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- 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);
- });
- }
- }
- }
- }
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