PreloadingScene.ts 3.3 KB

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  1. import { _decorator, Component, Node, game, find, loader, JsonAsset, Prefab, sys, AudioSourceComponent, AudioClip } from 'cc';
  2. import { LayerManager } from '../../engines/gui/LayerManager';
  3. import { UIConst } from '../ui/UIConst';
  4. import { LoadingView } from '../../engines/loadingView/LoadingView';
  5. import { SceneManager } from '../../engines/scenes/SceneManager';
  6. import { GameModel } from '../models/GameModel';
  7. import GameConfigManager from '../models/GameConfigManager';
  8. import { WeaponCell } from '../models/weapons/WeaponCell';
  9. import { NoticeManager } from '../../engines/notices/NoticeManager';
  10. import { LiangLiangSDK } from '../../libs/liangliangSDK';
  11. import { SubPackageLoader } from '../../engines/utils/SubPackageLoader';
  12. import { PlatformManager } from '../../Platform/PlatformManager';
  13. import { WeChatPlatform } from '../../Platform/WeChat/WeChatPlatform';
  14. import { NotPlatform } from '../../Platform/NotPlatform';
  15. const { ccclass, property } = _decorator;
  16. @ccclass('PreloadingScene')
  17. export class PreloadingScene extends Component {
  18. onLoad(){
  19. console.log("进入Preloading场景");
  20. }
  21. start () {
  22. let canvas:Node=find("Canvas");
  23. game.addPersistRootNode(canvas);
  24. if(window["wx"]){
  25. this.LoadSubPackage();
  26. PlatformManager.init(new WeChatPlatform())
  27. }else{
  28. this.LoadConfigs();
  29. PlatformManager.init(new NotPlatform())
  30. }
  31. PlatformManager.login(()=>{},()=>{});
  32. }
  33. private initAds():void{
  34. LiangLiangSDK.Init(()=>{
  35. this.AdsComplete();
  36. },()=>{
  37. this.AdsComplete();
  38. })
  39. }
  40. private AdsComplete():void{
  41. GameModel.single.gameName="QiangShenZhanJi";
  42. GameModel.single.userId=LiangLiangSDK.userID;
  43. this.LoadConfigs();
  44. }
  45. private LoadSubPackage():void{
  46. console.log("加载分包");
  47. LoadingView.single.UpdateLabel("加载分包");
  48. SubPackageLoader.load(["ui","barriers","gunFire","hands","monsters","scenes","textures","weapons"],(progress:number)=>{
  49. LoadingView.single.UpdateProgress(progress);
  50. },()=>{
  51. LoadingView.single.UpdateLabel("拉取平台数据");
  52. this.initAds();
  53. },(errMsg:string)=>{
  54. LoadingView.single.UpdateLabel(errMsg);
  55. })
  56. }
  57. LoadConfigs():void{
  58. LoadingView.single.UpdateLabel("加载配置");
  59. loader.loadResDir("configs",JsonAsset,this.onConfigLoadProgress.bind(this),this.onConfigLoadComplete.bind(this));
  60. }
  61. onConfigLoadProgress(index:number,total:number):void{
  62. LoadingView.single.UpdateProgress(index/total);
  63. }
  64. onConfigLoadComplete(error,asset):void{
  65. if(error!=null){
  66. LoadingView.single.UpdateLabel("加载配置出错!");
  67. return;
  68. }
  69. GameConfigManager.Init(asset);
  70. this.initLocalData();
  71. }
  72. private initLocalData():void{
  73. // //清除本地数据
  74. // GameModel.single.ClearLocalData();
  75. GameModel.single.ReadByLocal();
  76. SceneManager.single.Swicth("PrepareScene");
  77. }
  78. // //假进度条
  79. // private time:number=0;
  80. // update (deltaTime: number) {
  81. // this.time+=deltaTime;
  82. // this.time=this.time%2;
  83. // LoadingView.single.UpdateProgress(this.time/3);
  84. // }
  85. }