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Tear of Sejong
sejong25
Commits
6818ac38
Commit
6818ac38
authored
Aug 21, 2019
by
18손재민
Browse files
Options
Browse Files
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Email Patches
Plain Diff
나머지 버튼 UI들 모두 적용 및 생성 가능한 호패 개수 5개로 제한
parent
9ce93814
Changes
5
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Inline
Side-by-side
Showing
5 changed files
with
63 additions
and
56 deletions
+63
-56
GameServer.js
GameServer.js
+2
-2
Client.js
js/Client.js
+20
-19
ResourceLoader.js
js/ResourceLoader.js
+13
-2
ScenesData.js
js/ScenesData.js
+19
-24
UIObject.js
js/UIObject.js
+9
-9
No files found.
GameServer.js
View file @
6818ac38
...
...
@@ -82,7 +82,7 @@ class GameRoom
{
this
.
roomId
=
GameServer
.
getRoomNumber
();
this
.
roomIndex
=
-
1
;
this
.
startCount
=
5
;
this
.
startCount
=
3
;
this
.
maxPlayer
=
100
;
this
.
nextRank
=
100
;
...
...
@@ -143,7 +143,7 @@ class GameRoom
{
if
(
this
.
currentPhase
===
GameServer
.
Phase
.
READY
)
{
this
.
endTime
=
Date
.
now
()
+
30
000
;
// 방 대기 시간
this
.
endTime
=
Date
.
now
()
+
1
000
;
// 방 대기 시간
this
.
announceToRoom
(
'
setRoomCount
'
,
{
isEnable
:
true
,
endTime
:
this
.
endTime
,
playerCount
:
this
.
currentPlayer
.
length
,
...
...
js/Client.js
View file @
6818ac38
...
...
@@ -398,7 +398,7 @@ var gameEndMenu = function(isWin)
Input
.
inputField
.
text
.
destroy
();
var
temp
=
function
(){
var
endGame
=
function
(){
socket
.
emit
(
'
exitFromRoom
'
,
RoomData
.
myself
.
id
);
fbClient
.
updateUserData
(
'
killCount
'
,
RoomData
.
myself
.
killCount
);
...
...
@@ -410,21 +410,21 @@ var gameEndMenu = function(isWin)
x
:
game
.
config
.
width
/
2
,
y
:
game
.
config
.
height
/
2
,
background
:
ScenesData
.
gameScene
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
noticeBackground
'
).
setOrigin
(
0.5
,
0.5
),
background
:
ScenesData
.
gameScene
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
dialog1
'
).
setOrigin
(
0.5
,
0.5
),
content
:
ScenesData
.
gameScene
.
rexUI
.
add
.
dialog
({
x
:
game
.
config
.
width
/
2
,
y
:
game
.
config
.
height
/
2
,
choices
:
[
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
-
1
0
0
,
game
.
config
.
height
/
2
-
100
,
10.2
,
'
playerStand
'
,
0.7
,
'
center
'
),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
1
20
,
game
.
config
.
height
/
2
-
15
0
,
10.2
,
'
button
'
,
1
,
'
center
'
,
'
등수 :
'
+
RoomData
.
myself
.
rank
+
'
등
'
,
3
0
).
layout
(),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
1
20
,
game
.
config
.
height
/
2
-
5
0
,
10.2
,
'
button
'
,
1
,
'
center
'
,
'
킬 수 :
'
+
RoomData
.
myself
.
killCount
+
'
킬
'
,
3
0
).
layout
(),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
1
20
,
game
.
config
.
height
/
2
+
5
0
,
10.2
,
'
button
'
,
1
,
'
center
'
,
'
획득 강호패 :
'
+
RoomData
.
myself
.
earnedStrongHopae
+
'
개
'
,
3
0
).
layout
(),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
1
20
,
game
.
config
.
height
/
2
+
15
0
,
10.2
,
'
button
'
,
1
,
'
center
'
,
'
획득 골드 :
'
+
earnedMoney
+
'
원
'
,
3
0
).
layout
()
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
-
1
5
0
,
game
.
config
.
height
/
2
-
100
,
10.2
,
'
playerStand
'
,
0.7
,
'
center
'
),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
1
50
,
game
.
config
.
height
/
2
-
18
0
,
10.2
,
'
button
'
,
1
,
'
center
'
,
'
등수 :
'
+
RoomData
.
myself
.
rank
+
'
등
'
,
2
0
).
layout
(),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
1
50
,
game
.
config
.
height
/
2
-
6
0
,
10.2
,
'
button
'
,
1
,
'
center
'
,
'
킬 수 :
'
+
RoomData
.
myself
.
killCount
+
'
킬
'
,
2
0
).
layout
(),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
1
50
,
game
.
config
.
height
/
2
+
6
0
,
10.2
,
'
button
'
,
1
,
'
center
'
,
'
획득 강호패 :
'
+
RoomData
.
myself
.
earnedStrongHopae
+
'
개
'
,
2
0
).
layout
(),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
1
50
,
game
.
config
.
height
/
2
+
18
0
,
10.2
,
'
button
'
,
1
,
'
center
'
,
'
획득 골드 :
'
+
earnedMoney
+
'
원
'
,
2
0
).
layout
()
],
align
:
{
...
...
@@ -432,17 +432,17 @@ var gameEndMenu = function(isWin)
}
}),
actions
:
[
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
-
120
,
game
.
config
.
height
/
2
+
300
,
10.2
,
'
button
'
,
1
,
'
center
'
,
'
나가기
'
).
layout
(),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
120
,
game
.
config
.
height
/
2
+
300
,
10.2
,
'
button
'
,
1
,
'
center
'
,
'
관전하기
'
).
layout
()
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
-
200
,
game
.
config
.
height
/
2
+
300
,
10.2
,
'
exitBtn
'
,
1
,
'
center
'
,
'
'
).
layout
(),
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
game
.
config
.
width
/
2
+
200
,
game
.
config
.
height
/
2
+
300
,
10.2
,
'
spectateBtn
'
,
1
,
'
center
'
,
'
'
).
layout
()
],
space
:
{
action
:
10
,
left
:
2
0
,
right
:
2
0
,
top
:
2
0
,
bottom
:
2
0
,
left
:
5
0
,
right
:
5
0
,
top
:
5
0
,
bottom
:
5
0
,
},
align
:
{
...
...
@@ -452,11 +452,12 @@ var gameEndMenu = function(isWin)
ScenesData
.
gameScene
.
backToMenuDialog
.
on
(
'
button.click
'
,
function
(
button
,
groupName
,
index
)
{
if
(
index
==
0
)
temp
();
if
(
index
==
0
)
endGame
();
else
{
ScenesData
.
gameScene
.
backToMenuDialog
.
setVisible
(
false
);
ScenesData
.
gameScene
.
backToMenuBtn
=
UIObject
.
createButton
(
ScenesData
.
gameScene
,
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
100
,
900
,
10.2
,
'
pyeongminThrow
'
,
0.5
,
'
center
'
),
1
,
0
,
2
,
temp
);
ScenesData
.
gameScene
.
backToMenuBtn
=
UIObject
.
createButton
(
ScenesData
.
gameScene
,
UIObject
.
createLabel
(
ScenesData
.
gameScene
,
100
,
900
,
10.2
,
'
spectateBtn
'
,
1
,
'
center
'
),
1
,
0
,
2
,
temp
);
}
},
ScenesData
.
gameScene
)
.
on
(
'
button.over
'
,
function
(
button
,
groupName
,
index
)
{
...
...
js/ResourceLoader.js
View file @
6818ac38
...
...
@@ -44,15 +44,26 @@ ResourceLoader.loadImage = function(scene)
scene
.
load
.
spritesheet
(
'
hopaeSceneInput
'
,
'
assets/image/word/hopaeSceneInput.png
'
,
{
frameWidth
:
239
,
frameHeight
:
45
});
scene
.
load
.
spritesheet
(
'
gameSceneInput
'
,
'
assets/image/etc/wordSpace/wordspace.png
'
,
{
frameWidth
:
253
,
frameHeight
:
67
});
scene
.
load
.
image
(
'
attackPaper
'
,
'
assets/image/etc/paper_crumbled.png
'
);
scene
.
load
.
image
(
'
itemBag
'
,
'
assets/image/etc/itembag2.png
'
);
scene
.
load
.
image
(
'
button
'
,
'
assets/placeholder/button.png
'
);
scene
.
load
.
image
(
'
panel
'
,
'
assets/placeholder/panel.png
'
);
scene
.
load
.
image
(
'
noticeBackground
'
,
'
assets/image/UI/noticeWindow/background.png
'
);
scene
.
load
.
image
(
'
itemBag
'
,
'
assets/image/etc/itembag2.png
'
);
scene
.
load
.
image
(
'
dialog1
'
,
'
assets/image/UI/dialog/dialog1.png
'
);
scene
.
load
.
image
(
'
dialog2
'
,
'
assets/image/UI/dialog/dialog2.png
'
);
scene
.
load
.
image
(
'
friendlyPlayBtn
'
,
'
assets/image/UI/main/friendlyPlay.png
'
);
scene
.
load
.
image
(
'
rankPlayBtn
'
,
'
assets/image/UI/main/rankPlay.png
'
);
scene
.
load
.
image
(
'
shopBtn
'
,
'
assets/image/UI/main/shop.png
'
);
scene
.
load
.
image
(
'
hopaeManageBtn
'
,
'
assets/image/UI/main/hopaeManage.png
'
);
scene
.
load
.
image
(
'
helpBtn
'
,
'
assets/image/UI/main/help.png
'
);
scene
.
load
.
image
(
'
cancelBtn
'
,
'
assets/image/UI/decisionBtn/cancel.png
'
);
scene
.
load
.
image
(
'
confirmBtn
'
,
'
assets/image/UI/decisionBtn/confirm.png
'
);
scene
.
load
.
image
(
'
exitBtn
'
,
'
assets/image/UI/decisionBtn/exit.png
'
);
scene
.
load
.
image
(
'
noBtn
'
,
'
assets/image/UI/decisionBtn/no.png
'
);
scene
.
load
.
image
(
'
spectateBtn
'
,
'
assets/image/UI/decisionBtn/spectate.png
'
);
scene
.
load
.
image
(
'
yesBtn
'
,
'
assets/image/UI/decisionBtn/yes.png
'
);
...
...
js/ScenesData.js
View file @
6818ac38
...
...
@@ -38,7 +38,7 @@ var menuScene = new Phaser.Class(
Audio
.
loopSound
(
this
,
'
login
'
);
ScenesData
.
menuScene
.
tutorialFrame
=
0
;
ScenesData
.
menuScene
.
tutorialImage
=
UIObject
.
createButton
(
this
,
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
11
,
'
tutorialImage
'
,
1
,
'
center
'
),
-
1
,
-
1
,
-
1
,
'
tutorialImage
'
,
1
,
'
center
'
),
-
2
,
-
2
,
-
2
,
function
()
{
ScenesData
.
menuScene
.
tutorialFrame
=
(
ScenesData
.
menuScene
.
tutorialFrame
+
1
)
%
9
;
...
...
@@ -140,25 +140,21 @@ var menuScene = new Phaser.Class(
x
:
game
.
config
.
width
/
2
,
y
:
game
.
config
.
height
/
2
,
background
:
this
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
noticeBackground
'
).
setOrigin
(
0.5
,
0.5
),
background
:
this
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
dialog1
'
).
setOrigin
(
0.5
,
0.5
),
content
:
this
.
add
.
text
(
0
,
0
,
'
대기실에 참가하시겠습니까?
'
,
{
content
:
this
.
add
.
text
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
대기실에 참가하시겠습니까?
'
,
{
font
:
'
50pt sejongFont
'
}),
})
.
setColor
(
'
#000000
'
)
,
actions
:
[
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
button
'
,
1
,
'
center
'
,
'
예
'
,
50
),
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
button
'
,
1
,
'
center
'
,
'
아니오
'
,
50
)
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
yesBtn
'
,
1
,
'
center
'
,
'
'
),
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
noBtn
'
,
1
,
'
center
'
,
'
'
)
],
space
:
{
content
:
25
,
action
:
100
,
content
:
25
,
action
:
100
,
left
:
20
,
right
:
20
,
top
:
20
,
bottom
:
20
,
left
:
50
,
right
:
50
,
top
:
50
,
bottom
:
50
,
},
align
:
{
...
...
@@ -204,7 +200,8 @@ var menuScene = new Phaser.Class(
this
.
hopaeBtn
=
UIObject
.
createButton
(
this
,
UIObject
.
createLabel
(
this
,
100
,
950
,
5
,
'
hopaeManageBtn
'
,
1
,
'
center
'
),
-
1
,
-
1
,
-
1
,
function
()
{
ScenesData
.
changeScene
(
'
hopaeScene
'
);
if
(
PlayerData
.
userData
.
hopae
.
length
>
4
)
console
.
log
(
'
호패가 5개입니다.
'
);
else
ScenesData
.
changeScene
(
'
hopaeScene
'
);
})
this
.
helpBtn
=
UIObject
.
createButton
(
this
,
UIObject
.
createLabel
(
this
,
game
.
config
.
width
-
100
,
75
,
5
,
'
helpBtn
'
,
1
,
'
center
'
),
-
1
,
-
1
,
-
1
,
function
()
...
...
@@ -254,14 +251,14 @@ var hopaeScene = new Phaser.Class(
Input
.
inputField
.
generate
(
this
,
function
(){},
this
.
inputBackground
);
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
-
200
,
2
,
'
noticeBackground
'
,
1
,
'
center
'
,
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
-
200
,
2
,
'
dialog2
'
,
1
,
'
center
'
,
'
호패는 오직 한글만 입력이 가능합니다.
\n
띄어쓰기도 사용할 수 없습니다.
'
,
50
,
'
#000000
'
).
layout
();
this
.
checkDialog
=
this
.
rexUI
.
add
.
dialog
({
x
:
game
.
config
.
width
/
2
,
y
:
game
.
config
.
height
/
2
,
background
:
this
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
noticeBackground
'
).
setOrigin
(
0.5
,
0.5
),
background
:
this
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
dialog1
'
).
setOrigin
(
0.5
,
0.5
),
content
:
this
.
add
.
text
(
0
,
0
,
'
이 이름으로 하시겠습니까?
'
+
(
PlayerData
.
userData
.
hopae
===
undefined
||
PlayerData
.
userData
.
hopae
.
length
==
0
?
'
\n
(최초 호패는 비용이 들지 않습니다.)
'
:
'
\n
변경에는 엽전이 소모됩니다.
'
),
{
...
...
@@ -269,13 +266,13 @@ var hopaeScene = new Phaser.Class(
}),
actions
:
[
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
button
'
,
1
,
'
center
'
,
'
예
'
,
50
),
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
button
'
,
1
,
'
center
'
,
'
아니오
'
,
50
)
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
yesBtn
'
,
1
,
'
center
'
,
'
'
),
UIObject
.
createLabel
(
this
,
0
,
0
,
0
,
'
noBtn
'
,
1
,
'
center
'
,
'
'
)
],
space
:
{
content
:
25
,
action
:
100
,
left
:
20
,
right
:
20
,
top
:
20
,
bottom
:
2
0
,
left
:
50
,
right
:
50
,
top
:
50
,
bottom
:
5
0
,
},
align
:
{
actions
:
'
center
'
},
...
...
@@ -289,13 +286,13 @@ var hopaeScene = new Phaser.Class(
if
(
PlayerData
.
userData
.
hopae
===
undefined
||
PlayerData
.
userData
.
hopae
.
length
==
0
||
PlayerData
.
userData
.
money
>
0
)
{
fbClient
.
updateUserData
(
'
hopae
'
,
{
name
:
Input
.
inputField
.
text
.
text
,
type
:
'
wood
'
});
fbClient
.
updateUserData
(
'
money
'
,
PlayerData
.
userData
.
hopae
===
undefined
||
PlayerData
.
userData
.
hopae
.
length
==
0
?
0
:
-
1
);
if
(
PlayerData
.
userData
.
hopae
===
undefined
||
PlayerData
.
userData
.
hopae
.
length
==
0
)
fbClient
.
updateUserData
(
'
money
'
,
-
1
);
ScenesData
.
changeScene
(
'
menuScene
'
);
}
else
{
this
.
checkDialog
.
setVisible
(
false
);
this
.
errorMsg
=
UIObject
.
createButton
(
this
,
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
10
,
'
noticeBackground
'
,
1
,
'
center
'
,
this
.
errorMsg
=
UIObject
.
createButton
(
this
,
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
10
,
'
dialog1
'
,
1
,
'
center
'
,
'
엽전이 부족합니다
'
,
50
,
'
#000000
'
).
layout
().
popUp
(
200
),
0
,
0
,
0
,
function
()
{
...
...
@@ -316,7 +313,7 @@ var hopaeScene = new Phaser.Class(
.
on
(
'
button.out
'
,
function
(
button
,
groupName
,
index
)
{
//console.log('button out');
});
this
.
warningText
=
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
-
100
,
5
,
'
noticeBackground
'
,
1
,
'
center
'
,
this
.
warningText
=
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
-
100
,
5
,
'
dialog1
'
,
1
,
'
center
'
,
'
이름 타수가 많아 플레이에 패널티가 있을 수 있습니다
'
,
40
,
'
#000000
'
).
setVisible
(
false
).
layout
();
this
.
checkBtn
=
UIObject
.
createButton
(
this
,
UIObject
.
createLabel
(
this
,
game
.
config
.
width
/
2
,
900
,
5
,
'
pyeongminWrite
'
,
0.5
,
'
center
'
),
1
,
0
,
2
,
...
...
@@ -327,7 +324,7 @@ var hopaeScene = new Phaser.Class(
ScenesData
.
hopaeScene
.
checkBtn
.
setEnable
(
false
);
ScenesData
.
hopaeScene
.
checkDialog
.
setVisible
(
true
).
popUp
(
200
);
}
})
})
.
setEnable
(
false
);
if
(
!
(
PlayerData
.
userData
.
hopae
===
undefined
||
PlayerData
.
userData
.
hopae
.
length
==
0
))
{
this
.
backBtn
=
UIObject
.
createButton
(
this
,
UIObject
.
createLabel
(
this
,
100
,
900
,
5
,
'
pyeongminWrite
'
,
0.5
,
'
center
'
),
1
,
0
,
2
,
...
...
@@ -476,8 +473,6 @@ var gameScene = new Phaser.Class(
WordSpace
.
startCycle
(
this
);
WordSpace
.
setPlayerTyping
.
initiate
(
this
);
WordSpace
.
nameQueue
.
initiate
();
this
.
warningImage
=
this
.
add
.
sprite
(
game
.
config
.
width
/
2
,
game
.
config
.
height
/
2
,
'
weightWarning
'
).
setDisplaySize
(
game
.
config
.
width
,
game
.
config
.
height
).
setDepth
(
0.1
).
setAlpha
(
0
)
...
...
js/UIObject.js
View file @
6818ac38
...
...
@@ -12,7 +12,7 @@ UIObject.createLabel = function (scene, x, y, depth, image, size, align, text =
text
:
scene
.
add
.
text
(
x
,
y
,
text
,
{
font
:
textSize
+
'
pt sejongFont
'
,
align
:
'
center
'
}).
setDepth
(
depth
).
setOrigin
(
textOriginX
,
textOriginY
).
setColor
(
textColor
),
}).
setDepth
(
depth
).
setOrigin
(
textOriginX
,
textOriginY
).
setColor
(
textColor
)
.
setPadding
(
30
,
30
,
30
,
30
)
,
space
:
{
left
:
10
,
...
...
@@ -58,28 +58,28 @@ UIObject.createButton = function(scene, buttonGameObject, overFrame, outFrame, d
.
on
(
'
pointerover
'
,
()
=>
{
if
(
temp
.
enabled
)
{
if
(
overFrame
!=
-
1
)
buttonGameObjectBackground
.
setFrame
(
overFrame
);
else
buttonGameObject
.
setScale
(
1.1
);
if
(
overFrame
>
0
)
buttonGameObjectBackground
.
setFrame
(
overFrame
);
if
(
overFrame
!=
-
2
)
buttonGameObject
.
setScale
(
1.1
);
}
})
.
on
(
'
pointerdown
'
,
()
=>
{
if
(
temp
.
enabled
)
{
if
(
downFrame
!=
-
1
)
buttonGameObjectBackground
.
setFrame
(
downFrame
);
else
buttonGameObject
.
setScale
(
0.9
);
if
(
downFrame
>
0
)
buttonGameObjectBackground
.
setFrame
(
downFrame
);
if
(
downFrame
!=
-
2
)
buttonGameObject
.
setScale
(
0.9
);
clickCallback
();
}
})
.
on
(
'
pointerup
'
,
()
=>
{
if
(
temp
.
enabled
)
{
if
(
overFrame
!=
-
1
)
buttonGameObjectBackground
.
setFrame
(
overFrame
);
else
buttonGameObject
.
setScale
(
1.1
);
if
(
overFrame
>
0
)
buttonGameObjectBackground
.
setFrame
(
overFrame
);
if
(
overFrame
!=
-
2
)
buttonGameObject
.
setScale
(
1.1
);
}
})
.
on
(
'
pointerout
'
,
()
=>
{
if
(
outFrame
!=
-
1
)
buttonGameObjectBackground
.
setFrame
(
outFrame
);
else
buttonGameObject
.
setScale
(
1
);
if
(
outFrame
>
0
)
buttonGameObjectBackground
.
setFrame
(
outFrame
);
if
(
outFrame
!=
-
2
)
buttonGameObject
.
setScale
(
1
);
})
temp
.
setEnable
=
function
(
isEnable
)
{
...
...
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