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- 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.
- // }
- }
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