import { _decorator, Label, tween, UIOpacity } from 'cc'; import { BaseView } from '../../../framework/layer/BaseView'; import { StringUtil } from '../../../framework/util/StringUtil'; import List from '../../../framework/list/List'; import { Framework } from '../../../framework/Framework'; import { Equip } from '../../data/EquipData'; const { ccclass, property } = _decorator; @ccclass('HeroFate') export class HeroFate extends BaseView { @property({ type: Label, tooltip: "关闭提示" }) closeTips: Label = null; @property({ type: Label, tooltip: "标题" }) titieTx: Label = null; @property({ type: List, tooltip: "列表" }) itemList: List = null; private _fettersList = []; start() { } protected onLoad() { super.onLoad(); this.closeTips.string = StringUtil.getLanguageData('点击空白关闭'); this.titieTx.string = StringUtil.getLanguageData('装备选择'); this.closeTips.node.getComponent(UIOpacity).opacity = 0; // Framework.event.addEvent(GameEvent.EquipWearChange, () => { // Framework.layer.close(this); // }, this); } protected onDestroy() { } //UI开打时会调用,如果有初始化代码应该放到此函数 onOpen(data) { tween(this.closeTips.node.getComponent(UIOpacity)) .to(1, { opacity: 255 }) .to(1.2, { opacity: 10 }) .union() .repeatForever() .start() } //UI关闭时会调用,该函数在onDestroy前调用 onClose() { } //框架管理UI层级时会调用,可根据UI情况修改 onShow() { super.onShow(); } //框架管理UI层级时会调用,可根据UI情况修改 onHide() { super.onHide(); } //UI事件处理 private onTouchButton(event: Event) { //Framework.audio.playEffect(AudioID.Click); let target: any = event.target; if (target.name == 'mask') { Framework.layer.close(this); } } onEventList(item, idx) { // item.getComponent(HeroFateItem).refreshItem(this._equipsData[idx], this._curEquip); } }