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- const DWTool = require('../utils/DWTool');
- const ThemeManager = require("../utils/ThemeManger");
- const { RoomState, GameNotificationKey } = require("../utils/GameEnum");
- const GameModule = require("../utils/GameModule");
- const TapTapTool = require("../utils/TapTapTool");
- cc.Class({
- extends: cc.Component,
- properties: {
- // Public Properties
- bgNode: cc.Node,
- /** 当前显示的图片 */
- buildSprite: cc.Sprite,
- /** 柱子 */
- pillarTop: cc.Sprite,
- pillarBottom: cc.Sprite,
- pillarRight: cc.Sprite,
- pillarLeft: cc.Sprite,
- bottomBg: cc.Sprite,
- lockBtnFrames: [cc.SpriteFrame],
- /** 升级按钮的两种状态图 */
- updateBtnFrames: [cc.SpriteFrame],
- /** 未解锁状态的节点 */
- lockNode: cc.Node,
- /** 需要花费所有金币 */
- costLabel: cc.Label,
- /** 未解锁的建筑名称 */
- unLockBuildName: cc.RichText,
- /** 未解锁需要花费多少金币 */
- unlockRichText: cc.RichText,
- /** 未解锁需要总部等级 */
- unlockLevelLabel: cc.Label,
- /** 建筑昵称 */
- buildNameLabel: cc.Label,
- /** 这里当做升级建筑按钮 */
- updateBtn: cc.Node,
- /** 解锁按钮 */
- lockBtn: cc.Sprite,
- /** 将要解锁建筑的类型图 */
- unlockBuildingType: cc.Sprite,
- lockBottomNode: cc.Node,
- /** 等级进度条 */
- levelProgressBar: cc.ProgressBar,
- /** 生产了多少金币 */
- rateProgressLabel: cc.Label,
- /** 下一级生产多少金币 */
- nextRateLabel: cc.Label,
- openDoorSkeletion: sp.Skeleton,
- updateSkeletion: sp.Skeleton,
- // 满级提示
- maxNode: cc.Node,
- //
- artistNode: cc.Node,
- //
- artistMan: cc.Prefab,
- awardWrap: cc.Node,
- awardPrefab: cc.Prefab,
- _itemId: 0,
- skillEfcNode: cc.Node,
- coupletLeftSrpite: cc.Sprite,
- coupletRightSrpite: cc.Sprite,
- //对联数组
- coupletFrames: [cc.SpriteFrame]
- },
- // LIFE-CYCLE CALLBACKS:
- onLoad () {
- this.setupUI();
- this.openDoorSkeletion.setCompleteListener(() => {
- // 升级建筑
- this.updateBuilding();
- GameEvent.fire(GameNotificationKey.PlaySuccessAnimation, true);
- });
- //点击解锁建筑
- let self = this;
- this.unlockBuildingEvent = _.debounce(() => {
- // 如果当前不够钱, 点击不生效
- if (!TapTapTool.compare(GameModule.userInfo.gold, self.data.unlockScore)) {
- return;
- }
- // 点完立刻隐藏
- self.lockBtn.node.active = false;
- let position = self.lockBtn.node.convertToWorldSpace(cc.v2(self.lockBtn.node.width / 2, self.lockBtn.node.height / 2));
- GameEvent.fire(GameNotificationKey.PlayUpdateCoinAnimation, position);
- self.openDoorSkeletion.setAnimation(1, "changjing_kaiqi2");
- self.lockBottomNode.runAction(cc.fadeOut(0.7));
- self.lockBottomNode.active = false;
- }, 1000, true);
- },
- setupUI() {
- this.humanList = [];
- this.humanPool = new cc.NodePool();
- for (let i = 0; i < 5; i++) {
- let artist = cc.instantiate(this.artistMan);
- this.humanPool.put(artist);
- this.humanList.push(artist);
- }
- },
- start () {
- },
- //每帧更新数据
- update (dt) {
- if (this.data) {
- // 不断刷新界面
- this.layout(this.data);
- }
- },
- updateItem(data, itemId, resetCallback) {
- if (!isNaN(itemId)) {
- // if (this._itemId == itemId && itemId != 0) {
- // return;
- // }
- this._itemId = itemId;
- }
- if (typeof data != 'object') {
- return;
- }
- if (resetCallback) {
- this.resetCallback = resetCallback;
- }
- this.data = data;
- this.buildNameLabel.string = `等级${data.level} ${data.name}` ;
- this.refreshTheme();
- this.layout(data);
- // 配置界面上的奖励礼包
- this.configAward();
- //升级房间时不用刷新人物
- if (!isNaN(itemId)) {
- this.artistListLayout();
- }
- },
- layout(data) {
- // console.log(GameModule.skill.isUsingSkill3);
- // 判断是否有下一级, 没有的话就是满级
- if (data.hasNext === 1 && data.level < Global.BuildingManager.getLevelCount(data.roomId)) {
- // 判断是否已经解锁
- if (data.isUnlocked) {
- let ratio = data.level % 25;
- this.levelProgressBar.progress = ratio / 25;
- //
- let gold1 = TapTapTool.goldStrToClass(data.gold1);
- let gold2 = TapTapTool.goldStrToClass(data.gold2);
- let roomMt = TapTapTool.goldStrToClass(data.roomMt);
- var secondGold = TapTapTool.multiple(gold1,data.level);
- secondGold = TapTapTool.add(secondGold, gold2);
- secondGold = TapTapTool.multiple(secondGold,roomMt);
- secondGold = TapTapTool.multiple(secondGold, GameModule.skill.multiple);
- secondGold = TapTapTool.multiple(secondGold, GameModule.userInfo.perpetualMt);
- this.rateProgressLabel.string = `${TapTapTool.parseToString(secondGold)}/秒`;
- var nextGold = TapTapTool.multiple(gold1,(data.level+1));
- nextGold = TapTapTool.add(nextGold, gold2);
- nextGold = TapTapTool.multiple(nextGold,roomMt);
- nextGold = TapTapTool.multiple(nextGold, GameModule.skill.multiple);
- nextGold = TapTapTool.multiple(nextGold, GameModule.userInfo.perpetualMt);
- let nextDiffer = nextGold = TapTapTool.sub(nextGold, secondGold);
- this.nextRateLabel.string = `+${TapTapTool.parseToString(nextDiffer)}/秒`;
- this.lockNode.active = false;
- this.costLabel.string = TapTapTool.parseToString(data.nextUpGold);
- // 判断是否有足够的金额解锁
- if (TapTapTool.compare(GameModule.userInfo.gold, data.nextUpGold)) {
- this.setState(RoomState.Update);
- } else {
- this.setState(RoomState.UnLock);
- }
- } else {
- this.lockNode.active = true;
- this.costLabel.string = 0;
- this.unLockBuildName.string = `<b><color=#ffffff>${data.name}</c></b>`;
- let unLockData = TapTapTool.goldStrToClass(data.unlockScore);
- this.unlockRichText.string = `<img src='coin_small'/><b><color=#ffffff> ${TapTapTool.parseToString(unLockData)}</c><b/>`;
- // 判断是否有足够的金额解锁
- if (TapTapTool.compare(GameModule.userInfo.gold, unLockData) && GameModule.userInfo.buildingLevel >= data.buildingLevel) {
- this.unlockBuildingType.node.active = true;
- this.lockBtn.spriteFrame = this.lockBtnFrames[1];
- this.lockBtn.node.getComponent(cc.Button).interactable = true;
- } else {
- this.unlockBuildingType.node.active = false;
- this.lockBtn.spriteFrame = this.lockBtnFrames[0];
- this.lockBtn.node.getComponent(cc.Button).interactable = false;
- }
- if (data.buildingLevel > 0) {
- this.unlockLevelLabel.node.active = true;
- this.unlockLevelLabel.string = `需要总部等级${data.buildingLevel}级`;
- } else {
- this.unlockLevelLabel.node.active = false;
- this.unlockLevelLabel.string = '';
- }
- this.setState(RoomState.Lock);
- }
- } else {
- this.rate = data.rate;
- this.levelProgressBar.progress = 1.0;
- this.setState(RoomState.Full);
- let gold1 = TapTapTool.goldStrToClass(data.gold1);
- let gold2 = TapTapTool.goldStrToClass(data.gold2);
- let roomMt = TapTapTool.goldStrToClass(data.roomMt);
- var secondGold = TapTapTool.multiple(gold1,data.level);
- secondGold = TapTapTool.add(secondGold, gold2);
- secondGold = TapTapTool.multiple(secondGold,roomMt);
- this.rateProgressLabel.string = `${TapTapTool.parseToString(secondGold)}/秒`;
- }
- //使用技能3的时候楼层增加对联效果
- if (data.isUnlocked && GameModule.skill.isUsingSkill3) {
- //大于0为单层显示对联
- if (GameModule.skill.skill3Floor > 0) {
- if (this.data.roomId % 2 == 0) {
- this.skillEfcNode.active = false;
- } else {
- if (this.skillEfcNode.active == false) {
- this.skillEfcNode.active = true;
- let arr = this.randNum(0,(this.coupletFrames.length - 1),2);
- this.coupletLeftSrpite.spriteFrame = this.coupletFrames[arr[0]];
- this.coupletRightSrpite.spriteFrame = this.coupletFrames[arr[1]];
- }
- }
- } else {
- if (this.data.roomId % 2 == 0) {
- if (this.skillEfcNode.active == false) {
- this.skillEfcNode.active = true;
- let arr = this.randNum(0,(this.coupletFrames.length - 1),2);
- this.coupletLeftSrpite.spriteFrame = this.coupletFrames[arr[0]];
- this.coupletRightSrpite.spriteFrame = this.coupletFrames[arr[1]];
- }
- } else {
- this.skillEfcNode.active = false;
- }
- }
- } else {
- this.skillEfcNode.active = false;
- }
- },
- randNum(min, max, num) {
- var arr = [],
- t;
- function fn(i) {
- for (i; i < num; i++) {
- t = parseInt(Math.random() * (max - min + 1) + min);
- for(var k in arr) {
- if (arr[k] == t) {
- fn(i);
- break;
- }
- }
- arr[i] = t;
- }
- }
- fn(0);
- return arr
- },
- //根据房间不同状态显示不同界面
- setState(state) {
- if (this.state === state) { return; }
- switch (state) {
- case RoomState.Lock:
- this.openDoorSkeletion.node.active = true;
- this.openDoorSkeletion.clearTracks();
- this.openDoorSkeletion.setToSetupPose();
- this.lockBtn.node.active = true;
- this.lockBottomNode.stopAllActions();
- this.lockBottomNode.opacity = 255;
- this.lockBottomNode.active = true;
- this.lockNode.active = true;
- this.updateBtn.active = false;
- this.updateBtn.getComponent(cc.Button).interactable = false;
- this.updateBtn.getComponent(cc.Sprite).spriteFrame = this.updateBtnFrames[0];
- this.maxNode.active = false;
- break;
- case RoomState.UnLock:
- this.openDoorSkeletion.node.active = false;
- this.lockBtn.node.active = false;
- this.lockBottomNode.active = false;
- this.updateBtn.active = true;
- this.lockNode.active = false;
- this.updateBtn.getComponent(cc.Button).interactable = false;
- this.updateBtn.getComponent(cc.Sprite).spriteFrame = this.updateBtnFrames[0];
- this.maxNode.active = false;
- break;
- case RoomState.Update:
- this.openDoorSkeletion.node.active = false;
- this.lockBtn.node.active = false;
- this.lockBottomNode.active = false;
- this.updateBtn.active = true;
- this.lockNode.active = false;
- this.updateBtn.getComponent(cc.Sprite).spriteFrame = this.updateBtnFrames[1];
- this.updateBtn.getComponent(cc.Button).interactable = true;
- this.maxNode.active = false;
- break;
- case RoomState.Full:
- this.openDoorSkeletion.node.active = false;
- this.lockBtn.node.active = false;
- this.lockBottomNode.active = false;
- this.lockNode.active = false;
- this.maxNode.active = true;
- this.updateBtn.active = false;
- default:
- break;
- }
- this.state = state;
- },
- refreshTheme() {
- ThemeManager.setItemBuildSpriteFrame(this.data.roomId, this.buildSprite);
- let lockBottomSprite = this.lockBottomNode.getComponent(cc.Sprite);
- ThemeManager.setItemLockDownSpriteFrame(lockBottomSprite);
- },
- setListViewAdapter(listViewAdapter) {
- this._listViewAdapter = listViewAdapter;
- },
- deleteItem() {
- this._listViewAdapter.removeItem(this);
- },
- // 解锁建筑事件
- unlockBuilding() {
- this.unlockBuildingEvent();
- },
- updateBuildingEvent() {
- if (this.state === RoomState.Update) {
- let position = this.updateBtn.convertToWorldSpace(cc.v2(this.updateBtn.width / 2, this.updateBtn.height / 2));
- GameEvent.fire(GameNotificationKey.PlayUpdateCoinAnimation, position);
- this.updateBuilding();
- if (!this.updateSkeletion.node.active) {
- this.updateSkeletion.node.active = true;
- this.updateSkeletion.setAnimation(0, "changjing_sj");
- this.updateSkeletion.setCompleteListener(() => {
- this.updateSkeletion.node.active = false;
- });
- }
- }
- },
- // 升级建筑
- updateBuilding() {
- //升级前判断金币是否足够
- if (this.data.isUnlocked) {
- if (!TapTapTool.compare(GameModule.userInfo.gold, this.data.nextUpGold)) {
- return;
- }
- } else {
- if (!TapTapTool.compare(GameModule.userInfo.gold, this.data.unlockScore)) {
- return;
- }
- }
- GameModule.audioMng.playUpdateBuilding();
- // 从配置文件里获取
- let maxLevel = Global.BuildingManager.getLevelCount(this.data.roomId);
- let nextLevel = this.data.level + 1;
- let level = nextLevel > maxLevel ? maxLevel : nextLevel;
- let buildModel = Global.BuildingManager.getBuildingInfo(this.data.roomId, level);
- buildModel.roomStars = this.data.roomStars;
- buildModel.roomMt = this.data.roomMt;
- buildModel.awardCount = this.data.awardCount;
- buildModel.isUnlocked = 1;
- if (this.resetCallback) {
- this.resetCallback(buildModel, this._itemId);
- }
- if (this.data.isUnlocked) {
- // 当前楼层已解锁
- GameModule.userInfo.gold = TapTapTool.sub(GameModule.userInfo.gold, this.data.nextUpGold);
- GameModule.userInfo.updateRecordModify(buildModel);
- } else {
- // 当前楼层未解锁
- GameModule.userInfo.gold = TapTapTool.sub(GameModule.userInfo.gold, this.data.unlockScore);
- GameModule.userInfo.recordUnlockModify.push(buildModel);
- // 成功解锁后立刻调用上报,提交数据
- GameModule.userInfo.doReport();
- GameEvent.fire(GameNotificationKey.UnlockLevelHome,buildModel);
- }
- this.updateItem(buildModel);
- GameEvent.fire(GameNotificationKey.RefreshBuildingData, buildModel);
- },
- artistListLayout() {
- for (let child of this.humanList) {
- this.humanPool.put(child);
- }
- let self = this;
- let addHuman = function (artist, index) {
- let human = null;
- if (self.humanPool.size() > 0) {
- human = self.humanPool.get();
- } else {
- human = cc.instantiate(self.artistMan);
- self.humanList.push(human);
- }
- self.artistNode.addChild(human);
- let direction = (index > 0) ? 1 : -1;
- human.getComponent('ArtistMan').init(artist, direction);
- };
- if (this.data.isUnlocked && this.data.roomStars && this.data.roomStars.length > 0) {
- let direction = (Math.random() - 0.5) * 2;
- for(let i = 0; i < this.data.roomStars.length; ++i) {
- let starId = this.data.roomStars[i];
- let artist = new Object();
- artist.starId = starId;
- addHuman(artist, direction);
- direction = -direction;
- }
- }
- },
- configAward() {
- //每25级可以领取一次里程碑加成奖励
- let awardCount = this.data.awardCount;
- let totalCount = Math.floor(this.data.level / 25);
- if (awardCount < totalCount) {
- if (!this.isHasAward) {
- let awardNode = cc.instantiate(this.awardPrefab);
- this.awardScript = awardNode.getComponent('LevelHomeAward');
- this.awardWrap.addChild(awardNode);
- this.showProp();
- } else {
- if (parseInt(this.data.level) % 25 == 0) {
- this.showProp();
- }
- }
- } else {
- if (this.awardScript) {
- this.isHasAward = false;
- this.awardScript.node.position = cc.v2(150, -10);
- this.awardScript.node.active = false;
- this.awardScript.isPlay = false;
- this.awardScript.isPlaying = false;
- }
- }
- },
- hideAward() {
- this.isHasAward = false;
- this.awardScript.node.position = cc.v2(150, -10);
- this.awardScript.node.active = false;
- this.awardScript.isPlay = false;
- this.awardScript.isPlaying = false;
- this.configAward();
- },
- showProp(isPlayAnimation=true) {
- if (!this.isHasAward) {
- this.isHasAward = true;
- this.awardScript.init(this.data.roomId, (awardCount) => {
- // 显示领取动画
- this.data.awardCount = awardCount;
- this.hideAward();
- });
- if (isPlayAnimation) {
- this.awardScript.showAnimation();
- } else {
- this.awardScript.node.position = cc.v2(150, -10);
- this.awardScript.node.active = true;
- }
- } else {
- this.awardScript.updateAnimation();
- }
- },
- });
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