补充UI细节 添加每日挑战
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@@ -20,49 +20,65 @@ export class GameOver extends Laya.Script {
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public btn_restart: Laya.Sprite
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@property(Laya.Sprite)
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public btn_new: Laya.Sprite
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public btn_newOrClose: Laya.Sprite
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@property(Laya.Label)
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public label_newOrClose: Laya.Label
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//组件被激活后执行,此时所有节点和组件均已创建完毕,此方法只执行一次
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onAwake(): void {
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this.btn_second.on(Laya.Event.CLICK, this, (evt: Laya.Event) => {
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var doStage = StorageManager.getInstance().loadStage(config.DEFAULT_STAGE_ID)
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var doStage = StorageManager.getInstance().getStage()
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doStage.set_mistake(doStage.get_mistake()-1)
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EventManager.getInstance().DispatchEvent(EVENT_TYPES.NOT_UPDATE_MISTAKE, "adsf")
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EventManager.getInstance().DispatchEvent(EVENT_TYPES.NOT_UPDATE_MISTAKE)
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this.owner.destroy()
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})
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this.btn_restart.on(Laya.Event.CLICK, this, (evt: Laya.Event) => {
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var doStage = StorageManager.getInstance().loadStage(config.DEFAULT_STAGE_ID)
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var doStage = StorageManager.getInstance().getStage()
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var stageID = doStage.get_stageID()
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var type = doStage.get_stageType()
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var difficulty = doStage.get_difficulty()
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StorageManager.getInstance().cleanStage(config.DEFAULT_STAGE_ID)
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StorageManager.getInstance().cleanStage()
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var user = StorageManager.getInstance().getUser()
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user.set_isCompletedMain(false)
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StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty, user.get_progress(difficulty))
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UIManager.getInstance().loadStageUI(config.DEFAULT_STAGE_ID);
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StorageManager.getInstance().newStage(stageID, type, difficulty, difficulty, user.get_progress(difficulty))
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UIManager.getInstance().loadStageUI(stageID);
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this.owner.destroy()
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})
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this.btn_new.on(Laya.Event.CLICK, this, (evt: Laya.Event) => {
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Laya.loader.load(respath.difficulty_ui_res).then((go)=>{
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var prefab = go.create()
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var d = UIManager.getInstance().getUIRoot().addChild(prefab).getComponent(Difficulty)
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d.onInit((value: string)=> {
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console.log("选择难度", value)
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StorageManager.getInstance().cleanStage(config.DEFAULT_STAGE_ID)
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var user = StorageManager.getInstance().getUser()
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user.set_isCompletedMain(false)
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var index = user.get_progress(value)
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var levelStr = LevelManager.getInstance().getLevelStr(value, index)
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if (!levelStr || levelStr.length <= 0) {//说明当前难度已经打通了,所以给他从头开始
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user.update_progress(value, 0)
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}
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StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, value, value, user.get_progress(value))
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UIManager.getInstance().loadStageUI(config.DEFAULT_STAGE_ID);
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this.owner.destroy()
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var doStage = StorageManager.getInstance().getStage()
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var type = doStage.get_stageType()
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if (type == config.STAGE_TYPE.MAIN) {
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this.label_newOrClose.text = "New Game"
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this.btn_newOrClose.on(Laya.Event.CLICK, this, (evt: Laya.Event) => {
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Laya.loader.load(respath.difficulty_ui_res).then((go)=>{
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var prefab = go.create()
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var d = UIManager.getInstance().getUIRoot().addChild(prefab).getComponent(Difficulty)
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d.onInit((value: string)=> {
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console.log("选择难度", value)
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StorageManager.getInstance().cleanStage()
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var user = StorageManager.getInstance().getUser()
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var index = user.get_progress(value)
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var levelStr = LevelManager.getInstance().getLevelStr(value, index)
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if (!levelStr || levelStr.length <= 0) {//说明当前难度已经打通了,所以给他从头开始
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user.update_progress(value, 0)
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}
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StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, value, value, user.get_progress(value))
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UIManager.getInstance().loadStageUI(config.DEFAULT_STAGE_ID);
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this.owner.destroy()
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})
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})
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})
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})
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}
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else {
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this.label_newOrClose.text = "Close"
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this.btn_newOrClose.on(Laya.Event.CLICK, this, (evt: Laya.Event) => {
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UIManager.getInstance().loadDCUI()
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UIManager.getInstance().closeStageUI();
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this.owner.destroy()
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})
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}
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}
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}
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