- 在多个组件的onDestroy方法中添加节点有效性检查,防止无效节点上解绑事件 - 修复MissionComp中任务启动逻辑,改为通过UI打开方式触发MissionStart事件 - 添加新的任务界面(UIID.Mission)及相关配置 - 修复MissionCardComp中Map未初始化导致的空引用问题 - 优化按钮事件绑定和解绑逻辑,增加空值检查
38 lines
1.4 KiB
TypeScript
38 lines
1.4 KiB
TypeScript
/*
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* @Date: 2021-08-12 09:33:37
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* @LastEditors: dgflash
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* @LastEditTime: 2022-08-04 16:58:46
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*/
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import { LayerType, UIConfig } from "../../../../../extensions/oops-plugin-framework/assets/core/gui/layer/LayerManager";
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/** 界面唯一标识(方便服务器通过编号数据触发界面打开) */
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export enum UIID {
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/** 资源加载界面 */
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Loading = 1,
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/** 加载与延时提示界面 */
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Netinstable,
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/** 角色控制 */
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Role_Controller,
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Victory,
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IBox,
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Notity,
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Ranks,
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Heros,
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Talents,
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Mission,
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}
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/** 打开界面方式的配置数据 */
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export var UIConfigData: { [key: number]: UIConfig } = {
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[UIID.Loading]: { layer: LayerType.UI, prefab: "loading/prefab/loading", bundle: "resources" },
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[UIID.Netinstable]: { layer: LayerType.PopUp, prefab: "common/prefab/netinstable" },
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[UIID.Role_Controller]: { layer: LayerType.UI, prefab: "gui/role_controller" },
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[UIID.Victory]: { layer: LayerType.UI, prefab: "gui/element/victory" },
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[UIID.IBox]: { layer: LayerType.UI, prefab: "gui/element/ibox" },
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[UIID.Notity]: { layer: LayerType.UI, prefab: "gui/element/notity" },
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[UIID.Ranks]: { layer: LayerType.UI, prefab: "gui/element/ranks" },
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[UIID.Heros]: { layer: LayerType.UI, prefab: "gui/element/heros" },
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[UIID.Talents]: { layer: LayerType.UI, prefab: "gui/element/talents" },
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[UIID.Mission]: { layer: LayerType.UI, prefab: "gui/element/mission" },
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} |