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//#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 FrameLayout from "../../CComEx/FrameLayout";
import SceneDataMgr from "../../Mgr_LocalData/SceneDataMgr";
//#endregion 文件引入
const {ccclass, property,menu} = _decorator;
@ccclass("VictoryUI_Proxy")
export default class VictoryStroyUI extends BaseUIForm{
//#region 节点自动生成
@property(Node)
n_SuccNode: Node = null;
@property(Label)
lab_story: Label = null;
@property(Label)
lab_notice: Label = null;
@property(Label)
lab_name: Label = null;
@property(Button)
btn_Continue: Button = null;
//#endregion 节点自动生成
onButtonClick(button:Button){
/**点击事件触发*/
switch (button) {
case this.btn_Continue:
this.CloseUI();
break;
default:
ConsoleEx.Log(button);
break;
}
}
protected CloseUI(btn?: Node): void {
super.CloseUI(btn);
SceneDataMgr.Ins.onSummaryComplete(true);
}
protected start(): void {
const param = this.param;
CNodeUtils.switchText(this.lab_name,param.bossname);
CNodeUtils.switchText(this.lab_notice,`你击败了${param.bossname}!`);
CNodeUtils.switchText(this.lab_story,param.bossstory);
}
}