import { _decorator, Component, Node } from 'cc'; import { GUIManager } from '../../../engines/gui/GUIManager'; import { GUIMediator } from '../../../engines/gui/GUIMediator'; import { SceneManager } from '../../../engines/scenes/SceneManager'; import { LiangLiangSDK } from '../../../libs/liangliangSDK'; import { PlatformManager } from '../../../Platform/PlatformManager'; import { UIConst } from '../UIConst'; const { ccclass, property } = _decorator; @ccclass('FullOutputMediator') export class FullOutputMediator extends GUIMediator { continueShowBanner:boolean = true; @property({ type:Node }) ContinueButton:Node=null; start () { // Your initialization goes here. this.ContinueButton.active = false; this.scheduleOnce(this.showContinueButton.bind(this), 3); } OnShow(data?:any):void{ PlatformManager.hideBanner(); this.data=data; } OnHide():void{ } showContinueButton():void{ this.ContinueButton.active = true; } /** * 返回主界面 */ BackToMain():void{ SceneManager.single.Swicth("PrepareScene"); this.HideSelf(); } ContinueGame():void{ if(LiangLiangSDK.CanWuChu() == true){ if(this.continueShowBanner == true){ this.__bannerWuChu(); }else{ // GUIManager.single.Show(UIConst.FIGHTING_UI); SceneManager.single.Swicth("PrepareScene"); this.HideSelf(); } }else{ // GUIManager.single.Show(UIConst.FIGHTING_UI); SceneManager.single.Swicth("PrepareScene"); this.HideSelf(); } } /** * 误触逻辑 */ private __bannerWuChu():void{ this.scheduleOnce(()=>{ PlatformManager.showBanner(); this.scheduleOnce(()=>{ PlatformManager.hideBanner(); this.continueShowBanner = false; }, 1) }, 1) } // update (deltaTime: number) { // // Your update function goes here. // } }