const { ccclass, property } = cc._decorator; @ccclass /** * 提示管理类 * @author 邹勇 */ export default class TipSystem extends cc.Component { @property({ type: cc.Integer, displayName: "飘动时间" }) tween_time: number = 3; @property({ type: cc.Integer, displayName: "开始坐标x" }) src_x: number = 0; @property({ type: cc.Integer, displayName: "开始坐标y" }) src_y: number = 0; @property({ type: cc.Integer, displayName: "目标坐标x" }) tar_x: number = 0; @property({ type: cc.Integer, displayName: "目标坐标y" }) tar_y: number = 100; @property({ type: cc.Integer, displayName: "背景透明度" }) bg_opacity: number = 40; @property({ displayName: "背景颜色" }) bg_color = new cc.Color(200, 200, 200); @property({ displayName: "文本颜色" }) tip_color = new cc.Color(255, 255, 255); @property({ type: cc.Integer, displayName: "文本字体" }) tip_size: number = 40; private labels: cc.Label[]; onLoad() { mk.tip = this; this.labels = []; } start() { } public async pop(str: string) { let node = await mk.pool.getPrefab("game/prefab/tips"); let node_bg = node.getChildByName("bg"); let node_lbl = node.getChildByName("lbl"); let bg = node_bg.getComponent(cc.Sprite); let lbl = node_lbl.getComponent(cc.Label); node_bg.opacity = this.bg_opacity; // node_bg.color = } } export enum TipType { label = 1, }