//********************* // create by 流云 // 插件自动生成的节点脚本 // 请勿修改(自动生成会覆盖) // 请通过子类继承使用 // 如何生成可直接调用的UI节点和组件? // 1.在场景节点树中选中要生成的UI根节点 // 2.点击菜单"tool"->“生成UI脚本” 或者使用快捷键(快捷键:Ctrl+Shift+C) // 3.点击后会在script/ui/目录中生成一个以选中节点命名的文件夹,文件夹中会生成两个脚本文件,“Auto_”开头的就是本文件,不可修改,另一个是“UI”+选中节点名称命名的脚本文件,可修改,是需要挂载到选中节点的脚本文件,给用户使用的写逻辑的脚本,只会生成一次 // 4.找到第3步描述的“UI”+选中节点名称命名的脚本文件,将其挂载到选中节点上(第一生成需要挂载,后续修改场景,重复生成的时候,该脚本不会再生成,不用担心会覆盖逻辑脚本) // 下面是类型示例 // 1.按钮,节点名以“btn_”或者“Btn_”开头或者节点添加了Button组件, 例:btn_Close,会生成btn_Close节点和click_btn_Close()方法 // 2.标签,节点名以“lb_”开头, 例:lb_title,会生成lb_title的Label组件 // 3.输入框,节点名以“eb_”开头, 例:eb_input,会生成eb_input的EditBox组件 // 4.滚动视图,节点名以“sv_”开头, 例:sv_list,会生成sv_list的ScrollView组件 // 5.图片,节点名以“img_”或者sp_“”开头, 例:img_Icon,会生成img_Icon的Sprite组件 // 6.普通节点,节点名以“ui_”或者“Ui_”或者“UI_”开头, 例:ui_Content,会生成ui_Content的Node节点 //********************* import { _decorator, Component, Node, find, Sprite, Label, Button, ScrollView, EditBox, RichText } from 'cc'; import { UIBase } from '../../../mx/module/ui/UIBase'; const { ccclass } = _decorator; @ccclass('Auto_BattleGame') export class Auto_BattleGame extends UIBase { ui_touchMask:Node; ui_mapParentNode:Node; ui_top:Node; ui_title:Node; btnPause:Node; btnBattleSpeed:Node; ui_money:Node; lb_money:Label; ui_wave:Node; lb_wave:Label; ui_nextWaveTime:Node; ui_otherskill1List:Node; ui_otherskill2List:Node; ui_otherBag:Node; ui_bottom:Node; ui_ready:Node; btnIllustrated:Node; ui_textList:Node; ui_delete:Node; btnRefresh:Node; lb_RefreshNeed:Label; btnCoin:Node; lb_coin:Label; lb_coinAdLimit:Label; lb_coinAdNum:Label; ui_selfskill1List:Node; btnGetMoneyAd:Node; btnAutoM:Node; ui_selfskill2List:Node; ui_illustrated:Node; btnItem:Node; ui_line:Node; ui_range:Node; ui_fly:Node; ui_skillHint:Node; rt_lab:RichText; ui_descLeft:Node; ui_descRight:Node; ui_otherDesc:Node; ui_guide:Node; onLoad(){ super.onLoad(); this.ui_touchMask = find("ui_touchMask",this.node); this.ui_mapParentNode = find("ui_mapParentNode",this.node); this.ui_top = find("ui_top",this.node); this.ui_title = find("ui_top/ui_title",this.node); this.btnPause = find("ui_top/btnPause",this.node); this.btnBattleSpeed = find("ui_top/btnBattleSpeed",this.node); this.ui_money = find("ui_top/ui_money",this.node); this.lb_money = find("ui_top/ui_money/lb_money",this.node)?.getComponent(Label); this.ui_wave = find("ui_top/ui_wave",this.node); this.lb_wave = find("ui_top/ui_wave/lb_wave",this.node)?.getComponent(Label); this.ui_nextWaveTime = find("ui_top/ui_wave/ui_nextWaveTime",this.node); this.ui_otherskill1List = find("ui_top/ui_otherskill1List",this.node); this.ui_otherskill2List = find("ui_top/ui_otherskill2List",this.node); this.ui_otherBag = find("ui_top/ui_otherBag",this.node); this.ui_bottom = find("ui_bottom",this.node); this.ui_ready = find("ui_bottom/ui_ready",this.node); this.btnIllustrated = find("ui_bottom/ui_ready/btnIllustrated",this.node); this.ui_textList = find("ui_bottom/ui_ready/ui_textList",this.node); this.ui_delete = find("ui_bottom/ui_ready/ui_delete",this.node); this.btnRefresh = find("ui_bottom/ui_ready/btnRefresh",this.node); this.lb_RefreshNeed = find("ui_bottom/ui_ready/btnRefresh/lay/lb_RefreshNeed",this.node)?.getComponent(Label); this.btnCoin = find("ui_bottom/ui_ready/btnCoin",this.node); this.lb_coin = find("ui_bottom/ui_ready/btnCoin/lb_coin",this.node)?.getComponent(Label); this.lb_coinAdLimit = find("ui_bottom/ui_ready/btnCoin/lb_coinAdLimit",this.node)?.getComponent(Label); this.lb_coinAdNum = find("ui_bottom/ui_ready/btnCoin/lb_coinAdNum",this.node)?.getComponent(Label); this.ui_selfskill1List = find("ui_bottom/ui_ready/ui_selfskill1List",this.node); this.btnGetMoneyAd = find("ui_bottom/ui_ready/btnGetMoneyAd",this.node); this.btnAutoM = find("ui_bottom/ui_ready/btnAutoM",this.node); this.ui_selfskill2List = find("ui_bottom/ui_ready/ui_selfskill2List",this.node); this.ui_illustrated = find("ui_bottom/ui_ready/ui_illustrated",this.node); this.btnItem = find("ui_bottom/ui_ready/btnItem",this.node); this.ui_line = find("ui_line",this.node); this.ui_range = find("ui_range",this.node); this.ui_fly = find("ui_fly",this.node); this.ui_skillHint = find("ui_skillHint",this.node); this.rt_lab = find("ui_skillHint/rt_lab",this.node)?.getComponent(RichText); this.ui_descLeft = find("ui_descLeft",this.node); this.ui_descRight = find("ui_descRight",this.node); this.ui_otherDesc = find("ui_otherDesc",this.node); this.ui_guide = find("ui_guide",this.node); } onEnable() { this.btnPause.on(Node.EventType.TOUCH_END, this.click_btnPause, this); this.btnBattleSpeed.on(Node.EventType.TOUCH_END, this.click_btnBattleSpeed, this); this.btnIllustrated.on(Node.EventType.TOUCH_END, this.click_btnIllustrated, this); this.btnRefresh.on(Node.EventType.TOUCH_END, this.click_btnRefresh, this); this.btnCoin.on(Node.EventType.TOUCH_END, this.click_btnCoin, this); this.btnGetMoneyAd.on(Node.EventType.TOUCH_END, this.click_btnGetMoneyAd, this); this.btnAutoM.on(Node.EventType.TOUCH_END, this.click_btnAutoM, this); this.btnItem.on(Node.EventType.TOUCH_END, this.click_btnItem, this); } onDisable() { this.btnPause.off(Node.EventType.TOUCH_END, this.click_btnPause, this); this.btnBattleSpeed.off(Node.EventType.TOUCH_END, this.click_btnBattleSpeed, this); this.btnIllustrated.off(Node.EventType.TOUCH_END, this.click_btnIllustrated, this); this.btnRefresh.off(Node.EventType.TOUCH_END, this.click_btnRefresh, this); this.btnCoin.off(Node.EventType.TOUCH_END, this.click_btnCoin, this); this.btnGetMoneyAd.off(Node.EventType.TOUCH_END, this.click_btnGetMoneyAd, this); this.btnAutoM.off(Node.EventType.TOUCH_END, this.click_btnAutoM, this); this.btnItem.off(Node.EventType.TOUCH_END, this.click_btnItem, this); } click_btnPause() {} click_btnBattleSpeed() {} click_btnIllustrated() {} click_btnRefresh() {} click_btnCoin() {} click_btnGetMoneyAd() {} click_btnAutoM() {} click_btnItem() {} }