import { UIList } from "../Script/Core/Ui/UIDef"; import { UILayerNames } from "../Script/Core/Ui/UILayers"; import { UIMgr } from "../Script/Core/Ui/UIMgr"; import { EConfigConst } from "../Script/game/cfg/ConfigDef"; import { BulletItem } from "../Script/game/cfg/bulletItem"; import { ConfigMgr } from "../Script/game/cfg/configMgr"; import { Utils } from "../Script/game/common/utils"; import { Barrage } from "../Script/game/nest/barrage"; const {ccclass, property} = cc._decorator; @ccclass export default class test 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.Node, displayName:""}) private $ui_node:cc.Node = null; /*===========================自动绑定组件结束===========================*/ /*===========================自动生成按钮事件开始==========================*/ /*===========================自动生成按钮事件结束==========================*/ protected async onLoad() { await this.testCfg(); UIMgr.inst.setup(this.$ui_node, UILayerNames.length, UILayerNames); UIMgr.inst.showUI(UIList.debug); let bulletItem = ConfigMgr.inst.getCfgClassById(EConfigConst.bullet, '4001', BulletItem); Barrage.inst.layer = this.$layer_node; Barrage.inst.createMonsterBullet({ worldPos: this.node.convertToWorldSpaceAR(cc.v2(0,0)), dirction: cc.v2(0,1), atk:1, }, bulletItem); } async testCfg(){ await ConfigMgr.inst.init(); } }