AssetsHelper.ts 5.0 KB

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  1. import { IBenzAsset } from "./IBenzAsset";
  2. import { Dictionary } from "../utils/Dictionary";
  3. import TagNameDefine from "../constant/TagNameDefine";
  4. import JsonManager from "../json/JsonManager";
  5. export class AssetsHelper {
  6. // public static readonly SCENE_BG = "res/bg/main"; //游戏背景
  7. //public static readonly DRGONBONES = "res/drgonBones/"; //骨骼动画
  8. public static readonly BUFF_DATA_JSON = 'json/buff';
  9. public static readonly ITEM_DATA_JSON = 'json/Item';
  10. public static readonly MODEL_DATA_JSON = 'json/Model';
  11. public static readonly NPC_DATA_JSON = 'json/npc';
  12. public static readonly SURVIVOR_DATA_JSON = 'json/survivor_reward';
  13. public static readonly AIRDROP_DATA_JSON = 'json/airdrop_reward';
  14. public static readonly SEARCHMARKET_DATA_JSON = 'json/searchMarket_reward';
  15. public static readonly SIGN_DATA_JSON = 'json/sign';
  16. public static readonly EFF_ZOMBIEHit = 'effect/hit01' //怪物受伤
  17. public static readonly EFF_FIRE = 'effect/fire1' //开火
  18. //public static readonly EFF_BLOODRETURN = 'effect/treatment'//加血
  19. public static readonly EFF_ZOMBIEDIE = 'effect/zombieDie'//怪物死亡
  20. public static readonly EFF_CLOSEATTACK = 'effect/closeAttack'//近战攻击
  21. public static readonly EFF_obtain = 'effect/obtain'//光效
  22. public static readonly PREFAB_DOG = 'prefab/map/dog_obj'//狗
  23. public static readonly PREFAB_ZOMBIE_BULLET = 'prefab/map/zomBiebullet'//boss子弹
  24. private static Language: string;
  25. private static _assetDic = new Dictionary<IBenzAsset[]>();
  26. public static init(): void {
  27. AssetsHelper.Language = cc.sys.language;
  28. // AssetsHelper._assetDic.set(TagNameDefine.MAIN_SCENE, [
  29. // {
  30. // fileName: AssetsHelper.COMMON_ATLAS,
  31. // type: cc.SpriteAtlas,
  32. // isAutoRelease: false
  33. // }
  34. // ]);
  35. let gameAssets: IBenzAsset[] = [
  36. {
  37. fileName: AssetsHelper.PREFAB_ZOMBIE_BULLET,
  38. type: cc.Prefab,
  39. isAutoRelease: false
  40. },
  41. {
  42. fileName: AssetsHelper.EFF_ZOMBIEHit,
  43. type: cc.Prefab,
  44. isAutoRelease: false
  45. },
  46. {
  47. fileName: AssetsHelper.EFF_FIRE,
  48. type: cc.Prefab,
  49. isAutoRelease: false
  50. },
  51. {
  52. fileName: AssetsHelper.EFF_ZOMBIEDIE,
  53. type: cc.Prefab,
  54. isAutoRelease: false
  55. },
  56. {
  57. fileName: AssetsHelper.EFF_CLOSEATTACK,
  58. type: cc.Prefab,
  59. isAutoRelease: false
  60. },
  61. {
  62. fileName: AssetsHelper.EFF_obtain,
  63. type: cc.Prefab,
  64. isAutoRelease: false
  65. },
  66. {
  67. fileName: AssetsHelper.PREFAB_DOG,
  68. type: cc.Prefab,
  69. isAutoRelease: false
  70. },
  71. // {
  72. // fileName: AssetsHelper.SKIN_ATLAS,
  73. // type: cc.SpriteAtlas,
  74. // isAutoRelease: false
  75. // },
  76. ];
  77. JsonManager.getInstance().concatJosnPathList(gameAssets);
  78. gameAssets.concat()
  79. AssetsHelper._assetDic.set(TagNameDefine.MAIN_SCENE, gameAssets);
  80. }
  81. public static initGame(): void {
  82. // if (AssetsHelper.IsLoadGameAnimation) {
  83. // return;
  84. // }
  85. // AssetsHelper.IsLoadGameAnimation = true;
  86. // AssetsHelper.BubbleExplodeAnimationClip = AnimationFactory.create(AssetsHelper.BUBBLES, "explode_{0}", 1, 5, 0.07, AssetsHelper.BUBBLE_EXPLODE_CLIP);
  87. // AssetsHelper.BubbleExplodeAnimationClip.wrapMode = cc.WrapMode.Normal;
  88. // AssetsHelper.BubbleFixedAnimationClip = AnimationFactory.create(AssetsHelper.BUBBLES, "bubble_fixed_{0}", 1, 5, 0.08, AssetsHelper.BUBBLE_FIXED_CLIP);
  89. // AssetsHelper.BubbleFixedAnimationClip.wrapMode = cc.WrapMode.Normal;
  90. // AssetsHelper.BubbleBlinkAnimationClip = AnimationFactory.create(AssetsHelper.BUBBLES, "bubble_blink_{0}", 1, 5, 0.05, AssetsHelper.BUBBLE_BLINK_CLIP);
  91. // AssetsHelper.BubbleBlinkAnimationClip.wrapMode = cc.WrapMode.Normal;
  92. // AssetsHelper.BubbleInkAnimationClip = AnimationFactory.create(AssetsHelper.BUBBLES, "ink_{0}", 1, 3, 0.2, AssetsHelper.BUBBLE_INK_CLIP, true);
  93. // AssetsHelper.BubbleInkAnimationClip.wrapMode = cc.WrapMode.Loop;
  94. // AssetsHelper.BubbleInkExplodeAnimationClip = AnimationFactory.create(AssetsHelper.BUBBLES, "ink_explode_{0}", 1, 5, 0.05, AssetsHelper.BUBBLE_INK_EXPLODE_CLIP);
  95. // AssetsHelper.BubbleInkExplodeAnimationClip.wrapMode = cc.WrapMode.Normal;
  96. }
  97. public static isChinese(): boolean {
  98. return (cc.sys.LANGUAGE_CHINESE == AssetsHelper.Language);
  99. }
  100. public static getSceneAssets(scene: string): IBenzAsset[] {
  101. if (!this._assetDic.containsKey(scene)) {
  102. return null;
  103. }
  104. return this._assetDic.get(scene);
  105. }
  106. }