rp_10012/assets/Game/scripts/game/TotalWin.ts
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TypeScript

import { _decorator, Button, Component, Label, Node, Prefab, sp, Sprite, Tween, tween, UIOpacity, v3 } from 'cc';
import { NodePoolManager } from '../../../Loading/scripts/manager/NodePoolManager';
import { gold2cash } from '../../../Loading/scripts/comm';
import { AudioManager } from '../../../Loading/scripts/manager/AudioManager';
const { ccclass, property } = _decorator;
@ccclass('TotalWin')
export class TotalWin extends Component {
@property(Prefab)
totalWinUiPre: Prefab = null;
totalWinUINode: Node = null;
btnNode: Node = null;
totalWinSpine: sp.Skeleton | null = null;
NumNodeOpacityCom: UIOpacity | null = null;
scoreLabel: Label | null = null; // 分数节点
winScore: number = 0; // 最终赢分
btn: Button | null = null;
closeCallBack: (() => void) | null = null;
show(winScore: number, closeCallBack: (() => void) | null = null) {
this.totalWinUINode = NodePoolManager.instance.getNodeFromPoolStatic('totalWinUI', this.totalWinUiPre);
this.totalWinSpine = this.totalWinUINode.getChildByName('spine').getComponent(sp.Skeleton);
let numNode = this.totalWinSpine.node.getChildByName('NumNode');
this.NumNodeOpacityCom = numNode.getComponent(UIOpacity);
this.NumNodeOpacityCom.opacity = 255;
this.scoreLabel = numNode.getChildByName('Label').getComponent(Label);
Tween.stopAllByTarget(this.NumNodeOpacityCom.node);
this.btnNode = this.totalWinSpine.node.getChildByName('BtnNode');
this.btn = this.btnNode.getChildByName('btnCollect').getComponent(Button);
this.btn.node.on(Button.EventType.CLICK, this.onClose, this);
this.winScore = winScore;
this.scoreLabel.string = gold2cash(winScore);
this.btnNode.active = false;
this.node.addChild(this.totalWinUINode);
this.playAnimation();
AudioManager.instance.playSFX('Total_Settle_Sound');
this.closeCallBack = closeCallBack;
}
playAnimation() {
this.totalWinSpine.clearTracks();
this.totalWinSpine.setAnimation(0, 'in', false);
this.totalWinSpine.setCompleteListener(() => {
this.totalWinSpine.setAnimation(0, 'loop', true);
this.btnNode.active = true;
this.scheduleOnce(() => {
this.onClose();
}, 5)
})
}
// 加入回调
onClose() {
this.btn.node.off(Button.EventType.CLICK, this.onClose, this);
this.fadeOutScoreLabel(1.7, 0.6);
this.btnNode.active = false;
this.unscheduleAllCallbacks();
this.totalWinSpine.clearTracks();
this.totalWinSpine.setAnimation(0, 'out', true);
this.totalWinSpine.setCompleteListener(() => {
this.totalWinUINode.removeFromParent();
NodePoolManager.instance.putNodeToPool('totalWinUI', this.totalWinUINode);
this.closeCallBack && this.closeCallBack();
})
}
fadeOutScoreLabel(delay: number, duration: number) {
// 先停止可能正在进行的动画
Tween.stopAllByTarget(this.NumNodeOpacityCom.node);
// 确保标签是可见的
this.NumNodeOpacityCom.opacity = 255;
// 创建并执行渐隐动画
tween(this.NumNodeOpacityCom)
.delay(delay)
.to(duration, { opacity: 0 })
.start();
}
}