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- import { Vl2h6kBYov1uNSwzL7 } from "./koffTaS";
- import game_config_dyn from "./game_config_dyn";
- import game_core from "./game_core";
- const { ccclass, property } = cc._decorator;
- @ccclass
- export default class NewClass extends cc.Component {
- @property(cc.Prefab)
- public tileBlock: cc.Prefab = null;
- @property(cc.Label)
- wxOdV3NSqeDk2e2Prog: cc.Label = null;
- OBX6txtv: cc.Tween = null;
- OBX6txtv2: cc.Tween = null;
- onLoad() {
- // 加载游戏配置
- this.loadGameConfig();
- // 初始化游戏核心,并传入相关节点和预制体
- this.initGameCore();
- // 启动延迟后执行特定函数的动画序列
- this.startDelayedAnimation();
- }
- // 加载游戏配置的函数
- private loadGameConfig(): void {
- game_config_dyn.load(null);
- }
- // 初始化游戏核心的函数,传入当前节点和瓦片预制体
- private initGameCore(): void {
- game_core.init(this.node, this.tileBlock);
- }
- // 启动延迟后执行特定函数的动画序列的函数
- private startDelayedAnimation(): void {
- this.OBX6txtv2 = cc.tween(this.node)
- .delay(1)
- .call(() => {
- this.W1cIA6G();
- })
- .start();
- }
- W1cIA6G() {
- // 创建并启动一个进度更新的动画序列,并根据进度执行相关操作
- this.createAndStartProgressAnimation();
- }
- // 创建并启动一个进度更新的动画序列,并根据进度执行相关操作的函数
- private createAndStartProgressAnimation(): void {
- this.OBX6txtv = cc.tween({ progress: 0 })
- .to(2.85, { progress: 100 }, {
- progress: (start: number, end: number, current: number, ratio: number) => {
- // 如果当前节点有效,更新进度标签的文本显示
- if (cc.isValid(this.node)) {
- this.wxOdV3NSqeDk2e2Prog.string = (ratio * 100 | 0) + " %";
- }
- // 当进度接近完成时,加载指定场景
- if (ratio >= 0.9999999) {
- cc.director.loadScene(Vl2h6kBYov1uNSwzL7.u_53B7V);
- }
- },
- easing: "circInOut"
- })
- .start();
- }
- }
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