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@@ -44,9 +44,9 @@ export class UIWin extends UIBase {
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private tw: Tween<Node> = null
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protected onLoad(): void {
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- this.pointer = this.findNode('Pointer')
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- this.lbCoin = this.findComp('LbCoin', Label)
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- this.coinItem = this.findComp('CoinItem', CoinItem)
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+ // this.pointer = this.findNode('Pointer')
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+ // this.lbCoin = this.findComp('LbCoin', Label)
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+ // this.coinItem = this.findComp('CoinItem', CoinItem)
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}
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public onOpen(data?: unknown): void {
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@@ -55,18 +55,18 @@ export class UIWin extends UIBase {
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GameMgr.passGame()
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- this.coinItem.init(CoinMgr.CurCoin)
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+ // this.coinItem.init(CoinMgr.CurCoin)
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GameMgr.Pause = true
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const duration: number = 0.75
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- this.tw = tween(this.pointer).sequence(
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- tween(this.pointer).to(duration, { position: v3(120, -25) }),
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- tween(this.pointer).to(duration, { position: v3(-120, -25) })
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- ).repeatForever().start()
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+ // this.tw = tween(this.pointer).sequence(
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+ // tween(this.pointer).to(duration, { position: v3(120, -25) }),
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+ // tween(this.pointer).to(duration, { position: v3(-120, -25) })
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+ // ).repeatForever().start()
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- this.Coin = Global.Normal_Level_Coin_Default_Cnt + (GameMgr.CurLevel - 1) * Global.Normal_Level_Coin_Add_Cnt
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- CoinMgr.CurCoin += this.coin
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+ // this.Coin = Global.Normal_Level_Coin_Default_Cnt + (GameMgr.CurLevel - 1) * Global.Normal_Level_Coin_Add_Cnt
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+ // CoinMgr.CurCoin += this.coin
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}
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@@ -82,13 +82,13 @@ export class UIWin extends UIBase {
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this.multi = this.multiArr[idx]
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const posRange: Vec2 = this.posArr[idx]
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const posX: number = math.randomRangeInt(posRange.x, posRange.y)
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- this.pointer.setPosition(posX, this.pointer.position.y)
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+ // this.pointer.setPosition(posX, this.pointer.position.y)
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const extraCoin: number = (this.multi - 1) * this.coin
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this.Coin = this.multi * this.coin
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CoinMgr.CurCoin += extraCoin
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- this.coinItem.updateCoin(CoinMgr.CurCoin)
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+ // this.coinItem.updateCoin(CoinMgr.CurCoin)
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InputBlock.Active = true
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await TimeMgr.delay(2)
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@@ -102,7 +102,7 @@ export class UIWin extends UIBase {
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}
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protected async onBtnNextClick() {
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- this.coinItem.updateCoin(CoinMgr.CurCoin)
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+ // this.coinItem.updateCoin(CoinMgr.CurCoin)
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InputBlock.Active = true
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await TimeMgr.delay(2)
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