import { _decorator, Component, Node, loader, Prefab } from 'cc'; import { LoadingView } from '../../engines/loadingView/LoadingView'; import { GUIManager } from '../../engines/gui/GUIManager'; import { UIConst } from '../ui/UIConst'; import { GameModel } from '../models/GameModel'; import GameConfigManager from '../models/GameConfigManager'; const { ccclass, property } = _decorator; @ccclass('PrepareScene') export class PrepareScene extends Component { /* class member could be defined like this */ // dummy = ''; /* use `property` decorator if your want the member to be serializable */ // @property // serializableDummy = 0; start () { console.log("进入Prepare场景"); this.LoadAssets(); } private LoadAssets():void{ let urls:string[]=[]; //武器 let weaponConfig:any=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId); urls.push(weaponConfig.prefab); //加载 loader.loadResArray(urls,Prefab,this.LoadAssetsProgress.bind(this),this.LoadAssetsComplete.bind(this)); } private LoadAssetsProgress(index:number,total:number,item):void{ LoadingView.single.UpdateProgress(index/total); } private LoadAssetsComplete(error:Error,assets):void{ if(error){ console.error(error); } GUIManager.single.Show(UIConst.PREPARE_UI); } // update (deltaTime: number) { // // Your update function goes here. // } }