cb/assets/Script/setUi.ts
2025-08-04 16:49:18 +08:00

195 lines
6.0 KiB
TypeScript

// Learn TypeScript:
// - https://docs.cocos.com/creator/manual/en/scripting/typescript.html
// Learn Attribute:
// - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html
// Learn life-cycle callbacks:
// - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html
import JiaZai from "./JiaZai";
import MapConroler from "./Map";
import SceneManager from "./SceneManager";
import { MiniGameSdk } from "./Sdk/MiniGameSdk";
const { ccclass, property } = cc._decorator;
@ccclass
export default class setUi extends cc.Component {
static _instance: any;
time: number = 0;
@property(cc.Node)
music: cc.Node = null;
@property(cc.Node)
effect: cc.Node = null;
@property(cc.Node)
vibrate: cc.Node = null;
@property(cc.Node)
exit: cc.Node = null;
musicState: boolean = true;
effectState: boolean = true;
vibrateState: boolean = true;
onLoad() {
this.musicState = cc.fx.GameConfig.GM_INFO.musicOpen;
this.effectState = cc.fx.GameConfig.GM_INFO.effectOpen;
this.vibrateState = cc.fx.GameConfig.GM_INFO.vibrateOpen;
if (this.musicState == true) {
this.music.children[0].active = true;
} else {
this.music.children[1].active = true;
}
if (this.effectState == true) {
this.effect.children[0].active = true;
} else {
this.effect.children[1].active = true;
}
if (this.vibrateState == true) {
this.vibrate.children[0].active = true;
} else {
this.vibrate.children[1].active = true;
}
}
start() {
}
clickMusic() {
if (this.musicState) {
this.musicState = false;
cc.fx.GameConfig.GM_INFO.musicOpen = this.musicState;
this.setMusicConfig();
this.music.children[0].active = false;
this.music.children[1].active = true;
//如果音乐关闭了,则停止音乐
cc.fx.AudioManager._instance.stopMusic();
}
else {
this.musicState = true;
cc.fx.GameConfig.GM_INFO.musicOpen = this.musicState;
this.setMusicConfig();
this.music.children[0].active = true;
this.music.children[1].active = false;
cc.fx.AudioManager._instance.playMusicGame();
}
}
setMusicConfig() {
let audioInfo = {
"musicOpen": cc.fx.GameConfig.GM_INFO.musicOpen, //音乐
"effectOpen": cc.fx.GameConfig.GM_INFO.effectOpen, //音效
"vibrateOpen": cc.fx.GameConfig.GM_INFO.vibrateOpen, //震动
}
cc.fx.StorageMessage.setStorage("music", audioInfo);
}
clickEffect() {
if (this.effectState) {
this.effectState = false;
cc.fx.GameConfig.GM_INFO.effectOpen = this.effectState;
this.setMusicConfig();
this.effect.children[0].active = false;
this.effect.children[1].active = true;
}
else {
this.effectState = true;
cc.fx.GameConfig.GM_INFO.effectOpen = this.effectState;
this.setMusicConfig();
this.effect.children[0].active = true;
this.effect.children[1].active = false;
}
}
clickVibrate() {
if (this.vibrateState) {
this.vibrateState = false;
cc.fx.GameConfig.GM_INFO.vibrateOpen = this.vibrateState;
this.setMusicConfig();
this.vibrate.children[0].active = false;
this.vibrate.children[1].active = true;
}
else {
this.vibrateState = true;
cc.fx.GameConfig.GM_INFO.vibrateOpen = this.vibrateState;
this.setMusicConfig();
this.vibrate.children[0].active = true;
this.vibrate.children[1].active = false;
}
}
syncToggleState() {
}
//退出游戏
clickExit() {
cc.fx.AudioManager._instance.playEffect("anniu_little", null);
if (MapConroler._instance.gameStart == true && MapConroler._instance.powerState == false) {
this.exit.active = true;
let pauseNode = this.exit;
pauseNode.scale = 0.3;
cc.tween(pauseNode)
.to(0.2, { scale: 1.05 }, { easing: 'backOut' })
.to(0.15, { scale: 1.0 }, { easing: 'sineOut' })
.start();
this.exit.getChildByName("Health").getChildByName("queding").active = false;
}
else {
MapConroler._instance.returnHome();
}
}
//重开游戏
clickRestart(event, customEventData) {
cc.fx.AudioManager._instance.playEffect("anniu_little", null);
if (MapConroler._instance.gameStart == true && MapConroler._instance.powerState == false && customEventData != "hp") {
this.exit.active = true;
this.exit.getChildByName("Health").getChildByName("queding").active = true;
}
else {
if (customEventData == "hp") {
if (cc.fx.GameConfig.GM_INFO.hp <= 0) {
MiniGameSdk.API.showToast("体力值不足");
return;
}
}
MapConroler._instance.againLevel();
}
}
//取消
cancelExit() {
this.exit.active = false;
// 获取场景中的 pause 组件
// const pauseTs = cc.find("Canvas");
// if (pauseTs) {
// const pause = pauseTs.getComponent(SceneManager);
// if (pause) {
// pause.closePause();
// } else {
// console.warn("pause 组件未找到");
// }
// } else {
// console.warn("pause 节点未找到");
// }
}
//关闭ui
closeUi() {
cc.fx.AudioManager._instance.playEffect("anniu_little", null);
cc.fx.AudioManager._instance.playEffect("anniu_little", null);
this.node.active = false;
}
// update (dt) {}
}