init
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import { _decorator, Node, Sprite, tween, UIOpacity, UITransform, Vec3, view } 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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import GameRootUI from '../../Main/Common/GameRootUI';
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import { ViewManager } from '../../Main/Manager/ViewManager';
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import { I_LevelStepData } from '../../Main/Config/CommonConfig';
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import AudioManager from '../../Main/Manager/AudioManager';
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import { SDKManager } from '../../Main/Channel/SDKManager';
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import SubManager from '../SubManager';
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const { ccclass, property } = _decorator;
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//结算界面
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@ccclass('Finish_UI')
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export class Finish_UI extends li_BaseView {
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private _nodeTab: any = {};
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private _data: I_LevelStepData = null;
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private picDefScale:Vec3; //图片默认缩放
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private isPicFull:boolean = false; //图片是否全屏
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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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this.picDefScale = (this._nodeTab.cgPic as Node).scale.clone();
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GameRootUI.DisableOper(1)
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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.onBackClick();
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}, this, 0, null, null, false);
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GButton.BandClick(this._nodeTab.cgPic, ()=>{
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this.changePicScale();
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}, this, 0, null, null, false);
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GButton.BandClick(this._nodeTab.btnClose, ()=>{
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this.onBackClick();
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}, this);
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GButton.BandClick(this._nodeTab.btnBack, ()=>{
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this.onBackClick();
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}, this);
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GButton.BandClick(this._nodeTab.btnShare, ()=>{
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SDKManager.show_reward_share(this.node.uuid, 1)
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}, this);
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this._nodeTab.btnShare.active = true
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SDKManager.register_share_reward(this.node.uuid, (tag:number)=>{
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console.log("结算界面分享回调", tag)
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if (tag == 1) {
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SubManager.ShowPrompt("分享成功")
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this._nodeTab.btnShare.active = false
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}
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})
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let lvCfg = GameManager.getLevelCfg(GameManager.CurLevelId)
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//星级
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for (let i = 1; i <= 3; i++) {
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let starSpt = this._nodeTab["star" + i].getComponent(Sprite)
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let starPath = ""
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let showAct = false
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if(this._data.end_star == 3) {
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starPath = "lv_23"
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showAct = true
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} else if (this._data.end_star < i) {
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starPath = "lv_21"
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} else {
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starPath = "lv_22"
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showAct = true
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}
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ResManager.I.changeBundleSpriteFrame(starSpt, starPath, "Zhujiemian")
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//动作
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let starNode = this._nodeTab["starNode"+i]
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if (showAct) {
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this.doStarAction1(starNode, (i-1)*0.2)
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} else {
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this.doStarAction2(starNode, (i-1)*0.2)
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}
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}
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//成功失败
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let iswin = this._data.status == 0
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let endPath = iswin ? "lv_19" : "lv_20"
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let winSpt = this._nodeTab.winSpt.getComponent(Sprite)
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ResManager.I.changeBundleSpriteFrame(winSpt, endPath, "Zhujiemian")
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if (iswin) {
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AudioManager.I.PlayEffect(10003); //胜利音效
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} else {
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AudioManager.I.PlayEffect(10001); //失败音效
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}
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//结算显示
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let picPath = "" //表情图
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let talkStr = "" //对话
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if (this._data.end_star == 3) {
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picPath = `cg3/${lvCfg.threeStarCG}`
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talkStr = lvCfg.threeStarSummary
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} else if (this._data.end_star == 2) {
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picPath = `cg2/${lvCfg.twoStarCG}`
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talkStr = lvCfg.twoStarSummary
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} else if (this._data.end_star == 1) {
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picPath = `cg1/${lvCfg.oneStarCG}`
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talkStr = lvCfg.oneStarSummary
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} else {
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picPath = `cg0/${lvCfg.failureCG}`
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talkStr = lvCfg.failureSummary
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}
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let cgPic = this._nodeTab.cgPic.getComponent(Sprite)
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ResManager.I.changeBundleSpriteFrame(cgPic, picPath, "Raw")
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Utils.setString(this._nodeTab.labTalk, talkStr)
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}
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update(deltaTime: number) {
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}
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//点击返回
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onBackClick() {
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ViewManager.I.closeAllView();
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Utils.sendInnerMsg(InnerMsgCode.UI_Talk_Back, {})
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}
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/**肖像放大缩小 */
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changePicScale() {
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let ttime = 0.3;
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GameRootUI.DisableOper(ttime+0.1)
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if (this.isPicFull) {
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this.isPicFull = false;
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tween((this._nodeTab.cgPic as Node))
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.to(ttime, { scale: this.picDefScale }, { easing: 'quadOut' })
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.start();
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let hideNodeOpa:UIOpacity = this._nodeTab.hideNode.getComponent(UIOpacity)
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tween(hideNodeOpa)
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.delay(ttime*0.7)
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.to(ttime*0.3, { opacity: 255 }, { easing: 'quadOut' })
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.start();
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} else {
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this.isPicFull = true;
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let s = 1
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let windowSize = view.getVisibleSize(); // 获取窗口大小
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let picTf:UITransform = this._nodeTab.cgPic.getComponent(UITransform);
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if (picTf.height < windowSize.height) {
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s = windowSize.height / picTf.height;
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}
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let centerScale = this._nodeTab.center.scale;
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if (centerScale.y < 1) {
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s = s / centerScale.y; //根节点有做适配,这里还原适配做的缩放
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}
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tween((this._nodeTab.cgPic as Node))
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.to(ttime, { scale: new Vec3(s, s, s) }, { easing: 'quadOut' })
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.start();
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let hideNodeOpa:UIOpacity = this._nodeTab.hideNode.getComponent(UIOpacity)
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tween(hideNodeOpa)
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.to(ttime*0.3, { opacity: 0 }, { easing: 'quadOut' })
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.start();
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}
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}
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/**星星动作 */
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private doStarAction1(node:Node, tdelay:number) {
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let ttime = 0.5;
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//透明效果
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let opa = node.getComponent(UIOpacity)
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if (!opa) {
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opa = node.addComponent(UIOpacity)
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}
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opa.opacity = 0
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tween(opa)
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.delay(tdelay)
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.to(ttime, { opacity: 255 }, { easing: 'quadIn' })
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.start();
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//缩放效果
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node.setScale(new Vec3(3, 3, 3))
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tween(node)
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.delay(tdelay)
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.to(ttime, { scale: new Vec3(1, 1, 1) }, { easing: 'quadIn' })
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.start();
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//旋转效果
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tween(node)
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.delay(tdelay)
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// .to(ttime, { angle: 720 }, { easing: 'quadOut' })
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.to(ttime, { eulerAngles: new Vec3(0, 0, 360) }, { easing: 'quadIn' })
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.start();
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}
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private doStarAction2(node:Node, tdelay:number) {
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let ttime = 0.5;
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//透明效果
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let opa = node.getComponent(UIOpacity)
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if (!opa) {
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opa = node.addComponent(UIOpacity)
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}
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opa.opacity = 0
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tween(opa)
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.delay(tdelay)
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.to(ttime, { opacity: 255 }, { easing: 'quadIn' })
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.start();
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//缩放效果
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tween(node)
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.delay(tdelay)
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.to(ttime*0.5, { scale: new Vec3(1.3, 1.3, 1.3) }, { easing: 'quadIn' })
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.to(ttime*0.5, { scale: new Vec3(1, 1, 1) }, { easing: 'quadOut' })
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.start();
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}
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}
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