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- local GameLayerManager = class("GameLayerManager")
- local tremove = table.remove
- function GameLayerManager:ctor()
- end
- function GameLayerManager:Init()
- local scene = cc.Scene:create()
- local currScene = global.Director:getRunningScene()
- if not currScene then
- global.Director:runWithScene( scene )
- else
- global.Director:replaceScene( scene )
- end
- self._uiNode = cc.Node:create()
- scene:addChild(self._uiNode)
- self._uiNode:retain()
- end
- function GameLayerManager:Close()
- if nil == self._uiNode then
- return nil
- end
-
- self._uiNode:autorelease()
- self._uiNode = nil
- end
- function GameLayerManager:OpenLayer(data)
- if not self._uiNode then
- data._layer = nil
- return nil
- end
- if not data._layer or not data._type then
- data._layer = nil
- print("Openlayer args: data._layer, data._type")
- return nil
- end
- local layer = data._layer
- local ltype = data._type
- self._uiNode:addChild(layer, ltype)
- end
- function GameLayerManager:CloseLayer(data)
- if not self._uiNode then
- data._layer = nil
- return nil
- end
- if not data._layer then
- data._layer = nil
- return nil
- end
-
- data._layer:removeFromParent()
- data._layer = nil
- end
- return GameLayerManager
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