import { _decorator, Component, Node, Tween, tween, UITransform, Vec3 } from 'cc'; import { ui_base } from './ui_base'; import { pointer_ding_wei_data } from '../../../data/data'; import { tools } from '../../tools'; import { gameManager } from '../gameManager'; const { ccclass, property } = _decorator; @ccclass('ui_pointer_ding_wei') export class ui_pointer_ding_wei extends ui_base { @property(Node) pointer_bar:Node = null; @property(Node) pointer_bar_point:Node = null; @property(Node) img_text:Node = null; @property(Node) img_eye_1:Node = null; @property(Node) img_eye_2:Node = null; @property(Node) btn_pointer_ding_wei_sure:Node = null; private mPointDingWeiData:pointer_ding_wei_data = null; private duration:number = 1; private moveDirIsRight:boolean = true; private rightLength:number = 200; protected init(): void { this.mPointDingWeiData = this.mTopData._pointer_ding_wei_data; if(this.mPointDingWeiData===null){ return tools.showToast("指针定位配置错误~") } this.rightLength = this.mPointDingWeiData.rightLength; this.initPointerDingWei() } initPointerDingWei(){ this.loadBg(this.mPointDingWeiData.bg) gameManager.initUiBaseAtt(this.pointer_bar,this.mPointDingWeiData.pointer_bar) gameManager.initUiBaseAtt(this.pointer_bar_point,this.mPointDingWeiData.pointer_bar_point) gameManager.initUiBaseAtt(this.img_text,this.mPointDingWeiData.img_text) gameManager.initUiBaseAtt(this.img_eye_1,this.mPointDingWeiData.img_eye_1) gameManager.initUiBaseAtt(this.img_eye_2,this.mPointDingWeiData.img_eye_2) gameManager.initUiBaseAtt(this.btn_pointer_ding_wei_sure,this.mPointDingWeiData.btn_pointer_ding_wei_sure) this.btn_pointer_ding_wei_sure.on(Node.EventType.TOUCH_START,this.stopRunPoint.bind(this)) this.startRunPoint() } stopRunPoint(){ Tween.stopAllByTarget(this.pointer_bar_point) let r= this.rightLength*0.5; if(this.pointer_bar_point.position.x>(-r)&&this.pointer_bar_point.position.x{ this.moveDirIsRight=!this.moveDirIsRight; this.startRunPoint() }).start() }else{ tween(this.pointer_bar_point).to(duration,{position:new Vec3(-len,0,0)}).call(()=>{ this.moveDirIsRight=!this.moveDirIsRight; this.startRunPoint() }).start() } } }