格式化代码
This commit is contained in:
@@ -1,150 +1,149 @@
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import { config } from "../constants/config";
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import { StorageManager } from "../models/StorageManager";
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import { UIManager } from "../models/UIManager";
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import { CommonData } from "./common/CommonData";
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import { G_ShowCommonTips } from "./CommonTips";
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import { config } from "../constants/config"
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import { StorageManager } from "../models/StorageManager"
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import { UIManager } from "../models/UIManager"
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import { CommonData } from "./common/CommonData"
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import { G_ShowCommonTips } from "./CommonTips"
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const { regClass, property } = Laya;
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const { regClass, property } = Laya
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@regClass()
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export class TopBar extends Laya.Script {
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declare owner : Laya.Box;
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declare owner: Laya.Box
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@property(Laya.Box)
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public btn_classic: Laya.Box
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@property(Laya.Sprite)
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public sprite_classic: Laya.Sprite
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@property(Laya.Label)
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public label_classic: Laya.Label
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@property(Laya.Box)
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public btn_classic: Laya.Box
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@property(Laya.Box)
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public btn_dc: Laya.Box
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@property(Laya.Sprite)
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public sprite_dc: Laya.Sprite
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@property(Laya.Label)
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public label_dc: Laya.Label
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@property(Laya.Sprite)
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public sprite_classic: Laya.Sprite
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private isClassic: boolean = true
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@property(Laya.Label)
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public label_classic: Laya.Label
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@property(Laya.Label)
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public obj_label: Laya.Label
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@property(Laya.Box)
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public obj_items: Laya.Box
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private items: Map<string, Laya.Label> = new Map()
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@property(Laya.Box)
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public btn_dc: Laya.Box
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onStart(): void {
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@property(Laya.Sprite)
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public sprite_dc: Laya.Sprite
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//如果是第一次以横屏启动游戏需要创建经典关卡
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var difficulty = Laya.LocalStorage.getItem("difficulty")//读取用户上次选择的难度
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if (!difficulty || difficulty.length<=0) {
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difficulty = config.DIFFICULTY_TYPE.Easy
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Laya.LocalStorage.setItem("difficulty", difficulty)
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}
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var doStage = StorageManager.getInstance().getStage(config.DEFAULT_STAGE_ID)
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if (!doStage) {
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StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty)
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}
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else {
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var user = StorageManager.getInstance().getUser()
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if (user.get_done(config.DEFAULT_STAGE_ID) >= 1) {
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console.log("当前主线关卡完成")
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user.update_progress(doStage.get_difficulty(), doStage.get_stageIndex()+1)//主线关卡更新难度进度
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StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty)
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}
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else if (doStage.get_mistake() >= config.MISTAKE_MAX) {//上次失败了则重新开始
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StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty)
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}
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}
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@property(Laya.Label)
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public label_dc: Laya.Label
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this.btn_classic.on(Laya.Event.CLICK, this, ()=>{
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if (this.isClassic == false) {
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this.onClickTab(true)
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}
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})
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this.btn_dc.on(Laya.Event.CLICK, this, ()=>{
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if (this.isClassic) {
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this.onClickTab(false)
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}
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})
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this.onClickTab(this.isClassic)
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private isClassic: boolean = true
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var showToggle = Laya.LocalStorage.getItem("showToggle")
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if (!showToggle || showToggle.length <= 0) {
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Laya.LocalStorage.setItem("showToggle", "true")
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}
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@property(Laya.Label)
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public obj_label: Laya.Label
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for (var i=0; i<this.obj_items.numChildren; i++) {
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var obj = this.obj_items.getChildAt(i)
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var value = config.DIFFICULTY_LIST[i]
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var label = obj.getChildByName("Label") as Laya.Label
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label.text = value
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this.items.set(value, label)
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var common = obj.getComponent(CommonData)
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common.strValue = value
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obj.on(Laya.Event.CLICK, this, (evt: Laya.Event)=>{
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var common = evt.target.getComponent(CommonData)
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var difficulty = Laya.LocalStorage.getItem("difficulty")
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if (common.strValue != difficulty) {
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if (Laya.LocalStorage.getItem("showToggle")=="true") {
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var title = "Start New Game"
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var content = "Current game progress will be lost"
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G_ShowCommonTips(title, content, true, (ok: boolean, toggleValue: boolean)=>{
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if (ok) {
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if (toggleValue) {
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Laya.LocalStorage.setItem("showToggle", "false")
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}
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this.onClickDifficulty(common.strValue)
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}
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})
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}
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else {
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this.onClickDifficulty(common.strValue)
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}
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}
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})
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}
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this.updateDifficulty(difficulty)
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@property(Laya.Box)
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public obj_items: Laya.Box
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private items: Map<string, Laya.Label> = new Map()
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onStart(): void {
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// 如果是第一次以横屏启动游戏需要创建经典关卡
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let difficulty = Laya.LocalStorage.getItem("difficulty")// 读取用户上次选择的难度
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if (!difficulty || difficulty.length <= 0) {
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difficulty = config.DIFFICULTY_TYPE.Easy
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Laya.LocalStorage.setItem("difficulty", difficulty)
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}
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onClickTab(isClassic: boolean): void {
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this.isClassic = isClassic
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if (isClassic) {
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UIManager.getInstance().closeTrophyUI()
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UIManager.getInstance().closeDCUI()
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UIManager.getInstance().loadStageUI(config.DEFAULT_STAGE_ID)
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}
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else {
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UIManager.getInstance().closeStageUI()
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UIManager.getInstance().loadDCUI()
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}
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this.updateLeftTab()
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}
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updateLeftTab(): void {
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this.sprite_classic.alpha = this.isClassic ? 1 : 0.1
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this.label_classic.color = this.isClassic ? "#ffffff" : "#0e2a53"
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this.sprite_dc.alpha = this.isClassic ? 0.1 : 1
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this.label_dc.color = this.isClassic ? "#0e2a53" : "#ffffff"
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this.obj_label.visible = this.isClassic
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this.obj_items.visible = this.isClassic
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}
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onClickDifficulty(difficulty: string): void {
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Laya.LocalStorage.setItem("difficulty", difficulty)//记录横屏模式用户选择的难度
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const doStage = StorageManager.getInstance().getStage(config.DEFAULT_STAGE_ID)
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if (!doStage) {
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StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty)
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} else {
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const user = StorageManager.getInstance().getUser()
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if (user.get_done(config.DEFAULT_STAGE_ID) >= 1) {
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console.log("当前主线关卡完成")
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user.update_progress(doStage.get_difficulty(), doStage.get_stageIndex() + 1)// 主线关卡更新难度进度
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StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty)
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UIManager.getInstance().loadStageUI(config.DEFAULT_STAGE_ID)
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this.updateDifficulty(difficulty)
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} else if (doStage.get_mistake() >= config.MISTAKE_MAX) { // 上次失败了则重新开始
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StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty)
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}
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}
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updateDifficulty(difficulty: string): void {
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this.items.forEach((label: Laya.Label, key: string)=>{
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label.color = "#0e2a53"
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})
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var label = this.items.get(difficulty)
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label.color = "#1d5cdc"
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this.btn_classic.on(Laya.Event.CLICK, this, () => {
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if (this.isClassic == false) {
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this.onClickTab(true)
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}
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})
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this.btn_dc.on(Laya.Event.CLICK, this, () => {
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if (this.isClassic) {
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this.onClickTab(false)
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}
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})
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this.onClickTab(this.isClassic)
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const showToggle = Laya.LocalStorage.getItem("showToggle")
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if (!showToggle || showToggle.length <= 0) {
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Laya.LocalStorage.setItem("showToggle", "true")
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}
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}
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for (let i = 0; i < this.obj_items.numChildren; i++) {
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const obj = this.obj_items.getChildAt(i)
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const value = config.DIFFICULTY_LIST[i]
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const label = obj.getChildByName("Label") as Laya.Label
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label.text = value
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this.items.set(value, label)
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const common = obj.getComponent(CommonData)
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common.strValue = value
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obj.on(Laya.Event.CLICK, this, (evt: Laya.Event) => {
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const common = evt.target.getComponent(CommonData)
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const difficulty = Laya.LocalStorage.getItem("difficulty")
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if (common.strValue != difficulty) {
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if (Laya.LocalStorage.getItem("showToggle") == "true") {
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const title = "Start New Game"
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const content = "Current game progress will be lost"
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G_ShowCommonTips(title, content, true, (ok: boolean, toggleValue: boolean) => {
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if (ok) {
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if (toggleValue) {
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Laya.LocalStorage.setItem("showToggle", "false")
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}
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this.onClickDifficulty(common.strValue)
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}
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})
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} else {
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this.onClickDifficulty(common.strValue)
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}
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}
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})
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}
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this.updateDifficulty(difficulty)
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}
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onClickTab(isClassic: boolean): void {
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this.isClassic = isClassic
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if (isClassic) {
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UIManager.getInstance().closeTrophyUI()
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UIManager.getInstance().closeDCUI()
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UIManager.getInstance().loadStageUI(config.DEFAULT_STAGE_ID)
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} else {
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UIManager.getInstance().closeStageUI()
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UIManager.getInstance().loadDCUI()
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}
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this.updateLeftTab()
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}
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updateLeftTab(): void {
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this.sprite_classic.alpha = this.isClassic ? 1 : 0.1
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this.label_classic.color = this.isClassic ? "#ffffff" : "#0e2a53"
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this.sprite_dc.alpha = this.isClassic ? 0.1 : 1
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this.label_dc.color = this.isClassic ? "#0e2a53" : "#ffffff"
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this.obj_label.visible = this.isClassic
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this.obj_items.visible = this.isClassic
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}
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onClickDifficulty(difficulty: string): void {
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Laya.LocalStorage.setItem("difficulty", difficulty)// 记录横屏模式用户选择的难度
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StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty)
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UIManager.getInstance().loadStageUI(config.DEFAULT_STAGE_ID)
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this.updateDifficulty(difficulty)
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}
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updateDifficulty(difficulty: string): void {
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this.items.forEach((label: Laya.Label, key: string) => {
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label.color = "#0e2a53"
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})
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const label = this.items.get(difficulty)
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label.color = "#1d5cdc"
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}
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}
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