import { LQCollideSystem } from "../../../lq_collide_system/lq_collide_system"; import { UIList } from "../../Core/Ui/UIDef"; import { UIMgr } from "../../Core/Ui/UIMgr"; import { LevelMgr } from "../../levelMgr"; import { ConfigMgr } from "../cfg/configMgr"; import { Utils } from "../common/utils"; import { Barrage } from "./barrage"; import { EffectMgr } from "./effectMgr"; const {ccclass, property, executeInEditMode, playOnFocus} = cc._decorator; enum EGameLayer { bullet, level, effect, num, } let EGameLayerNames = []; for (let index = 0; index < EGameLayer.num; index++) { const element = EGameLayer[index]; EGameLayerNames.push(element); } @ccclass export class MainGame extends cc.Component{ /*===========================自动绑定组件开始===========================*/ /*自动生成*/ @property({type:cc.Node, displayName:""}) private $layer_node:cc.Node = null; /*自动生成*/ @property({type:cc.Label, displayName:""}) private $levelTitle_lb:cc.Label = null; /*===========================自动绑定组件结束===========================*/ /*===========================自动生成按钮事件开始==========================*/ /*===========================自动生成按钮事件结束==========================*/ layerMap: Map = new Map(); protected async onLoad() { this.setup(); LQCollideSystem.is_enable = true; // cc.director.getPhysicsManager().enabled = true; // cc.director.getPhysicsManager().gravity = cc.v2(0, 0); await ConfigMgr.inst.init(); LevelMgr.inst.layer = this.getLayer(EGameLayer.level); LevelMgr.inst.title = this.$levelTitle_lb LevelMgr.inst.begin(); Barrage.inst.layer = this.getLayer(EGameLayer.bullet); EffectMgr.inst.layer = this.getLayer(EGameLayer.effect); UIMgr.inst.showUI(UIList.debug); } private setup() { for (let index = 0; index < EGameLayerNames.length; index++) { const element = EGameLayerNames[index]; let node = new cc.Node(element); Utils.addFullWidget(node); this.$layer_node.addChild(node); this.layerMap.set(index, node); } } getLayer(e: EGameLayer){ return this.layerMap.get(e); } }