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"); } 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); }); } } } }