import { RichData } from "../datas/RichData"; import { WealthData } from "../datas/WealthData"; import Main from "../Main"; import GameM, { AUDIO_TYPE } from "../manager/GameM"; import UiM, { PANEL_NAME } from "../manager/UiM"; import UIMng, { PanelType } from "../uiFrames/UIMng"; import EffectNode from "./EffectNode"; const { ccclass, property } = cc._decorator; @ccclass export default class CoinTip extends cc.Component { @property(cc.Node) richBtn: cc.Node = null; onLoad(){ this.richBtn.active = RichData.Ins.richCfg.richmanopen == 1; } Click_TurntableBtn() { GameM.audioM.playEffect(AUDIO_TYPE.button); if (GameM.commonData.maxCarLevel < GameM.commonData.turntableOpenLevel) { EffectNode.instance.PlayTip(`首次合成${GameM.commonData.turntableOpenLevel}级武将解锁`) return } UiM.Instance.offPanel(PANEL_NAME.CoinTipNode); UiM.Instance.onPanel(PANEL_NAME.TurnTableNode) } Click_RichBtn() { UiM.Instance.offPanel(PANEL_NAME.CoinTipNode); UIMng.Ins.AsyncGetPanel(PanelType.RichPanel, (panel) => { panel.OnEnter(); }); //UIMng.Ins.GetPanel(PanelType.RichPanel).OnEnter(); } Click_InvestBtn() { GameM.audioM.playEffect(AUDIO_TYPE.button); if (GameM.commonData.maxCarLevel < GameM.commonData.investOpenLevel) { EffectNode.instance.PlayTip(`首次合成${GameM.commonData.investOpenLevel}级武将解锁`) return } UiM.Instance.offPanel(PANEL_NAME.CoinTipNode); UiM.Instance.onPanel(PANEL_NAME.InvestNode) } Click_WealthBtn() { GameM.audioM.playEffect(AUDIO_TYPE.button) if (UiM.Instance.hallNode.getComponent(Main).wealthBtn.active) { if (GameM.commonData.maxCarLevel < GameM.commonData.unlockWealthLevel) { EffectNode.instance.PlayTip(`首次合成${GameM.commonData.unlockWealthLevel}级武将解锁`) return } UiM.Instance.offPanel(PANEL_NAME.CoinTipNode); WealthData.Ins.Click_MainWealthBtn(); } else { EffectNode.instance.PlayTip(`财神降临已触发`) } } Click_CloseBtn() { UiM.Instance.offPanel(PANEL_NAME.CoinTipNode); } }