var SDKManage = require('SDKManage'); var gameConfig = require('gameConfig'); const { uimanger } = require('../UIManger'); cc.Class({ extends: cc.Component, properties: { lb_name: { default: null, type: cc.Label, }, nd_weijiesuo: { default: null, type: cc.Node, }, sp_zhiye: { default: null, type: cc.Sprite, }, spine_hero: { default: null, type: sp.Skeleton, }, infoPage: { default: null, type: cc.Prefab, }, limitBar: { default: null, type: cc.ProgressBar, }, cegget: { default: null, type: cc.Label, }, }, initdata(v) { this._data = v; if (v != 0) { this.node.active = true; } else { this.node.active = false; return; } // var limit = v.ceg_uplimit var get = v.today_get_gold this.limitBar.progress =(limit-get)/limit this.cegget.string = `${limit-v.today_get_gold}/${v.ceg_uplimit}` this.hero_id = v.hero_id; var self = this; var cfg = gameConfig.playerConfig[v.hero_id]; var heroType = gameConfig.playerConfig[this.hero_id].herotype; let url = 'textures/heroType/ht_s_' + heroType; cc.loader.loadRes( url, cc.SpriteFrame, function (err, res) { if (!err && this.isValid) { this.sp_zhiye.spriteFrame = res; } }.bind(this) ); var skinres = cc.playerData.getheroSkinbyId(this.hero_id, 0); cc.loader.loadRes( 'spine/heropic/pic_hero' + skinres, sp.SkeletonData, function (err, sp) { this.spine_hero.skeletonData = sp; this.spine_hero._updateSkeletonData(); this.spine_hero.setAnimation(0, 'animation', true); }.bind(this) ); this.lb_name.string = cfg.name; this.hasget = cc.playerData.checkhasgethero(v); }, onclick() { uimanger.showUI(this.infoPage, this._data); }, });