| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899 | import { _decorator, director, Label, } from 'cc';import { ModulerBase } from '../../GameFrameWork/ModulerBase';import { resMgr } from '../../../Frames/ResourcesMgr';import { GameInfo } from '../../../GameInfo';const { ccclass, property } = _decorator;@ccclass('GameOver')export class GameOver extends ModulerBase {    //击杀奖励    KillRewardConfig = [        { min: 0, max: 5, reward: 100 },        { min: 6, max: 10, reward: 200 },        { min: 11, max: 15, reward: 300 },        { min: 16, max: 20, reward: 400 },        { min: 21, max: 25, reward: 500 },        { min: 26, max: 30, reward: 600 },        { min: 31, max: Infinity, reward: 700 },    ]    //生命奖励    LifeRewardConfig = [        { min: 0, max: 20, reward: 100 },        { min: 21, max: 40, reward: 200 },        { min: 41, max: 60, reward: 300 },        { min: 61, max: 80, reward: 400 },        { min: 81, max: 100, reward: 500 },    ]    //通关奖励    newresultRewardConfig = [        { min: 1, max: 5, reward: 100 },        { min: 6, max: 10, reward: 150 },        { min: 11, max: 15, reward: 200 },        { min: 16, max: 20, reward: 250 },        { min: 21, max: 25, reward: 300 },        { min: 26, max: Infinity, reward: 350 },    ]    protected onEnable(): void {        this.config();    }    protected onStart(): void {        this.onBtnClick("_btnLeft", this._onBtnBack, this);        this.onBtnClick("_btnRight", this._onBtnRight, this);    }    config() {        this.getSprite("_gameOverUITitle").spriteFrame =            GameInfo.Instance.getOverWin() ?                resMgr.getSpriteFrame("GameWin") :                resMgr.getSpriteFrame("GameOver");        this.getNode("_btnRight").getComponentInChildren(Label).string =            GameInfo.Instance.getOverWin() ? "下一关" : "重新开始";        this.getLabel("_lifePercent").string = `${GameInfo.Instance.getLifePecent()}%`;        this.getLabel("_killCount").string = `${GameInfo.Instance.getKillCount()}`;        const kill: number = this.calculateReward(GameInfo.Instance.getKillCount(), this.KillRewardConfig);        const life: number = this.calculateReward(GameInfo.Instance.getLifePecent(), this.LifeRewardConfig);        const stageClear: number = this.calculateReward(GameInfo.Instance.getCurlv(), this.newresultRewardConfig);        const xp: number = GameInfo.Instance.getCurlv() * 30;        const lifeDia: number = Math.floor(life * 0.08);        const stageClearDia: number = Math.floor(stageClear * 0.07)        this.getLabel("_kill").string = `${kill}`;        this.getLabel("_life").string = `${life}`;        this.getLabel("_stageClear").string = `${stageClear}`;        this.getLabel("_total").string = `${kill + life + stageClear}`;        this.getLabel("_xp").string = `${xp}`;        this.getLabel("_lifeDia").string = `${lifeDia}`;        this.getLabel("_stageClearDia").string = `${stageClearDia}`;        this.getLabel("_totalDia").string = `${lifeDia + stageClearDia}`;    }    private _onBtnBack() {        this.clearDt();        this.hide(false);        director.loadScene("StartScene");    }    private _onBtnRight() {        if(GameInfo.Instance.getOverWin()){            console.log("下一关")        } else {            console.log("重新开始")        }    }    //计算奖励    private calculateReward(lifeReward: number, rewardConfig: any) {        const matchRule = rewardConfig.find(rule =>            lifeReward >= rule.min && lifeReward <= rule.max        )        return matchRule ? matchRule.reward : 0;    }    private clearDt() {        GameInfo.Instance.setKillCount(0);        GameInfo.Instance.setLifePecent(0);        GameInfo.Instance.setOverWin(false)    }}
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