import { _decorator, Button, Component, director, game, instantiate, Node, Sprite, tween, Vec3 } from 'cc'; import ResMgr from './ResMgr'; import { AssetType, Clips } from './Enums'; import { AudioMgr } from './AudioMgr'; import { Tools } from './Tools'; import { Global } from './Global'; import { PoolMgr } from './PoolMagr'; import { LevelAction } from './LevelAction'; import { WxPlatform } from './ad/WxPlatform'; import { LayerAction } from './LayerAction'; import { ElementAction } from './ElementAction'; const { ccclass, property } = _decorator; @ccclass('HomeAction') export class HomeAction extends Component { @property({ type: Node }) logo: Node = null; @property(Sprite) load: Sprite = null; @property({ type: Node }) btns_layer: Node = null; private isload = true; load_num = 0; @property({ type: String }) ad_intersitial_id: string; @property({ type: String }) ad_video_id: string; onLoad() { console.log("zh:homeAction.ts onLoad"); game.frameRate = 60; } async start() { this.btns_layer.active = false; Global.ad_intersitial_id = this.ad_intersitial_id; Global.ad_video_id = this.ad_video_id; WxPlatform.ins.wechat_setting(); await this.loadRes(); } async loadRes() { director.preloadScene("main", () => { console.log(">>>main scene preload completed!!"); this.show_btns(); }); await ResMgr.ins.loadBundle(1, 0.1); await ResMgr.ins.loadRes(1, AssetType.Prefab, 0.6) await ResMgr.ins.loadRes(1, AssetType.Sound, 0.32) } start_game() { AudioMgr.ins.playSound(Clips.btn_1); director.loadScene("main"); } /** * 显示按钮 */ show_btns() { this.load_num++; if (this.load_num >= 2) { this.load.node.parent.parent.active = false; this.btns_layer.active = true; } } update(deltaTime: number) { if (!this.isload) return; this.load.fillRange = Global.LoadingRate; if (Global.LoadingRate >= 0.99) { this.isload = false; this.show_btns(); } } check_lvl_data() { console.log("测试数据安全性"); for (let lvl = 1; lvl <= 50; lvl++) { let level_prebab = PoolMgr.ins.getPrefab("lvl_" + lvl); if (!level_prebab) { console.log(lvl, "没有这个等级"); break; } let lvl_node = instantiate(level_prebab); let pin_total = lvl_node.getComponent(LevelAction).get_hole_num(); console.log(lvl, "关,钉子总数:", pin_total, "取模:", pin_total % 3); { lvl_node.children.forEach(layer_node => { // console.log("init_level this.node>>>>>:", this.node); let layer = layer_node.getComponent(LayerAction); if (!layer_node.active) { console.log("错误》〉", lvl, "关 ", layer_node.name, " layer 是隐藏的"); } if (!layer) { console.log("错误》〉", lvl, "关 ", layer_node.name, " layer action错误"); } layer_node.children.forEach(ele_node => { if (!ele_node.active) { console.log("错误》〉", lvl, "关 ", layer_node.name, " layer 节点>>", ele_node.name, " 是隐藏的"); } if (!ele_node.getComponent(ElementAction)) { console.log("错误》〉", lvl, "关 ", layer_node.name, " layer 节点>>", ele_node.name, " action错误"); } }) // console.log("获取钉子数量:",num,layer_node.active); }); } } } }