import { _decorator, Component, director, instantiate, Node, Prefab } from 'cc'; import { app, TD } from './App'; import { JNGame } from '../../extensions/ngame/assets/ngame/JNGame'; import { JNSyncAction } from '../../extensions/ngame/assets/ngame/sync/JNSyncAction'; import { GOnHookPets } from '../../extensions/ngame/assets/ngame/message/proto'; import { Env, EnvCurrent } from './Env'; import { GAction } from './consts/GAction'; import { view } from 'cc'; const { ccclass, property } = _decorator; window['GUser'] = "100000"; window['GPassworld'] = "123456"; @ccclass('Main') export class Main extends Component { @property(Prefab) UIPrefab: Prefab = null; @property(Prefab) WorldPrefab: Prefab = null; async onLoad(){ console.log("EnvCurrent",EnvCurrent) // 创建UI director.getScene().addChild(instantiate(this.UIPrefab)); //加载 APP await JNGame.Init(app); console.log("TD",TD.TbGRoleEquip.getDataList()) // //发生帧同步开始 // app.socket.Send(JNSyncAction.NSyncFrameStart); // 创建世界 director.getScene().addChild(instantiate(this.WorldPrefab)); if(EnvCurrent == Env.Server){ //发送就绪 app.socket.Send(GAction.CR_REFEREE_READY); } } }