import type { DOStage } from "../models/DOStage" import { EVENT_TYPES, EventManager } from "../models/EventManager" import { StorageManager } from "../models/StorageManager" import { UIManager } from "../models/UIManager" import { Utility_ConvertSecondToString } from "../utils/utility" 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) => { const stageID = doStage.get_stageID() const type = doStage.get_stageType() const difficulty = doStage.get_difficulty() StorageManager.getInstance().newStage(stageID, type, difficulty, difficulty) UIManager.getInstance().loadStageUI(stageID) this.owner.destroy() }) } }