"use strict"; cc._RF.push(module, '39b52r9Yg9ESaRi3vHOncBp', 'battle_role_mgr'); // Scripts/mod/battle/act/battle_role_mgr.js "use strict"; var BatRoleMgr = cc.Class({ properties: {}, initConfig: function initConfig() { this.role_path = "prefab/battle/battle_real_role"; this.role_res_assets = {}; }, loadFab: function loadFab() { var _this = this; nx.res.loadPrefab(this.role_path, function (_err, _fab) { // 载入错误 if (_err) { console.log("effect模型节点加载失败"); return; } _this.fabRole = _fab; }); }, createRole: function createRole(parent, battle_role_data, play_enter, talk_back, is_real, finish_cb) { if (!this.fabRole) return; var node = cc.instantiate(this.fabRole); var cmp = nx.gui.getComponent(node, "", "new_battle_role"); if (cmp) { cmp.init(); cmp.createRole(parent, battle_role_data, play_enter, talk_back, is_real, finish_cb); return cmp; } else { console.log("角色组件获取失败"); } }, setResAssets: function setResAssets(res_path, _ref) { // let res = this.role_res_assets[res_path]; // if(res)return; // console.log("===========>sd",res_path,_ref); // this.role_res_assets[res_path] = _ref; }, releaseResAssets: function releaseResAssets() { // console.log("============>",this.role_res_assets); // for(let i in this.role_res_assets){ // if(this.role_res_assets[i] == 0){ // cc.loader.releaseRes(i,sp.SkeletonData); // } // } // this.role_res_assets = {}; }, reset: function reset() { if (this.fabRole && this.fabRole.destroy) { this.fabRole.destroy(); } } }); module.exports = BatRoleMgr; cc._RF.pop();