Lua转TypeScript

 textpacker注意事项

执行完 cc.hide()后,想再次显示,则需调用cc.show()

//增加描边
let outlineComp = verNode.addComponent(cc.LabelOutline);
outlineComp.color = cc.color(0)
outlineComp.width = 0.2
public static getViewLoadPrefab(): string[] {
        return ["ui/social/friend_view",...FlowerShowItemView.getViewLoadPrefab(),FlowerRecordView.getViewLoadPrefab()];
    }

//return获得 [string,string[],string];
string[]前,要用添加...

 

 

 sprite

拉伸的时候,只改变部分

在左下角点击相应图片,然后右边编辑

配置表上

客户端读,服务端读,类型

例如 #none:sub_id:int

因为客户端读为"none",所以,更新该表的时候,客户端不需要更表

例如   

客户端读,和服务端读,都不为none,则客户端,和服务端都需要更表

 

let officialData = OfficialManager.getInstance().getOfficialInfo()
let grade = officialData.grade;

改为

let officialData = OfficialManager.getInstance().getOfficialInfo()
if (!officialData) {
return
}
let grade = officialData.grade;
// if (!data || !next(data)) {
if (!data || !(Utils.getDicLength(data) > 0)) {

// let random = Math.random(1, num)
let random = Utils.getIntRd(1, num)

// let temp = string.split(valid, ",")
let temp = valid.split(",")

// if (string.find(v, "-")) {
if (v.indexOf("-") > -1) {

// table.sort(list)
Utils.sortArray(list);

// let children = this.getChildren();
let children: any = this.children;
cc.callFunc(function (){
    this.xxx;
})
改为
let self = this;
cc.callFunc(function (){
    self.xxx;
})

Editbox

node.getText() = node.string

node.setText(msg) = node.string(msg)

node.clearMsg() = node.string = ""

ComScrollView  623行  element = new this._itemClass();报错

原因1,生成的ComScrollView的constructor()里

 

 原因2,itemClass

 

一个windowbase和一个node,在windowbase内实例化node的预制体

在windowbase的constructor()内,this.addAsyncPrefab("ui/worship/worship_select_item");

在cc.node的里constructor()

let prefab = TextureManager.getPrefabByUrl("ui/worship/worship_select_item");

this.node_root = cc.instantiate(prefab);

this.addChild(this.node_root)

cc.SCROLLVIEW_DIRECTION_VERTICAL改为 从GlobalHelper导入的SCROLLVIEW_DIRECTION.VERTICAL

如果一个object的下标为0,200,400...

let temp: any[] = [];

for(let i in data){
    let v = data[i];
    
    temp.push(v);

}

则temp的下标为0,1,2...

 plist加载到cache

1.windowsBase中的,直接在constructor()调用this.addAsyncPlist()

2.如果需要new出来的,则用TextureManager.loadPlist,init回调

 readonly 只读属性,只读取不写

 Cocos Creator打不开,可能是因为ts文件过多语法错误

解决方案,暂时移除新添加的ts文件

runAction不起作用时,检查runAction的node的active是否为false

 cc.c3b(0xFF,0xFF,0xFF)  改为 new cc.Color(0xFF,0xFF,0xFF)

 let self =  this;   最稳健的方法就写在public 函数第一行

艺术字          TextAtlas

更改为Display.newDigitNode();

预制体修改  assets/resources/ui/digit中,在digit中右键新建→艺术数字配置,starchar填0

ClassName.super.ctor(this)  //这一句往往是多余的,是Lua的继承

this.rootNode.getChildByName("Text_2"): setString(language.loginView.tip21)

改为

Display.setLabelString(this.rootNode.getChildByName("Text_2"),language.loginView.tip21)

 

this.btnChangePwd = this.rootNode.getChildByName("btn_change_pwd")

this.btnChangePwd.setTitleText(language.loginView.tip24)

改为

Display.setButtonString(this.rootNode.getChildByName("btn_change_pwd"),language.loginView.tip24);

constructor() {
    super();
	
    this.addAsyncPrefab("ui/login/user_center");     //将预制体加载到某个区
}

public init(){
    super.init("ui/login/user_center");      //加载到界面上
}

搬一个新ts文件

1.constructor()

2.public static getInstance(): ClassName

3.addListens()

 ClassName:create() → new ClassName()

this.bar_exp:setTxtColor(Color.white) → this.bar_exp.color = Color.white

this.scrollSoul = ComScrollView.create({
	width = 470,
	height = 220,
	row = 2,
	col = 4,
	maxNum = 10,
	isPage = true,
	itemClass = "HeroArtStaffIcon",
	itemPadding = {10,10,15,15},
})

转换为

this.scrollSoul = new ComScrollView({
    width: 470,
    height: 280,
    row: 2,
    col: 4,
    // maxNum: 10,
    dir:SCROLLVIEW_DIRECTION.VERTICAL,
    isPage: true,
    itemClass: HeroArtStaffIcon,
    itemPadding: [100, 0, 0, 100],
})

let tempList = {} 转为 let tempList = []

导预制体步骤:

CocosCreator→文件→导入项目→css

css路径:fhxj\app\girl_client\ccs

TextureManager.loadPrefab({ resPath: "ui/mainui/mini_chat", callback: this.initLeftBottomUI, target: this });

子node在回调函数initLeftBottomUI内获取

如MainUIView下 获取 MiniChatView

SettingView.super.dispose(this)

改为

super.dispose();

 plist小图资源路径D:\fhxj\app\girl_client\tps

 

* 数据存取 cc.UserDefault:getInstance().xx 使用以下代替

cc.sys.localStorage.getItem

cc.sys.localStorage.setItem

 

例子:

cc.UserDefault.getInstance().setStringForKey(LoginManager.LAST_LOGIN_TYPE_KEY, "")

改为

cc.sys.localStorage.setItem(LoginManager.LAST_LOGIN_TYPE_KEY, "")

然后在item里慢慢取

 

或改为

UserDefault.getInstance().setStringForKey(LoginManager.LAST_LOGIN_TYPE_KEY, "")

 

 

 this.bar_music.setSencilPos(0, 0);

改为

this.bar_music.setPosition(0, 0);

 this.bar_music.setSencilSize(0, this.maxWidth);

改为

this.bar_music.setContentSize(0, this.maxWidth);

this.bar_music.setContentNode(this.img_bar_music);

改为

 this.bar_music.addChild(this.img_bar_music);

CustomClipNode.create();

改为

this.bar_music =Display.newNode()

this.bar_music.addComponent(cc.Mask)

遇到

 this.cb_music.setSelected(SettingManager.getInstance().isMusicOn)

将预制体改为toggle

代码改为

this.cb_music.isChecked = SettingManager.getInstance().isMusicOn

toggle的background

checkmark

let touchFunc = function(sender,eventType)

        if(eventType == ccui.TouchEventType.began) {

改为

let touchFunc = function (sender, eventType :cc.Event.EventTouch) {

            if (eventType.getType() == cc.Node.EventType.TOUCH_START) {

this. btnCodesetTouchEnabled()

改为

this.resumeSystemEvents()

acct_name = string.gsub(acct_name,"%s","")
password = string.gsub(password,"%s","")
password_new = string.gsub(password_new,"%s","")

改为

data["acct_name"] = acct_name.replace(/\s+/g, "");
data["password"] = password.replace(/\s+/g, "");
data["password_new"] = password_new.replace(/\s+/g, "");

功能:去除字符串内的空格

for循环

https://blog.csdn.net/alvachien/article/details/52475745 

 ScrollView 里

itemClass: "RankMenuItem"  改为  itemClass: RankMenuItem

导包路径写入tsconfig.json里

加载预制体另一种方法

RankMenuItem.ts

public static getViewLoadPrefab(): string {

             return "ui/rank/rank_menu_item";

}

 

RankView.ts

this.addAsyncPrefab(RankMenuItem.getViewLoadPrefab());

this.? is not a function

 

错误原因:function(){  }里面,作用域原因

改为

GUIImage

 

改为

this.img_rank.getComponent(cc.Sprite).spriteFrame.setTexture(cc.js.formatStr("res/img_rank_%d.png", this._data.rank), ccui.TextureResType.plistType)

改成

this.img_rank.getComponent(cc.Sprite).spriteFrame=TextureManager.getSpriteFrameFromCache(cc.js.formatStr("img_rank_%d", this._data.rank))

 

改成

for循环复制的时候,不要直接赋值,应用push

 scrollView的setPosition方法中,新设置的高 = 原来的高 + srollView.height

(108,105) → (108,105+520)

ClassName.create改为new ClassName()

 let var = A&&B||C

改成

if(A){ var = B } else { var = C }

public dispose() 继承

super.dispose();

public static getInstance() : SdkLuaMgr{  //getInstance为SdkLuaMgr类型
        if(!SdkLuaMgr._instance) {
            SdkLuaMgr._instance =  new SdkLuaMgr()
        }
    
        return SdkLuaMgr._instance;
    }

cc c3b(a,b,c) = rbg(a,b,c)

 

  从cache中加载文件

lua 中pairs 和 ipairs区别

https://blog.csdn.net/witch_soya/article/details/7556595 

ts for循环

https://blog.csdn.net/alvachien/article/details/52475745

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