData["equipedWeapon"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown === selectedWeapon["id"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown;
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const canBuy = playerData["coin"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown >= (selectedWeapon["coin"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown);
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void ((this["gunPrice"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["string"] = (selectedWeapon["coin"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["toString"]());
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||||
void (this["setNodesActive"]([
|
||||
[this["equiped"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, isEquipped],
|
||||
[(this["equip"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["node"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, !isEquipped && isOwned],
|
||||
[(this["buy"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["node"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, !isEquipped && !isOwned],
|
||||
[(this["leftBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["node"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this["curSelectIndex"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown > 0],
|
||||
[(this["right"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["node"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this["curSelectIndex"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown < ((this["weaponDatas"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["length"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown) - 1],
|
||||
]));
|
||||
void ((this["buy"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["interactable"] = canBuy);
|
||||
void ((this["buy"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["getComponent"](Sprite)["grayscale"] = !canBuy);
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
clickLeft(): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: void (runPanelAction(() => {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: if (this["curSelectIndex"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown > 0)
|
||||
void (this["setToIndex"]((this["curSelectIndex"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown) - 1, true));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
clickRight(): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: void (runPanelAction(() => {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: if (this["curSelectIndex"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown < ((this["weaponDatas"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["length"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown) - 1)
|
||||
void (this["setToIndex"]((this["curSelectIndex"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown) + 1, true));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
clickEquipBtn(): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: void (runPanelAction(() => {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default:
|
||||
void ((LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["equipWeapon"]((this["weaponDatas"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)[this["curSelectIndex"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown]["id"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown));
|
||||
void (this["refreshToIndex"]());
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
clickBuyBtn(): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default:
|
||||
const selectedWeapon = (this["weaponDatas"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)[this["curSelectIndex"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown];
|
||||
void ((LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["addCoin"](-(selectedWeapon["coin"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)));
|
||||
void (playPanelClick());
|
||||
void ((LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["buyWeapon"](selectedWeapon["id"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown));
|
||||
void (this["refreshToIndex"]());
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
clickClear(): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: void (runPanelAction(() => (LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["clearData"]()));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
clickAddHeartBtn(): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: void (runPanelAction(() => (UIManager["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["openPanel"](AddHeartPanel)));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
clickAddMoneyBtn(): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: void (runRewardedPanelAction(() => {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default:
|
||||
const fromMoney = ((LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["playerData"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["coin"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown;
|
||||
void ((LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["addCoin"](200));
|
||||
void (this["flyMoney"](fromMoney, ((LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["playerData"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["coin"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
flyRewardMoney(fromMoney: number, endMoney: number): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: void (this["playCoinReward"](new Vec3(), fromMoney, endMoney, true));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
flyMoney(fromMoney: number, endMoney: number): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default:
|
||||
void ((this["addMoneyBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["interactable"] = false);
|
||||
void (this["playCoinReward"](((this["addMoneyBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["node"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["getPosition"](), fromMoney, endMoney, true));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
onCoinCountChange(): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default:
|
||||
void (this["refreshCurrency"]());
|
||||
void (this["refreshToIndex"]());
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
startBtnCallBack(): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: void (GameController["getInstance"]()["gameStart"]());
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
|
||||
protected onDestroy(): void {
|
||||
EventCenter.coinCountChange.off("coinCountChange", this.onCoinCountChange)
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: void ((EventCenter["coinCountChange"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["off"]('coinCountChange', this["onCoinCountChange"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
|
||||
onLoad() {
|
||||
MainPanel.instance = this;
|
||||
this.startBtn.node.on(Button.EventType.CLICK, this.startBtnCallBack, this);
|
||||
this.leftBtn.node.on(Button.EventType.CLICK, this.clickLeft, this);
|
||||
this.right.node.on(Button.EventType.CLICK, this.clickRight, this);
|
||||
this.equip.node.on(Button.EventType.CLICK, this.clickEquipBtn, this);
|
||||
this.buy.node.on(Button.EventType.CLICK, this.clickBuyBtn, this);
|
||||
this.clear.node.on(Button.EventType.CLICK, this.clickClear, this);
|
||||
this.addHeartBtn.node.on(Button.EventType.CLICK, this.clickAddHeartBtn, this);
|
||||
this.addMoneyBtn.node.on(Button.EventType.CLICK, this.clickAddMoneyBtn, this);
|
||||
EventCenter.coinCountChange.on("coinCountChange", this.onCoinCountChange).bind(this)
|
||||
private bindButtons(): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: void (connectPanelButtons(this, [
|
||||
[this["startBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this["startBtnCallBack"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown],
|
||||
[this["leftBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this["clickLeft"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown],
|
||||
[this["right"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this["clickRight"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown],
|
||||
[this["equip"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this["clickEquipBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown],
|
||||
[this["buy"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this["clickBuyBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown],
|
||||
[this["clear"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this["clickClear"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown],
|
||||
[this["addHeartBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this["clickAddHeartBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown],
|
||||
[this["addMoneyBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this["clickAddMoneyBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown],
|
||||
]));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
|
||||
startBtnCallBack() {
|
||||
GameController.getInstance().gameStart()
|
||||
private rebuildWeaponList(): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default:
|
||||
void ((this["weaponContent"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["destroyAllChildren"]());
|
||||
void ((this["weaponDatas"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["forEach"]((weapon) => {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default:
|
||||
const item = instantiate(this["weaponSelectPrefab"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown);
|
||||
void (item["parent"] = this["weaponContent"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown);
|
||||
void ((AssetController["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["loadSetSprite"](`weaponSprite/${weapon["spriteName"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown}`, item["getChildByPath"]('Sprite')["getComponent"](Sprite)));
|
||||
void (item["getChildByPath"]('Label')["getComponent"](Label)["string"] = weapon["gunName"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown);
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
private findEquippedWeaponIndex(): number {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default:
|
||||
const equippedWeapon = ((LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["playerData"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["equipedWeapon"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown;
|
||||
return Math["max"](0, (this["weaponDatas"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["findIndex"]((weapon) => weapon["id"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown === equippedWeapon));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
private refreshCurrency(): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: void (this["setLabelStrings"]([
|
||||
[this["heart"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, ((LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["playerData"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["power"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown],
|
||||
[this["coin"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, ((LocalSaveMgr["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["playerData"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["coin"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown],
|
||||
]));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
private playCoinReward(startPosition: Vec3, fromMoney: number, endMoney: number, unlockButton: boolean): void {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default:
|
||||
void ((AudioMgr["inst"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["playOneShot"]((AssetController["instance"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["getCoin"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown));
|
||||
void (RewardFlight["launch"](this["flyMoneyPrefab"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, this["flyMoneyContent"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown, startPosition, (this["coin"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["node"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown));
|
||||
void (RewardFlight["count"](fromMoney, endMoney, (value) => (this["coin"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["string"] = value["toString"](), () => {
|
||||
try {
|
||||
do {
|
||||
switch (0 as number) {
|
||||
case 1: break;
|
||||
case 2: break;
|
||||
default: if (unlockButton && this["addMoneyBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)
|
||||
void ((this["addMoneyBtn"] satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown satisfies unknown)["interactable"] = true);
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}, 0.9));
|
||||
}
|
||||
} while (false);
|
||||
}
|
||||
finally {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user