const GameModule = require('../utils/GameModule'); const GameNotificationKey = require('../utils/GameEnum').GameNotificationKey; const TapTapTool = require("../utils/TapTapTool"); cc.Class({ extends: cc.Component, properties: { }, // LIFE-CYCLE CALLBACKS: onLoad () { GameModule.skill = this; this.multiple = {'n': 1, 'e': 0}; this.skills = GameGlobal.skills; //判断是否正在使用技能3 this.isUsingSkill3 = false; this.skill3Floor = Math.random() < 0.5 ? -1 : 1; //初始化在楼层单双数显示对联,正数为单,负数为双 this.getAllSkillInfo(); //先获取技能3的加成倍数 this.getSkill3Ability(); this.updateAutoGetGold(); this.updateClickGold(); this.setupEventListener(); this.schedule(this.updateSkilltime, 1); }, //添加相关接收通知 setupEventListener() { GameEvent.on(GameNotificationKey.UpBuildingLevel, this, this.updateClickGold); GameEvent.on(GameNotificationKey.UpdateFixationSkill, this, (skillInfo) => { this.updateSkill(skillInfo); }); //使用实时技能通知 GameEvent.on(GameNotificationKey.UseTimeSkill, this, (skillInfo) => { this.useTimeSkill(skillInfo); }); //重置技能CD时间通知 GameEvent.on(GameNotificationKey.ResetSkill, this, () => { this.resetSkill(); }); GameEvent.on(GameNotificationKey.GameSkillOnHide, this, () => { this.refreshSkillStatus(); }); //使用好友助力 GameEvent.on(GameNotificationKey.GainFriendHelpClick, this, () => { this.gainFriendReward(); }); }, //技能列表解锁或升级技能 updateSkill(skillInfo) { switch (skillInfo.skillId) { case 4: this.skill4Info.skillLevel = skillInfo.level; this.updateAutoGetGold(); break; case 5: this.skill5Info.skillLevel = skillInfo.level; this.updateClickGold(); break; default: break; } }, //使用实时技能 useTimeSkill(skillInfo) { switch (skillInfo.skillId) { case 1: this.skill1Info.skillLevel = skillInfo.level; this.skill1Info.tdStarTime = skillInfo.td * 1000; this.skill1Info.skillStatus = 1; this.updateAutoGetGold(); break; case 2: this.skill2Info = skillInfo; let add = TapTapTool.multiple(GameModule.userInfo.coinTap, {'n': this.skill2Info.mt, 'e': 0}); GameModule.userInfo.gold = TapTapTool.add(GameModule.userInfo.gold, add); break; case 3: this.skill3Info.skillLevel = skillInfo.level; this.skill3Info.tdStarTime = skillInfo.td * 1000; this.skill3Info.skillStatus = 1; this.getSkill3Ability(); break; default: break; } }, //使用好友助力奖励 gainFriendReward() { this.updateAutoGetGold(); }, //重置技能CD时间 resetSkill() { this.skill1Info.tdStarTime = 0; this.skill1Info.skillStatus = 0; this.updateAutoGetGold(); this.skill3Info.tdStarTime = 0; this.skill3Info.skillStatus = 0; this.multiple = {'n': 1, 'e': 0}; this.updateClickGold(); GameModule.userInfo.refreshSecondText(); GameEvent.fire(GameNotificationKey.SkillThreeHasDone); }, //获取所有技能的信息 getAllSkillInfo() { this.skill1Info = this.skills.find(n => { return n.skillId == 1; }); this.skill2Info = this.skills.find(n => { return n.skillId == 2; }); this.skill3Info = this.skills.find(n => { return n.skillId == 3; }); this.skill4Info = this.skills.find(n => { return n.skillId == 4; }); this.skill5Info = this.skills.find(n => { return n.skillId == 5; }); }, // start () { // // }, /// 刷新技能从后台到前台的状态 refreshSkillStatus() { let onHideTime = cc.sys.localStorage.getItem('onHideTimestamp'); let curTime = new Date().getTime(); let difference = curTime - onHideTime; if (this.skill1Info && this.skill1Info.skillStatus == 1) { //处理游戏使用技能后进入过后台的情况 if (onHideTime) { if (difference > 0) { let isPast = difference > this.skill1Info.tdStarTime * 1000; //大于的话就是已超过使用技能的时间戳 if (isPast) { this.skill1Info.tdStarTime = 0; this.skill1Info.skillStatus = 2; this.updateAutoGetGold(); } else { this.skill1Info.tdStarTime = this.skill1Info.tdStarTime * 1000 - difference; } } else { this.skill1Info.tdStarTime = 0; this.skill1Info.skillStatus = 2; this.updateAutoGetGold(); } } // console.log('skill 1 ' + this.skill1Info.tdStarTime); } if (GameGlobal.friendRewardCdTime > 0) { if (onHideTime) { if (difference > 0) { let isPast = difference > GameGlobal.friendRewardCdTime; //大于的话就是已超过使用技能的时间戳 if (isPast) { GameGlobal.friendRewardCdTime = 0; this.updateAutoGetGold(); } else { GameGlobal.friendRewardCdTime = GameGlobal.friendRewardCdTime - difference; } } else { GameGlobal.friendRewardCdTime = 0; this.updateAutoGetGold(); } } } if (this.skill3Info && this.skill3Info.skillStatus == 1) { if (onHideTime) { if (difference > 0) { let isPast = difference > this.skill3Info.tdStarTime * 1000; //大于的话就是已超过使用技能的时间戳 if (isPast) { this.skill3Info.tdStarTime = 0; this.skill3Info.skillStatus = 2; this.multiple = {'n': 1, 'e': 0}; this.updateClickGold(); GameModule.userInfo.refreshSecondText(); GameEvent.fire(GameNotificationKey.SkillThreeHasDone); this.isUsingSkill3 = false; } else { this.skill3Info.tdStarTime = this.skill3Info.tdStarTime * 1000 - difference; } } else { this.skill3Info.tdStarTime = 0; this.skill3Info.skillStatus = 2; this.multiple = {'n': 1, 'e': 0}; this.updateClickGold(); GameModule.userInfo.refreshSecondText(); GameEvent.fire(GameNotificationKey.SkillThreeHasDone); this.isUsingSkill3 = false; } } // console.log('skill 3 ' + this.skill3Info.tdStarTime); } }, /// 每秒更新实时技能的使用时间 updateSkilltime() { //技能1使用中倒计时 if (this.skill1Info && this.skill1Info.skillStatus == 1) { //tdStarTime大于0为正在使用中 if (this.skill1Info.tdStarTime > 0) { this.skill1Info.tdStarTime -= (1 * 1000 ); if (this.skill1Info.tdStarTime <= 0) { this.skill1Info.tdStarTime = 0; this.skill1Info.skillStatus = 2; this.updateAutoGetGold(); } } else { this.skill1Info.tdStarTime = 0; this.skill1Info.skillStatus = 2; this.updateAutoGetGold(); } /// 重新进入前台需要刷新数据 } else if (this.skill1Info && this.skill1Info.isShow != undefined) { this.skill1Info.isShow = undefined; this.skill1Info.tdStarTime = 0; this.updateAutoGetGold(); } //技能3使用中倒计时 if (this.skill3Info && this.skill3Info.skillStatus == 1) { if (this.skill3Info.tdStarTime > 0) { this.skill3Info.tdStarTime -= 1 * 1000; this.isUsingSkill3 = true; if (this.skill3Info.tdStarTime <= 0) { this.skill3Info.tdStarTime = 0; this.skill3Info.skillStatus = 2; this.multiple = {'n': 1, 'e': 0}; this.updateClickGold(); GameModule.userInfo.refreshSecondText(); GameEvent.fire(GameNotificationKey.SkillThreeHasDone); this.isUsingSkill3 = false; } } else { this.skill3Info.tdStarTime = 0; this.skill3Info.skillStatus = 2; this.multiple = {'n': 1, 'e': 0}; this.updateClickGold(); GameModule.userInfo.refreshSecondText(); GameEvent.fire(GameNotificationKey.SkillThreeHasDone); this.isUsingSkill3 = false; } } else if (this.skill3Info && this.skill3Info.isShow != undefined) { this.skill3Info.isShow = undefined; this.skill3Info.tdStarTime = 0; this.multiple = {'n': 1, 'e': 0}; this.updateClickGold(); GameModule.userInfo.refreshSecondText(); GameEvent.fire(GameNotificationKey.SkillThreeHasDone); this.isUsingSkill3 = false; } else { this.isUsingSkill3 = false; } //好友助力技能使用中 if (GameGlobal.friendRewardCdTime > 0) { GameGlobal.friendRewardCdTime -= (1 * 1000 ); if (GameGlobal.friendRewardCdTime <= 0) { GameGlobal.friendRewardCdTime = 0; this.updateAutoGetGold(); } } }, // update (dt) { // }, //更新每秒自动点击生成金币的速率 updateAutoGetGold() { var second = 1; var click = 0; var skill1 = this.getSkill1Ability(); if (skill1 != null) { click += skill1.cc / skill1.iv; } var skill4 = this.getSkill4Ability(); if (skill4 != null) { click += skill4.cc / skill4.iv; } if (GameGlobal.friendRewardCdTime > 0) { click += 10; } if (click > 0) { GameModule.userInfo.secondClick = second / click; } else { GameModule.userInfo.secondClick = 0; } }, //更新每次点击生成金币的数量 updateClickGold() { var clickGold = this.getBuildingGold(); clickGold = clickGold * this.getSkill5Ability(); let coinTap = TapTapTool.multiple({'n': clickGold, 'e': 0}, this.multiple); coinTap = TapTapTool.multiple(coinTap, {'n': GameModule.shop.multiple, 'e': 0}); GameModule.userInfo.coinTap = TapTapTool.multiple(coinTap, GameModule.userInfo.perpetualClickMt); GameModule.userInfo.refreshSecondText(); }, //总部大楼等级技能 getBuildingGold() { this.userBuildingLevel = GameModule.userInfo.buildingLevel; let clickGold = 9 + this.userBuildingLevel; return clickGold; }, //主动释放技能1,多少分钟内每秒自动点击多少次 getSkill1Ability() { if (this.skill1Info == undefined || this.skill1Info.skillLevel <= 0 ) { return null; } if (this.skill1Info.skillStatus != 1 || this.skill1Info.tdStarTime == 0) { return null; } let skillInfo = GameGlobal.BuildingManager.getSkillLevelInfo(this.skill1Info.skillId, this.skill1Info.skillLevel); return skillInfo; }, //主动释放技能3,增加加成倍数 getSkill3Ability() { if (this.skill3Info == undefined || this.skill3Info.skillLevel <= 0 ) { return null; } if (this.skill3Info.skillStatus != 1 || this.skill3Info.tdStarTime == 0) { return null; } let skillInfo = GameGlobal.BuildingManager.getSkillLevelInfo(this.skill3Info.skillId, this.skill3Info.skillLevel); this.multiple = {'n': skillInfo.mt, 'e': 0}; GameModule.userInfo.multiple = this.multiple; this.updateClickGold(); }, //永久技能1,指定时间内自动点击次数 getSkill4Ability() { if (this.skill4Info == undefined || this.skill4Info.skillLevel <= 0 ) { return null; } let skillInfo = GameGlobal.BuildingManager.getSkillLevelInfo(this.skill4Info.skillId, this.skill4Info.skillLevel); return skillInfo; }, //永久技能2,每次点击产出的金币提升 getSkill5Ability() { if (this.skill5Info == undefined || this.skill5Info.skillLevel <= 0 ) { return 1; } let skillInfo = GameGlobal.BuildingManager.getSkillLevelInfo(this.skill5Info.skillId, this.skill5Info.skillLevel); let mt = skillInfo.mt; return mt; }, //永久技能3,减少CD时间 getSkill6Ability() { let skillInfo = this.skills.find(n => { return n.skillId == 6; }); skillInfo = GameGlobal.BuildingManager.getSkillLevelInfo(skillInfo.skillId, skillInfo.skillLevel); let rcd = (1 - skillInfo.rcd); return rcd; }, });