window.LOW_SCORE_TREASURE_TYPE = 1; window.HIGH_SCORE_TREASURE_TYPE = 2; window.LOW_SCORE_TREASURE_SCORE = 100; window.HIGH_SCORE_TREASURE_SCORE = 200; cc.Class({ extends: cc.Component, properties: { }, setData (treasureInfo) { const self = this; this.score = treasureInfo.score; this.type = treasureInfo.type; this.treasureInfo = treasureInfo; const spriteComponent = this.node.getComponent(cc.Sprite); const targetGid = (window.LOW_SCORE_TREASURE_TYPE == treasureInfo.type ? window.battleEntityTypeNameToGlobalGid["LowScoreTreasure"] : window.battleEntityTypeNameToGlobalGid["HighScoreTreasure"]) spriteComponent.spriteFrame = window.getOrCreateSpriteFrameForGid(targetGid).spriteFrame; }, start() {}, })