if (uits.zjsz.length == 0) {
this.sczj();
}
if (this.syz != null) {
tween(this.syz).to(0.5, new Vec3(-1800, 0)).call(() => {
this.syz.destroy();
}).start();
}
console.log(this.dxc.size());
this.zyz = instantiate(this.ka) as Node;
this.zyz.position = new Vec3(1800, 0);
this.zyz.parent = this.node.getChildByName("background");
this.ggl = this.zyz.getChildByName("Mask");
if (GameConfig.gqmz == "guan010") {
this.ggl = this.zyz.getChildByName("Mask1");
}
tween(this.zyz).to(0.5, new Vec3(0, 0)).call(() => {
this.dj = false;
this.zyz.getComponent(GameConfig.gqmz).tzbl = true;
this.kq = false;
this.zyz.on(Input.EventType.TOUCH_START, (e: EventTouch) => {
this.node.getChildByName("jinbi-shou").active = true;
this.node.getChildByName("jinbi-shou").worldPosition = new Vec3(e.getUILocation().x + 45, e.getUILocation().y + 42);
})
this.zyz.on(Input.EventType.TOUCH_MOVE, (e: EventTouch) => {
this.node.getChildByName("jinbi-shou").active = true;
this.node.getChildByName("jinbi-shou").worldPosition = new Vec3(e.getUILocation().x + 45, e.getUILocation().y + 42);
})
this.zyz.on(Input.EventType.TOUCH_END, (e: EventTouch) => {
this.node.getChildByName("jinbi-shou").active = false;
this.node.getChildByName("jinbi-shou").worldPosition = new Vec3(e.getUILocation().x + 45, e.getUILocation().y + 42);
})
this.zyz.on(Input.EventType.TOUCH_CANCEL, (e: EventTouch) => {
this.node.getChildByName("jinbi-shou").active = false;
this.node.getChildByName("jinbi-shou").worldPosition = new Vec3(e.getUILocation().x + 45, e.getUILocation().y + 42);
})
if (this.model == "auto") {
let b = setTimeout(() => {
this.checkjiang();
clearTimeout(b);
}, 500);
}
}).start();
这是我产生报错的方法,我对于这个方法的每一个部分都进行过输出,发现就是缓动动画一旦开始就会报错了
