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-- 登陆界面
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local UILoading = class("UILoading", UIBase)
local tbPng = {
"map/landform/huacong",
"map/landform/kucaodi",
"map/landform/mudidimao1",
"map/landform/qincaodi",
"map/landform/shilin1",
"map/landform/shilin2",
"map/landform/shilin3",
"map/landform/shilin4",
"map/landform/tu1dimao1",
"map/landform/tu2dimao1",
"map/landform/xuanya1",
"map/small_obj/diaoxiang",
"map/small_obj/jianzhu",
"map/small_obj/mudijianzhu1",
"map/small_obj/mudijianzhu2",
"map/small_obj/mudishanshi",
"map/small_obj/mudiwujian",
"map/small_obj/mudiwujian2",
"map/small_obj/mudizhibei",
"map/small_obj/shanshi",
"map/small_obj/shumu",
"map/small_obj/tu1jianzhu",
"map/small_obj/tu1wujian",
"map/small_obj/tu1zhibei",
"map/small_obj/weilan",
"map/small_obj/weiqiang",
"map/small_obj/wujian",
"map/small_obj/zhalan",
"map/small_obj/zhibei",
"map/style_ground/shourenyingdi1",
"map/style_ground/mudifengge1",
"map/style_ground/qianzhenshilin1",
}
function UILoading:ctor()
end
function UILoading:create()
return UIBase:create(UILoading, "ui/UILogin/UILoading.ExportJson")
end
function UILoading:initUI()
self.m_Image_Loading = g_seekWidgetByName(self._root, "m_Image_Loading")
self.m_ProgressBar_Load = g_seekWidgetByName(self._root, "m_ProgressBar_Load")
self.m_Label_Loading = g_seekWidgetByName(self._root, "m_Label_Loading")
local scale = cc.ScaleBy:create(0.3, 2)
local scale_back = scale:reverse()
local seq = cc.Sequence:create(scale, scale_back)
self.m_Label_Loading:runAction(cc.RepeatForever:create(seq))
print("UILoading 构造函数")
self.dtNum = 0
local ret = cc.Layer:create()
self:addChild(ret)
local function callback(args, texture)
print("加载png完毕", args)
print("进度条 %", args/#tbPng * 100)
self.m_ProgressBar_Load:setPercent(args/#tbPng * 100) --nexp当前值 upexp最大值 参数 1 ~ 100之间
if args == #tbPng then
--self.m_Image_Loading:hide()
print("进度条全部执行完毕")
DlgManager.deleteDlgByName("UILoading")
DlgManager.pushDlg("GameLoginView")
self.isClose = true
end
--print("Image loaded:..." .. i)-- %p", tex)
end
local function loadImages(dt)
for i, pngName in ipairs(tbPng) do
--cc.SpriteFrameCache:getInstance():addSpriteFrames(pngName .. ".plist")
--display.loadImage(pngName .. ".png", handler(i, callback))
cc.Director:getInstance():getTextureCache():addImageAsync(pngName .. ".png", handler(i, callback))
end
ret:unscheduleUpdate()
end
local function onNodeEvent(event)
if event == "enter" then
ret:scheduleUpdateWithPriorityLua(loadImages,0)
elseif event == "exit" then
ret:unscheduleUpdate()
--cc.Director:getInstance():getTextureCache():removeAllTextures()
end
end
ret:registerScriptHandler(onNodeEvent)
--[[
self:scheduleUpdateWithPriorityLua(function(dt) self:onUpDate(dt) end, 1)
G_GameScene.GetInstance():registerUpdate("UILoading")
]]
-- 初始化逻辑
self:InitDeal()
end
function UILoading:InitDeal()
printf("UILoading:InitDeal suffcul")
end
return UILoading