var __reflect = (this && this.__reflect) || function (p, c, t) {
    p.__class__ = c, t ? t.push(c) : t = [c], p.__types__ = p.__types__ ? t.concat(p.__types__) : t;
};
var __extends = this && this.__extends || function __extends(t, e) { 
 function r() { 
 this.constructor = t;
}
for (var i in e) e.hasOwnProperty(i) && (t[i] = e[i]);
r.prototype = e.prototype, t.prototype = new r();
};
/**
 * Copyright (c) 2014,www.easygame.org
 * All rights reserved.
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the easygame.org nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY EASYEGRET.COM AND CONTRIBUTORS "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL EGRET-LABS.ORG AND CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
var modules;
(function (modules) {
    /**
     * <p></p>
     * @date  :2020-03-28 17:47:48
     * @EasyGame.org Tools
     */
    var loading = (function (_super) {
        __extends(loading, _super);
        function loading() {
            var _this = _super.call(this, true) || this;
            _this.resourceRoot = "";
            _this.resSpriteSheet = "loading"; //合并材质资源名称
            _this.resTexture = []; //单材质资源名称
            _this.resGroup = ["loading_main"]; //配置文件的Group
            _this.resFiles = ["loading_main.json"]; //需要下载的资源group
            _this.spriteSheet = null; //ui对应的材质集,已经分割好,方便外部读取方便
            _this.img = null;
            return _this;
        }
        /**
         * 初始化主场景的组件,加入场景时,主动调用一次
         * 子类覆写该方法,添加UI逻辑
         */
        loading.prototype.createChildren = function () {
            _super.prototype.createChildren.call(this);
            this.showBg = false;
            this.border = false;
            this.width = 640;
            this.height = 960;
            //img 
            this.img = new easy.Image(true);
            this.img.name = "img";
            this.addChild(this.img);
            this.img.width = 569;
            this.img.height = 125;
            this.img.visible = false;
        };
        /**
         * 获取初始化逻辑,加入场景时,主动调用一次
         * 子类覆写该方法,添加业务逻辑
         */
        loading.prototype.initData = function () {
            _super.prototype.initData.call(this);
        };
        /**
         * 进入的逻辑
         * 可以再次根据外部数据情况做一些逻辑处理
         */
        loading.prototype.enter = function () {
        };
        /**
         * 退出的逻辑
         * 做一些数据的销毁或者初始化,保证下次进入的时候,不会残留
         */
        loading.prototype.outer = function () {
        };
        /**
         * 刷新UI皮肤显示
         */
        loading.prototype.validateNow = function () {
            this.drawDelay = false;
            var jsonData = RES.getRes("loading_json");
            if (jsonData != null) {
                this.spriteSheet = new egret.SpriteSheet(RES.getRes("loading_img"));
                for (var key in jsonData.texture) {
                    this.spriteSheet.createTexture(key, jsonData.texture[key].x, jsonData.texture[key].y, jsonData.texture[key].w, jsonData.texture[key].h);
                }
            }
            this.img.texture = this.spriteSheet.getTexture("page01-01");
            this.img.drawDelay = false;
        };
        return loading;
    }(easy.Group));
    modules.loading = loading;
    __reflect(loading.prototype, "modules.loading");
})(modules || (modules = {}));
