import { respath } from "../constants/respath"; import { config } from "../constants/config"; import { UIManager } from "../models/UIManager"; import { StorageManager } from "../models/StorageManager"; import { LevelManager } from "../models/LevelManager"; import { Difficulty } from "./Difficulty"; const { regClass, property } = Laya; @regClass() export class GameOver extends Laya.Script { declare owner : Laya.Box; @property(Laya.Button) public btn_restart: Laya.Button @property(Laya.Button) public btn_new: Laya.Button //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 { this.btn_restart.on(Laya.Event.CLICK, this, (evt: Laya.Event) => { var doStage = StorageManager.getInstance().loadStage(config.DEFAULT_STAGE_ID) var difficulty = doStage.get_difficulty() StorageManager.getInstance().cleanStage(config.DEFAULT_STAGE_ID) var user = StorageManager.getInstance().getUser() user.set_isCompletedMain(false) StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, difficulty, difficulty, user.get_progress(difficulty)) UIManager.getInstance().loadStageUI(config.DEFAULT_STAGE_ID); this.owner.destroy() }) this.btn_new.on(Laya.Event.CLICK, this, (evt: Laya.Event) => { Laya.loader.load(respath.difficulty_ui_res).then((go)=>{ var prefab = go.create() var d = UIManager.getInstance().getUIRoot().addChild(prefab).getComponent(Difficulty) d.onInit((value: string)=> { console.log("选择难度", value) StorageManager.getInstance().cleanStage(config.DEFAULT_STAGE_ID) var user = StorageManager.getInstance().getUser() user.set_isCompletedMain(false) var index = user.get_progress(value) var levelStr = LevelManager.getInstance().getLevelStr(value, index) if (!levelStr || levelStr.length <= 0) {//说明当前难度已经打通了,所以给他从头开始 user.update_progress(value, 0) } StorageManager.getInstance().newStage(config.DEFAULT_STAGE_ID, config.STAGE_TYPE.MAIN, value, value, user.get_progress(value)) UIManager.getInstance().loadStageUI(config.DEFAULT_STAGE_ID); this.owner.destroy() }) }) }) } }