//#region 文件引入 import { _decorator, Button, Component, Label, Node, sp, Sprite,Animation, RichText, SpriteFrame } from "cc"; import BaseUIForm from "../../Mgr_UI/BaseUIForm"; import UIParse from "../../Mgr_UI/UIParse"; import GDUtils from "../../ExCUtils/GDUtils"; import { GameTotalType, PropType } from "../../const/GameEnum"; import { Global } from "../../Global"; //#endregion 文件引入 const {ccclass, property,menu} = _decorator; @ccclass("rewardItem_Proxy") export default class rewardItem_Proxy extends UIParse{ //#region 节点自动生成 @property(Sprite) spr_bg: Sprite = null; @property(Sprite) spr_pbg: Sprite = null; @property(Sprite) spr_icon: Sprite = null; @property(Label) lab_num: Label = null; //#endregion 节点自动生成 @property({type:[SpriteFrame]}) protected mBgs: SpriteFrame[] = []; @property({type:[SpriteFrame]}) protected mPBgs: SpriteFrame[] = []; onButtonClick(button:Button){ /**点击事件触发*/ switch (button) { default: ConsoleEx.Log(button); break; } } setInfo(type:number, num:number){ const config = Global.CsvMgr.base_res_csv[type]; CNodeUtils.SwitchTexture(GDUtils.getUrl2(GameTotalType.TOKEN, type), this.spr_icon, GDUtils.getUBundle(GameTotalType.TOKEN)); CNodeUtils.switchText(this.lab_num, num); this.spr_bg.spriteFrame = this.mBgs[config.quality - 1]; this.spr_pbg.spriteFrame = this.mPBgs[config.quality - 1]; } }