LoadingBarLayer_launcher.lua 1.3 KB

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  1. local LoadingBarLayer = class("LoadingBarLayer", function ()
  2. return cc.Layer:create()
  3. end)
  4. function LoadingBarLayer:ctor()
  5. end
  6. function LoadingBarLayer.create(...)
  7. local layer = LoadingBarLayer.new()
  8. if layer:Init(...) then
  9. return layer
  10. end
  11. return nil
  12. end
  13. function LoadingBarLayer:Init(t)
  14. local visibleSize = cc.Director:getInstance():getVisibleSize()
  15. local layout = ccui.Layout:create()
  16. self:addChild(layout)
  17. layout:setBackGroundColorType(1)
  18. layout:setBackGroundColor({r = 0, g = 0, b = 0})
  19. layout:setBackGroundColorOpacity(0)
  20. layout:setContentSize(visibleSize)
  21. layout:setTouchEnabled(true)
  22. local imageBar = ccui.ImageView:create()
  23. self:addChild(imageBar)
  24. imageBar:loadTexture("res_launcher/public/bg_load_1.png")
  25. imageBar:setPosition({x=visibleSize.width/2, y=visibleSize.height/2})
  26. imageBar:stopAllActions()
  27. imageBar:runAction(
  28. cc.RepeatForever:create(cc.Sequence:create(cc.DelayTime:create(0.04), cc.RotateBy:create(0, 30)))
  29. )
  30. if t then
  31. imageBar:runAction(cc.Sequence:create(cc.DelayTime:create(t), cc.CallFunc:create(function()
  32. global.L_LoadingBarManager:CloseLayer()
  33. end)))
  34. end
  35. return true
  36. end
  37. return LoadingBarLayer