import { UIManager } from "../models/UIManager"; import { StorageManager } from "../models/StorageManager"; import { Utility_ConvertSecondToString } from "../utils/utility"; import { EVENT_TYPES, EventManager } from "../models/EventManager"; import { DOStage } from "../models/DOStage"; const { regClass, property } = Laya; @regClass() export class GamePause extends Laya.Script { declare owner : Laya.Box; @property(Laya.Label) public label_time: Laya.Label @property(Laya.Label) public label_diffucuty: Laya.Label @property(Laya.Sprite) public btn_continue: Laya.Sprite @property(Laya.Sprite) public btn_restart: Laya.Sprite //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 onAwake(): void { } public onSetStageInfo(doStage: DOStage): void { this.label_time.text = Utility_ConvertSecondToString(doStage.get_duration()) this.label_diffucuty.text = doStage.get_difficulty() EventManager.getInstance().DispatchEvent(EVENT_TYPES.NOT_UPDATE_PAUSE, true) this.btn_continue.on(Laya.Event.CLICK, this, (evt: Laya.Event) => { EventManager.getInstance().DispatchEvent(EVENT_TYPES.NOT_UPDATE_PAUSE, false) this.owner.destroy() }) this.btn_restart.on(Laya.Event.CLICK, this, (evt: Laya.Event) => { var stageID = doStage.get_stageID() var type = doStage.get_stageType() var difficulty = doStage.get_difficulty() StorageManager.getInstance().newStage(stageID, type, difficulty, difficulty) UIManager.getInstance().loadStageUI(stageID); this.owner.destroy() }) } }