local BattleChapterBgComp = class("BattleChapterBgComp", LuaComponent) function BattleChapterBgComp:init() local uiMap = self.baseObject:genAllChildren() local buildNode = uiMap["chapter.build_node"] self.allObj = {} for i = 1, 3 do local bg = uiMap["chapter.bg_" .. i] local bg1 = uiMap["chapter.prospect_" .. i] local bg2 = uiMap["chapter.middle_" .. i] if bg then table.insert(self.allObj, bg) end if bg1 then table.insert(self.allObj, bg1) end if bg2 then table.insert(self.allObj, bg2) end end table.insert(self.allObj, buildNode) end function BattleChapterBgComp:pause() for i,v in ipairs(self.allObj) do v:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_BATTLE_CONTROL_BG).canMove = false end end function BattleChapterBgComp:doMove() for i,v in ipairs(self.allObj) do v:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_BATTLE_CONTROL_BG):SetPositionByTime(0.02) end end return BattleChapterBgComp