init
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import { _decorator, Node, Sprite } from 'cc';
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import { GButton } from '../../Main/Common/GButton';
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import Utils from '../../Main/Common/Utils';
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import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
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import li_BaseView from '../../Main/Common/li_BaseView';
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import GameManager from '../../Main/Manager/GameManager';
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import ResManager from '../../Main/Manager/ResManager';
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const { ccclass, property } = _decorator;
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//关卡提示界面
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@ccclass('Tips_UI')
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export class Tips_UI extends li_BaseView {
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private _nodeTab: any = {};
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private _data;
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//----重写父类接口---------------------------------------
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onLoadCT() {
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this.registerListenner();
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Utils.parseNode(this.node, this._nodeTab)
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}
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openUIDataCT(data: any): void {
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this._data = data
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}
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registerListenner() {
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// Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose)
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}
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start() {
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GButton.BandClick(this._nodeTab.mask, ()=>{
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this.onClose();
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}, this, 0, null, null, false);
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GButton.BandClick(this._nodeTab.btnClose, ()=>{
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this.onClose();
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}, this);
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let lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
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//名字
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Utils.setString(this._nodeTab.labName, lvCfg.name)
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//职业名
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Utils.setString(this._nodeTab.labJob, lvCfg.characterRole)
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//喜欢话题
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Utils.setString(this._nodeTab.labXihuan, lvCfg.characterFavoriteTopic)
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//讨厌话题
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Utils.setString(this._nodeTab.labTaoyan, lvCfg.characterHateTopic)
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//性格
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Utils.setString(this._nodeTab.labXingge, lvCfg.characterDisposition)
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//提示文本
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Utils.setString(this._nodeTab.labTips, lvCfg.tips)
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//半身像
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let halfPath = `halfPic/${lvCfg.characterHalfLengthPortrait}`
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let half = this._nodeTab.half.getComponent(Sprite)
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ResManager.I.changeBundleSpriteFrame(half, halfPath, "Raw")
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}
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update(deltaTime: number) {
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}
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}
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