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- import { _decorator, Component, Node, SkeletalAnimationComponent, AnimationComponent, loader, Prefab, CameraComponent, CCInteger, url } from 'cc';
- import { GUIManager } from '../../engines/gui/GUIManager';
- import { UIConst } from '../ui/UIConst';
- import { GameController } from '../ui/fightings/GameController';
- import { GameModel } from '../models/GameModel';
- import GameConfigManager from '../models/GameConfigManager';
- import { LoadingView } from '../../engines/loadingView/LoadingView';
- const { ccclass, property } = _decorator;
- @ccclass('FightingScene')
- export class FightingScene extends Component {
- /* class member could be defined like this */
- // dummy = '';
- /* use `property` decorator if your want the member to be serializable */
- // @property
- // serializableDummy = 0;
- @property(AnimationComponent)
- leftHand:AnimationComponent=null;
- @property(AnimationComponent)
- rightHand:AnimationComponent=null;
- @property(CameraComponent)
- camrea:CameraComponent=null;
- @property(Node)
- LeftEndPos:Node=null;
- @property(Node)
- MiddleEndPos:Node=null;
- @property(Node)
- RightEndPos:Node=null;
- /**
- * 资源引用
- */
- private assetsRef:Prefab[];
- onLoad(){
- console.log("进入Fighting场景");
- }
- private LoadAssets():void{
- let urls:string[]=[];
- //武器
- let weaponConfig:any=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId);
- urls.push(weaponConfig.prefab);
- //栅栏
- let fenceConfig:any=GameConfigManager.GetFenceConfig(GameModel.single.currentFenceId);
- urls.push(fenceConfig.prefab);
-
- //本关用到的怪物资源
- let levelConfig:any=GameConfigManager.GetLevelConfig(GameModel.single.currentLevel);
- let monsterConfig:any;
- levelConfig.monsters.forEach(element => {
- monsterConfig=GameConfigManager.GetMonsterConfig(element.monsterId);
- if(urls.indexOf(monsterConfig.prefab)<0){
- urls.push(monsterConfig.prefab);
- }
- });
- //枪口火焰
- urls.push("d3d/gunFire/GunFire");
-
- //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);
- }
- this.assetsRef=assets;
- GameController.single.Init(this.LeftEndPos,this.MiddleEndPos,this.RightEndPos,this.camrea,this.leftHand,this.rightHand);
- GUIManager.single.Show(UIConst.FIGHTING_UI);
- }
- start () {
- // GameController.single.Init(this.leftHand,this.rightHand);
-
- // // Your initialization goes here.
- // GUIManager.single.Show(UIConst.FIGHTING_UI);
- this.LoadAssets();
- }
- update (deltaTime: number) {
- GameController.single.Update(deltaTime);
- }
- }
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