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游戏中会有许多操作的按钮需要有提示,引导用户点击,实现游戏内的操作
红点的类
- 使用枚举的选择框来确定红点
- 挂载在红点的节点
- 节点下需要挂载一个用来作为红点的icon
import { RedPointKey, RedPointCalKey, RED_POINT_MESSAGE } from "./RedPointEnum";
import { RedPointControl } from "./RedPointControl";
const {ccclass, property} = cc._decorator;
@ccclass
export default class RedPoint extends cc.Component {
// 红点条件key值
@property({type: [cc.Enum(RedPointKey)], tooltip:"红点条件key值"})
public keyArr:Array<RedPointKey> = []
// 红点计算key值
@property({type: [cc.Enum(RedPointCalKey)], tooltip:"红点计算key值"})
public CalKeyArr: Array<RedPointCalKey> = []
// 红点图片
private redSprite:cc.Node = null;
onLoad() {
this.redSprite = this.node.getChildByName('redSprite')
if(!this.redSprite) {
this.redSprite = this.node
}
// 绑定监听
cc.director.on(RED_POINT_MESSAGE, (calKey: RedPointCalKey) => {
for(let v in this.CalKeyArr) {
if (this.CalKeyArr[v] == calKey) {
this.updateUI()
return
}
}
})
}
// 当界面的红点数据已经存在的时候,进入界面使用红点数据
onEnable() {
this.updateUI()
}
updateUI() {
for (let v in this.keyArr) {
let redKey = this.keyArr[v]
let isShow = RedPointControl.getInstance().isShow(redKey)
if (isShow) {
this.redSprite.active = true
return
}
}
this.redSprite.active = false;
}
}
红点的枚举类
- 有新的红点位置需要在RedPointKey中注册
- 然后定义RedPointCalKey计算相关的一系列红点
- 一个PointKey对应一个红点
/**
* 红点的key
*
* @export
* @enum {number}
*/
export enum RedPointKey {
MIN = 0,
k_BUTTON_1,
k_BUTTON_2,
k_BUTTON_3
}
/**
* 红点的计算的key
*
* @export
* @enum {number}
*/
export enum RedPointCalKey {
MIN = 0,
ck_TEST_BUTTON
}
// 红点的消息
export let RED_POINT_MESSAGE = 'RED_POINT_MESSAGE'
红点的控制类
- 用来计算红点的显示
- 存储红点的信息
import { RedPointKey, RedPointCalKey, RED_POINT_MESSAGE } from "./RedPointEnum";
import { GameData } from "../script/util/GameData";
export class RedPointControl {
private static _instance: RedPointControl
private constructor() {}
static getInstance() : RedPointControl {
if (!RedPointControl._instance) {
RedPointControl._instance = new RedPointControl()
}
return RedPointControl._instance
}
private pointData: Map<RedPointKey, boolean> = new Map<RedPointKey, boolean>()
/**
* 当前红点是否显示
*
* @param {RedPointKey} key
* @returns {boolean}
* @memberof RedPointControl
*/
public isShow(key: RedPointKey) : boolean {
return this.pointData.get(key)
}
/**
* 设置当前的红点数据
*
* @private
* @param {RedPointKey} key
* @param {boolean} isShow
* @memberof RedPointControl
*/
private setPointData(key: RedPointKey, isShow: boolean) {
this.pointData.set(key, isShow)
}
/**
* 计算红点的方法类
*
* @param {RedPointCalKey} calKey
* @memberof RedPointControl
*/
public cal(calKey: RedPointCalKey) {
switch(calKey) {
case RedPointCalKey.ck_TEST_BUTTON: {
this.setPointData(RedPointKey.k_BUTTON_1, GameData.getInstance().getFlag())
this.setPointData(RedPointKey.k_BUTTON_2, GameData.getInstance().getFlag2())
this.setPointData(RedPointKey.k_BUTTON_3, true)
}
}
cc.director.emit(RED_POINT_MESSAGE, calKey)
}
}
数据更新
- 在游戏内数据有更新的时候,通过对应的计算的key计算红点数据
- 不同的数据使用不同的key计算
RedPointControl.getInstance().cal(RedPointCalKey.ck_TEST_BUTTON)
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