import { LQCollideSystem } from "./Collide/lq_collide_system/lq_collide_system"; import { UIList } from "./Core/Ui/UIDef"; import { UILayerNames, UILayers } from "./Core/Ui/UILayers"; import { UIMgr } from "./Core/Ui/UIMgr"; import bullet from "./game/bullet"; import { ConfigMgr } from "./game/cfg/configMgr"; import { Barrage } from "./game/nest/barrage"; import { LevelMgr } from "./levelMgr"; const {ccclass, property} = cc._decorator; @ccclass export default class Start extends cc.Component { /*===========================自动绑定组件开始===========================*/ /*自动生成*/ @property({type:cc.Node, displayName:""}) private $bulletLayer_node:cc.Node = null; /*自动生成*/ @property({type:cc.Node, displayName:""}) private $level_node:cc.Node = null; /*自动生成*/ @property({type:cc.Label, displayName:""}) private $levelTitle_lb:cc.Label = null; /*自动生成*/ @property({type:cc.Node, displayName:""}) private $ui_node:cc.Node = null; /*===========================自动绑定组件结束===========================*/ /*===========================自动生成按钮事件开始==========================*/ /*===========================自动生成按钮事件结束==========================*/ @property(cc.Prefab) bulletPrefab:cc.Prefab = null; static inst: Start; constructor(){ super(); } protected async onLoad(): Promise { Start.inst = this; // let node = new cc.Node() UIMgr.inst.setup(this.$ui_node, UILayerNames.length, UILayerNames); LQCollideSystem.is_enable = true; cc.director.getPhysicsManager().enabled = true; cc.director.getPhysicsManager().gravity = cc.v2(0, 0); await ConfigMgr.inst.init(); LevelMgr.inst.parent = this.$level_node; LevelMgr.inst.title = this.$levelTitle_lb LevelMgr.inst.begin(); // this.testUI(); Barrage.inst.parent = this.$bulletLayer_node; UIMgr.inst.showUI(UIList.debug); } private testUI() { UIMgr.inst.showUI(UIList.loading); UIMgr.inst.showUI(UIList.loading); setTimeout(() => { UIMgr.inst.hideUI(UIList.loading); }, 10000); } }