import DataMgr from "../../data/DataMgr"; import { EAdType } from "../../data/Define"; import ui_skillItem from "../../fgui/res/game/ui_skillItem"; import { xGame } from "../../xGame"; import UIAddProp from "../UIAddProp"; import { UIGame } from "../UIGame"; import UIGameEnd from "../UIGameEnd"; import UIMain from "../UIMain"; import UIMatching from "../UIMatching"; import UISkill from "../UISkill"; import GlobalManager from "../../utils/GlobalManager"; import JSBridgeUtils from "../../utils/JSBridgeUtils"; export default class SkillDisplay { public ui: ui_skillItem; // public starX: number = 0; public starY: number = 0; public data: skillData; public index: number = 0; constructor(ui: ui_skillItem, data: skillData, uiIndex) { this.ui = ui; this.data = data; this.index = uiIndex; this.initSelf(); console.log('zh:SkillDisplay constructor this.skillData=', data) } initSelf() { this.ui.normalBtn.onClick(this, this.clickAddLevel); this.ui.nameTxt.text = this.data.name; this.ui.describeTxt.text = this.data.describe; this.ui.skillImg.url = xGame.common.getGameIconUrl(this.data.icon); // this.ui.startBtn.onClick(this, this.startGame); // this.updateSelf(); // this.checkFinger(); } // checkFinger() { // let showFinger = DataMgr.getShowFinger(); // if (showFinger) { // this.ui.fingerNode.visible = false; // } // else { // this.ui.fingerNode.visible = true; // } // } updateSelf() { this.checkTry(); let level = DataMgr.getBigSkillByIndex(this.index); //若满级就不能再提示等级了 this.ui.c1.selectedIndex = level >= xGame.common.maxSkillLevel ? 1 : 0; } checkTry() { let index = this.index; let level = DataMgr.getBigSkillByIndex(index); if (level == null) { DataMgr.setBigSkill(index, 1, false); level = 1; } this.ui.levelTxt.text = "LV." + level; // if (this.index == DataMgr.gameData.trySkill && Laya.timer.currTimer < DataMgr.gameData.tryTime) this.ui.tryNode.visible = true; else this.ui.tryNode.visible = false; } clickAddLevel() { xGame.soundMgr.playSound(xGame.common.btnClickStr); Moyu.sendDataEvent("UpSkill", { id: this.data.index }); console.log('zh:qjff_AD_for_skilldisplay_clickAddLevel') // GlobalManager.instance.registerMethod('xxxxx',this.xxxxx); // JSBridgeUtils.instance.showRewardAd('xxxxx'); //需要传递参数 //Laya.LocalStorage.setItem('temp_qjff_AD_for_uiGameEnd_level', level+''); // if (JSBridgeUtils.instance.showRewardAd('qjff_AD_for_skilldisplay_clickAddLevel')) { // } else { // console.log('zh:AD 失败,直接发放奖励') // this.qjff_AD_for_skilldisplay_clickAddLevel(); // } if (JSBridgeUtils.instance.showInternAd('qjff_AD_for_skilldisplay_clickAddLevel')) { this.qjff_AD_for_skilldisplay_clickAddLevel(); } else { console.log('zh:AD 失败,直接发放奖励') this.qjff_AD_for_skilldisplay_clickAddLevel(); } // //看视频升级 // Moyu.showVideoAd(() => { // DataMgr.setBigSkill(this.data.index, 1); // this.updateSelf(); // xGame.common.upSkillLevel = true; // }, EAdType.upSkill) } public qjff_AD_for_skilldisplay_clickAddLevel() { DataMgr.setBigSkill(this.data.index, 1); this.updateSelf(); xGame.common.upSkillLevel = true; } startGame() { //如果是关公刀法就提示返回 if (this.data.index == 3) { alert('Coming soon!') return; } xGame.soundMgr.playSound(xGame.common.btnClickStr); let needCoin = xGame.common.bigMoveNeedCoin; xGame.common.passAwardCoin = 2000; let guide = DataMgr.getSkillGuide(); console.log('zh:startGame guide=' + guide) xGame.common.temSelfLevel = 0; if (guide == 0) { needCoin = 0; xGame.common.temSelfLevel = 100; } if (DataMgr.coinEnough(needCoin)) { DataMgr.setCoin(-needCoin); xGame.common.curPlayerSkillType = this.index; if (guide == 0) xGame.common.curPlayerSkillType = 0; //开始大招模式游戏 xGame.uiMgr.Show(UIGame); xGame.uiMgr.Hide(UIMain); xGame.uiMgr.Show(UIMatching, () => { xGame.common.gameUI.ui.alpha = 1; xGame.common.gameUI.startGame(); xGame.uiMgr.Hide(UISkill); }); } else { xGame.uiMgr.Show(UIAddProp, 0); Moyu.sendDataEvent("AddCoinVideo"); } } } interface skillData { name: string; icon: string; describe: string; index: number; }