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1.添加固定土地操作

slambb 3 년 전
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617bf2244d

+ 2691 - 133
assets/Prefabs/NBuildings/Labour/Labour_205_Holy_Farmland.prefab

@@ -28,29 +28,32 @@
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+    "_active": true,
+    "_level": 1,
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@@ -404,7 +407,7 @@
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     "_scale": {
@@ -433,14 +436,18 @@
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     "_armatureName": "Sprite",
     "_animationName": "Sprite",
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@@ -473,170 +480,2721 @@
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+    "_enabled": true,
+    "_materials": [
+      {
+        "__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
+      }
+    ],
+    "_useOriginalSize": false,
+    "_string": "待租赁",
+    "_N$string": "待租赁",
+    "_fontSize": 20,
+    "_lineHeight": 40,
+    "_enableWrapText": false,
+    "_N$file": null,
+    "_isSystemFontUsed": true,
+    "_spacingX": 0,
+    "_batchAsBitmap": false,
+    "_N$horizontalAlign": 1,
+    "_N$verticalAlign": 1,
+    "_N$fontFamily": "Arial",
+    "_N$overflow": 1,
+    "_N$cacheMode": 0,
+    "_id": ""
+  },
+  {
+    "__type__": "cc.PrefabInfo",
+    "root": {
+      "__id__": 1
+    },
+    "asset": {
+      "__uuid__": "4456b7c3-3442-48da-aad3-369482e0172a"
+    },
+    "fileId": "09LJaZTttDrpq9pnX/aAH7",
+    "sync": false
+  },
+  {
+    "__type__": "cc.Sprite",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 71
+    },
+    "_enabled": true,
+    "_materials": [
+      {
+        "__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
+      }
+    ],
+    "_srcBlendFactor": 770,
+    "_dstBlendFactor": 771,
+    "_spriteFrame": {
+      "__uuid__": "f0048c10-f03e-4c97-b9d3-3506e1d58952"
+    },
+    "_type": 1,
+    "_sizeMode": 0,
+    "_fillType": 0,
+    "_fillCenter": {
+      "__type__": "cc.Vec2",
+      "x": 0,
+      "y": 0
+    },
+    "_fillStart": 0,
+    "_fillRange": 0,
+    "_isTrimmedMode": true,
+    "_atlas": null,
+    "_id": ""
+  },
+  {
+    "__type__": "cc.Widget",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 71
+    },
+    "_enabled": true,
+    "alignMode": 0,
+    "_target": null,
+    "_alignFlags": 45,
+    "_left": 0,
+    "_right": 0,
+    "_top": 0,
+    "_bottom": 0,
+    "_verticalCenter": 0,
+    "_horizontalCenter": 0,
+    "_isAbsLeft": true,
+    "_isAbsRight": true,
+    "_isAbsTop": true,
+    "_isAbsBottom": true,
+    "_isAbsHorizontalCenter": true,
+    "_isAbsVerticalCenter": true,
+    "_originalWidth": 100,
+    "_originalHeight": 40,
+    "_id": ""
+  },
+  {
+    "__type__": "cc.PrefabInfo",
+    "root": {
+      "__id__": 1
+    },
+    "asset": {
+      "__uuid__": "4456b7c3-3442-48da-aad3-369482e0172a"
+    },
+    "fileId": "6bBUFjo7lCAo8TgQsEAA0w",
+    "sync": false
+  },
+  {
+    "__type__": "cc.Button",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 70
+    },
+    "_enabled": true,
+    "duration": 0.1,
+    "zoomScale": 1.2,
+    "clickEvents": [],
+    "_N$interactable": true,
+    "_N$enableAutoGrayEffect": false,
+    "_N$transition": 2,
+    "transition": 2,
+    "_N$normalColor": {
+      "__type__": "cc.Color",
+      "r": 230,
+      "g": 230,
+      "b": 230,
+      "a": 255
+    },
+    "_N$pressedColor": {
+      "__type__": "cc.Color",
+      "r": 200,
+      "g": 200,
+      "b": 200,
+      "a": 255
+    },
+    "pressedColor": {
+      "__type__": "cc.Color",
+      "r": 200,
+      "g": 200,
+      "b": 200,
+      "a": 255
+    },
+    "_N$hoverColor": {
+      "__type__": "cc.Color",
+      "r": 255,
+      "g": 255,
+      "b": 255,
+      "a": 255
+    },
+    "hoverColor": {
+      "__type__": "cc.Color",
+      "r": 255,
+      "g": 255,
+      "b": 255,
+      "a": 255
+    },
+    "_N$disabledColor": {
+      "__type__": "cc.Color",
+      "r": 120,
+      "g": 120,
+      "b": 120,
+      "a": 200
+    },
+    "_N$normalSprite": {
+      "__uuid__": "f0048c10-f03e-4c97-b9d3-3506e1d58952"
+    },
+    "_N$pressedSprite": {
+      "__uuid__": "e9ec654c-97a2-4787-9325-e6a10375219a"
+    },
+    "pressedSprite": {
+      "__uuid__": "e9ec654c-97a2-4787-9325-e6a10375219a"
+    },
+    "_N$hoverSprite": {
+      "__uuid__": "f0048c10-f03e-4c97-b9d3-3506e1d58952"
+    },
+    "hoverSprite": {
+      "__uuid__": "f0048c10-f03e-4c97-b9d3-3506e1d58952"
+    },
+    "_N$disabledSprite": {
+      "__uuid__": "29158224-f8dd-4661-a796-1ffab537140e"
+    },
+    "_N$target": {
+      "__id__": 71
+    },
+    "_id": ""
+  },
+  {
+    "__type__": "cc.PrefabInfo",
+    "root": {
+      "__id__": 1
+    },
+    "asset": {
+      "__uuid__": "4456b7c3-3442-48da-aad3-369482e0172a"
+    },
+    "fileId": "adXZsO2oBNqYx+eftZxfHv",
+    "sync": false
+  },
+  {
+    "__type__": "cc.Sprite",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 66
+    },
+    "_enabled": true,
+    "_materials": [],
+    "_srcBlendFactor": 770,
+    "_dstBlendFactor": 771,
+    "_spriteFrame": null,
+    "_type": 0,
+    "_sizeMode": 1,
+    "_fillType": 0,
+    "_fillCenter": {
+      "__type__": "cc.Vec2",
+      "x": 0,
+      "y": 0
+    },
+    "_fillStart": 0,
+    "_fillRange": 0,
+    "_isTrimmedMode": true,
+    "_atlas": null,
+    "_id": ""
+  },
+  {
+    "__type__": "cc.PrefabInfo",
+    "root": {
+      "__id__": 1
+    },
+    "asset": {
+      "__uuid__": "4456b7c3-3442-48da-aad3-369482e0172a"
+    },
+    "fileId": "34QyzTN5RBnZgp/F6lVs1t",
+    "sync": false
+  },
+  {
+    "__type__": "665c9OT2R1OgqpO6W6onlaQ",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 1
+    },
+    "_enabled": true,
+    "title": {
+      "__id__": 8
+    },
+    "buildInfo": {
+      "__id__": 83
+    },
+    "buildZone": {
+      "__id__": 2
+    },
+    "_canBuild": false,
+    "InitPosFromStore": false,
+    "InitPos": true,
+    "InitStartPos": {
+      "__type__": "cc.Vec2",
+      "x": 26,
+      "y": 24
+    },
+    "InitBuildingInfo": true,
+    "ShowTip": null,
+    "ShowTipString": "",
+    "InitWorkBuildingInfo": true,
+    "InitWorkBuildingIndex": 2,
+    "_id": ""
+  },
+  {
+    "__type__": "BuildInfo",
+    "buildType": 7,
+    "id": 610006,
+    "occupyArea": {
+      "__type__": "cc.Vec2",
+      "x": 2,
+      "y": 2
+    },
+    "startTilePos": {
+      "__type__": "cc.Vec2",
+      "x": 0,
+      "y": 0
+    },
+    "isItActive": true,
+    "isItOccupied": false,
+    "occupantPlayerInfo": null,
+    "isThereAnItem": false,
+    "isItSaleable": false,
+    "isItStopOperation": false,
+    "buildingName": "农田",
+    "BuildingPrefabName": "Dragon_Farmland_Labour_01",
+    "EnglishName": "Dragon_Farmland_Labour_1",
+    "BuildingSynopsis": "生产特殊材料",
+    "BuildingSprite": {
+      "__id__": 5
+    },
+    "RunningCost": 0,
+    "consumeStrength": -6,
+    "totalConsumption": 30,
+    "totalInventory": 10,
+    "goodsArray": [
+      {
+        "__id__": 84
+      }
+    ],
+    "_goods": null,
+    "_inventory": 0,
+    "_targetBuildingsInfo": null,
+    "_gotoPosistion": [],
+    "specialSetValue": 3,
+    "consumeStrengthAddValue": 0,
+    "goodsPriceAddValue": 0,
+    "AssetValue": 0
+  },
+  {
+    "__type__": "goodsInfo",
+    "isItSale": true,
+    "goodsId": 0,
+    "goodsName": "苹果",
+    "goodsPrice": 20,
+    "goodsSalesRate": 50,
+    "goodsMaterial": {
+      "__id__": 85
+    }
+  },
+  {
+    "__type__": "goodsMaterialClass",
+    "crops": 0,
+    "wood": 0,
+    "mineral": 0
+  },
+  {
+    "__type__": "c818fDHNAJL/KUAnaPKbekt",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 1
+    },
+    "_enabled": true,
+    "isHiddenTouch": false,
+    "isShowBuildingInfo": false,
+    "_isInstance": false,
+    "_ifCanEdit": false,
+    "touchTimer": 0.8,
+    "isAutoMove": false,
+    "targetNode": null,
+    "_OldIndex": 0,
     "_id": ""
   },
   {
-    "__type__": "3b3f4TYx8NMDLX1AIrRzmKU",
+    "__type__": "9635dMSoyRLS6/ZTuBovKFA",
     "_name": "",
     "_objFlags": 0,
     "node": {
       "__id__": 1
     },
     "_enabled": true,
+    "stateArray": [
+      {
+        "__uuid__": "0bf10f81-00d4-4c35-8f25-0c04cc7bbcd8"
+      },
+      {
+        "__uuid__": "67dece92-f574-4b4e-88f9-f5e73f064f1c"
+      }
+    ],
+    "workArray": [
+      {
+        "__uuid__": "7bab315e-71fa-4237-b0d3-33b967bbcc65"
+      },
+      {
+        "__uuid__": "50cbc371-87b8-4897-a39f-5d39db98fa77"
+      },
+      {
+        "__uuid__": "53820242-02d8-4542-a84e-ec09c8465ee0"
+      }
+    ],
+    "changeSprite": {
+      "__id__": 5
+    },
+    "workingStatus": {
+      "__id__": 10
+    },
+    "workPlace": 7,
     "_id": ""
   },
   {

+ 1 - 1
assets/Scene/Login.fire

@@ -159,7 +159,7 @@
       "__type__": "cc.Vec3",
       "x": 0,
       "y": 0,
-      "z": 506.6248612138966
+      "z": 509.9671780066272
     },
     "_scale": {
       "__type__": "cc.Vec3",

+ 0 - 7
assets/Scene/MyCityScene - 004.fire.meta

@@ -1,7 +0,0 @@
-{
-  "ver": "1.2.1",
-  "uuid": "1ba1d133-0a26-4f5f-9d5b-3982bb2dd083",
-  "asyncLoadAssets": false,
-  "autoReleaseAssets": false,
-  "subMetas": {}
-}

+ 8 - 0
assets/Script/Network/dapp.js

@@ -98,6 +98,14 @@ cc.Class({
                                     console.log('utils ws:' + data);
                                 }, _self);
                             })
+                            //需要提前拉取一下土地配置,用于初始化地图土地
+                            utils.get(utils.api.landConfig, {}, (res, value) => {
+                                if(0 === value.code){
+                                    GlobalD.ConfigLand = value.data;
+                                }else{
+                                    console.warn("未能读取到config土地?");
+                                }
+                            })
 
                         } else {
                             console.log(res, value);

+ 2 - 38
assets/Script/UI/Collect.js

@@ -55,7 +55,6 @@ cc.Class({
         this.GoldCoin = cc.find("Canvas/UICamera/GoldCoin");
         this.diamondIcon = cc.find("Canvas/UICamera/GoldCoin/DiamondIcon");
         this.canvas = cc.find("Canvas");
-
         //0 未播放 1正播放
         this.state = 0;
         this.TipName = '';
@@ -65,30 +64,13 @@ cc.Class({
         this.count = 0;
 
         this._addPrefab(function () {
-            this.diamond.active = true;
-            // console.log("出来了");
+            this.diamond.active = false;
             this.diamond.x = this._x;
             this.diamond.y = this._y;
-
-
             this.diamond.opacity = 0;
-
-            // if (this.tests) {
-            //     this.playScale();
-            //     this.count = 7;
-            //     this.diamond.opacity = 255;
-            //     this.tests = false;
-            // }
-
-            // UtilsWX.shareMenu();
-
             this.diamond.on(cc.Node.EventType.TOUCH_END, function (event) {
                 // cc.log("点了钻石",event.getLocation());
-                // console.log("点了钻石",this.count , this.diamondCount1);
-                // UtilsWX.sharebtn();
-                // this.addCount();
                 let touchPos = event.getLocation();
-
                 this.harvest(touchPos);
             }.bind(this));
 
@@ -101,13 +83,7 @@ cc.Class({
     },
 
     addCount : function () {
-        // var buildingsInfo = this.node.getComponent("buildingsInfo");
-        // if (buildingsInfo!=null) {
-        //
-        //     if (buildingsInfo.buildInfo.buildType != 1) {
-        //         return;
-        //     }
-        // }
+        this.diamond.active = true;
         this.count++;
         if (this.count == this.diamondCount) {
             this.playScale();
@@ -152,24 +128,12 @@ cc.Class({
         // var jump = cc.jumpBy(0.5, 0, 200, 100, 1);
         this.Colortag = true;
         var finished = cc.callFunc(function () {
-         //   this.callbackstop = function () {
-         //       this.diamond.active = false;
-          //      this.diamond.stopAllActions();
-          //      this.state = 0;
-          //      this.diamondEnds(tempCount);
-         //   }.bind(this);
-        //    this.scheduleOnce(this.callbackstop, 0.5);
             this.diamond.active = false;
             this.state = 0;
             this.diamondEnds(tempCount);
-            // this.callbackstop = function () {
-            //
-            // }.bind(this);
-            // this.scheduleOnce(this.callbackstop, 0.5);
             task.taskZS();
         }.bind(this));
 
-
         var ScaleToAnim = cc.scaleTo(Duration, DiamondIcon.scale);
         var sequence = cc.sequence(cc.spawn(MoveAnim.easing(cc.easeOut(Duration)),ScaleToAnim), finished);
         this.diamond.runAction(sequence);

+ 82 - 26
assets/Script/UI/ManageBuildings.js

@@ -352,8 +352,17 @@ cc.Class({
         }
     },
 
-    //初始化建筑
+    /**
+     * GameData里面处理的生成数据流程,生成建筑物
+     */
     InitBuildings() {
+        //如果有存储的数据,隐藏场景房屋节点
+        // this.onHideInitPosBuildings();
+        /**
+         * 注释 spawnConfigLand 不初始化固定土地
+         */
+        //第一步初始化土地的网络数据
+        this.spawnConfigLand();
         //先初始化网络数据
         this.SpawnHouse();
 
@@ -377,8 +386,6 @@ cc.Class({
         //初始化两个默认的建筑
         //
     },
-
-
     //生成房子的默认值
     SpawnBuildingDefaultValue(buildingsInfo) {
         buildingsInfo.InitPos = false;
@@ -401,9 +408,13 @@ cc.Class({
             buildingsInfo.buildInfo.isItSaleable = GlobalD.GameData.GetWoodTradeState() > 0 ? true : false;// GlobalD.GameData.GetWoodTradeState();
         }
 
-        //先设置一下,可查看信息
+      
+        //设置一下,可查看信息
         if (reGameStates.BuildType.Housing !== buildingsInfo.buildInfo.buildType
-            && reGameStates.BuildType.Special !== buildingsInfo.buildInfo.buildType) {
+            && reGameStates.BuildType.Special !== buildingsInfo.buildInfo.buildType
+              /** 神农小镇固定土地关闭 基本的房屋信息,另外设置其他信息 */
+            && reGameStates.BuildType.HolyFarmland !== buildingsInfo.buildInfo.buildType
+        ) {
 
             buildingsInfo.node.getComponent('buildingsTouch').isShowBuildingInfo = true;
         }
@@ -457,51 +468,97 @@ cc.Class({
         //添加占位信息
         GlobalD.game.addBuilding(buildingsInfo_farmland);
 
+    },
+
+    //初始化后台配置的土地数据
+    spawnConfigLand() {
+
+        if (GlobalD.ConfigLand == null) {
+            console.error("GlobalD.ConfigLand 为初始化设置!");
+            return;
+        }
+        let _configLand = GlobalD.ConfigLand;
+        console.log(_configLand);
+        for (let i = 0; i < _configLand.length; i++) {
+            //生成默认土地
+            //农田
+            let housingTemp_farmland = this.onGetHousingPrefabFromName('Labour_205_Holy_Farmland');
+            housingTemp_farmland.parent = this.BuildingsParent;
+            var endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(cc.v2(_configLand[i].posX, _configLand[i].posY));
+            housingTemp_farmland.setPosition(endPos.x, endPos.y);
+
+            let buildingsInfo_farmland = housingTemp_farmland.getComponent("buildingsInfo");
+            //id用时间戳来记录
+            buildingsInfo_farmland.buildInfo.id = _configLand[i].id;//对应的id
+
+            /**
+             * 服务器设置的农田 独立于其他游戏数据
+             * 这步设置之后,addBuilding 时候不存储到 GameData_buildings
+             */
+            buildingsInfo_farmland.InitPosFromStore = true;
+            //设置tile的最底下的坐标,就是起始坐标
+            buildingsInfo_farmland.buildInfo.startTilePos = cc.v2(_configLand[i].posX, _configLand[i].posY);
+
+            this.SpawnBuildingDefaultValue(buildingsInfo_farmland);
+
+            //起始坐标,占位范围,是否占位
+            GlobalD.game.addBuildTiled(buildingsInfo_farmland.buildInfo.id, buildingsInfo_farmland.buildInfo.startTilePos, buildingsInfo_farmland.buildInfo.occupyArea);
+            //添加占位信息
+            GlobalD.game.addBuilding(buildingsInfo_farmland);
+        }
+
+
     },
     //初始化场景建筑
     SpawnHouse: function () {
-        let BuildingJSON = GlobalD.GameData.GameData_buildings;
+        let BuildingJSON = Object.assign([], GlobalD.GameData.GameData_buildings);
+        //拿到数据后,清空 GlobalD.GameData.GameData_buildings 数据,下面再添加上去
+        GlobalD.GameData.GameData_buildings.length = 0;
         cc.log('BuildingJSON', BuildingJSON);
         // if (BuildingJSON.length == 0) {
         //     //初始化默认房子
         //     this.SpawnDefaultHouse();
         //     return
         // };
-        //如果有存储的数据,隐藏场景房屋节点
-        this.onHideInitPosBuildings();
 
         for (let i = 0; i < BuildingJSON.length; i++) {
-            // cc.log(i);
-            // if (BuildingJSON[i].isDefault) continue;
 
             let HouseName = BuildingJSON[i].buildingNodeName;
             let housingTemp = this.onGetHousingPrefabFromName(HouseName);
-
             if (!housingTemp)
                 cc.error('housingTemp', HouseName, housingTemp);
+
             //预制为空
             if (!housingTemp) return;
+            let buildingsInfo = housingTemp.getComponent("buildingsInfo");
 
-            housingTemp.parent = this.BuildingsParent;
-            // var str= JSON.stringify(BuildingJSON);
+            /**
+            * 处理数据库数据冲突问题
+            * 这里处理判断初始化位置是否被占用,占用了回收到仓库背包系统
+            * BuildingJSON 看做旧的数据, 拿到旧数据 BuildingJSON[i].startTilePos 起始位置 ,生成对应预制的大小occupyArea
+            * 来判断占位信息
+            */
+            let _canNotBuild = GlobalD.game.areTheraOverlappingAreas(BuildingJSON[i].startTilePos, buildingsInfo.buildInfo.occupyArea, 1);
+            if (_canNotBuild) {
+                // 背包添加对应的建筑数量
+                GlobalD.game.PlusBuilding(buildingsInfo.buildInfo.buildingName);
+                // 删除上面生成的预制节点
+                housingTemp.destroy();
+                //跳过生成
+                continue;
+            }
 
+            housingTemp.parent = this.BuildingsParent;
             var endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(BuildingJSON[i].startTilePos);
-
-            // let HousePosition = BuildingJSON[i].Position;
-            // cc.log('x=' + HousePosition.x + 'y=' + HousePosition.y);
             housingTemp.setPosition(endPos.x, endPos.y);
-
-            let buildingsInfo = housingTemp.getComponent("buildingsInfo");
             //id用时间戳来记录
             buildingsInfo.buildInfo.id = BuildingJSON[i].buildingId;//对应的id
             //设置tile的最底下的坐标,就是起始坐标
             buildingsInfo.buildInfo.startTilePos = BuildingJSON[i].startTilePos;
-
             //初始化位置的坐标
             buildingsInfo.InitStartPos = BuildingJSON[i].startTilePos;
 
             this.SpawnBuildingDefaultValue(buildingsInfo);
-
             //目前应该只有商店,后面根据RunningCost来判断  todo.....
             // if (reGameStates.BuildType.Shop == buildingsInfo.buildInfo.buildType) 
             {
@@ -512,20 +569,19 @@ cc.Class({
                     GlobalD.game.onAddBuildingTipView(buildingsInfo);
                 }
             }
-
-
             //建筑物的加成值
             buildingsInfo.buildInfo.consumeStrengthAddValue = Number(BuildingJSON[i].consumeStrengthAddValue);
             buildingsInfo.buildInfo.goodsPriceAddValue = Number(BuildingJSON[i].goodsPriceAddValue);
-
-            // cc.log('buildingsInfo', buildingsInfo);
+            /**
+             * 判断是否占位的时候,需要进一步处理。放回背包,然后背包物品加上对应的数量
+             */
             //起始坐标,占位范围,是否占位
             GlobalD.game.addBuildTiled(buildingsInfo.buildInfo.id, buildingsInfo.buildInfo.startTilePos, buildingsInfo.buildInfo.occupyArea);
             //添加占位信息
             GlobalD.game.addBuilding(buildingsInfo);
-
-
         }
+
+        console.log("GlobalD.GameData.GameData_buildings:", GlobalD.GameData.GameData_buildings);
     },
     onGetHousingPrefabFromName(HouseName) {
         let housing = null;

+ 16 - 24
assets/Script/build/buildingsTouch.js

@@ -4,6 +4,12 @@ cc.Class({
 
     properties: {
 
+        
+        isHiddenTouch: { 
+            default: false,
+            tooltip:"初始化时候是否绑定touch"
+         },
+
         //是否显示房屋信息
         isShowBuildingInfo: { default: false },
 
@@ -49,12 +55,12 @@ cc.Class({
         this.buildInfo = this._buildingsInfo.buildInfo;
         this.title = this._buildingsInfo.title;
 
-        this.node.on(cc.Node.EventType.TOUCH_START, this.TouchStartFunction, this);
-        this.node.on(cc.Node.EventType.TOUCH_END, this.TouchEndFunction, this);
-        this.node.on(cc.Node.EventType.TOUCH_CANCEL, this.TouchCancelFunction, this);
-        //不规则碰撞绑定
-        // this.node._oldHitTest = this.node._hitTest.bind(this.node);
-        // this.node._hitTest = this.polygonHitTest.bind(this.node);
+        if(!this.isHiddenTouch){
+            this.node.on(cc.Node.EventType.TOUCH_START, this.TouchStartFunction, this);
+            this.node.on(cc.Node.EventType.TOUCH_END, this.TouchEndFunction, this);
+            this.node.on(cc.Node.EventType.TOUCH_CANCEL, this.TouchCancelFunction, this);
+        }
+        // console.log("this.isHiddenTouch",this.isHiddenTouch);
         this.Draw = this._buildingsInfo._buildZone;
         if (!this.Draw)
             this.Draw = this.node.getChildByName('Draw');
@@ -63,7 +69,6 @@ cc.Class({
 
     start() {
         this.InitStartPos = this._buildingsInfo.InitStartPos;
-
         this._camera = GlobalD.game.MainCamera;
         this._canvas = GlobalD.game.Canvas;
         this._tileMap = GlobalD.TiledMap;
@@ -71,25 +76,11 @@ cc.Class({
 
 
     TouchStartFunction() {
-        // cc.log('isItSaleable:',this._buildingsInfo.buildInfo.isItSaleable,
-        // 'isItOccupied:',this._buildingsInfo.buildInfo.isItOccupied,
-        // 'isItActive:',this._buildingsInfo.buildInfo.isItActive,
-        // 'isThereAnItem:',this._buildingsInfo.buildInfo.isThereAnItem,this._buildingsInfo.buildInfo.startTilePos)
-
-        // cc.log('consumeStrength:', this._buildingsInfo.buildInfo.consumeStrength,
-        //     "consumeStrengthAddValue:", this._buildingsInfo.buildInfo.consumeStrengthAddValue,
-        //     "goodsPriceAddValue:", this._buildingsInfo.buildInfo.goodsPriceAddValue);
-
-
-        // GlobalD.game._showUpEffectPrefab(this._buildingsInfo);
-
+        // console.log("TouchStartFunction");
         this._touchPosition = this.node.getPosition();
-
-        // cc.warn('touch start!');
         GlobalD.GameControl._isBuildingMove = false;
         this._isMove = false;
         this.unschedule(this.callback);
-
         this.scheduleOnce(this.callback = function () {
             //编辑器移动的话,返回
             if (GlobalD.GameControl.isUICameraMove) return;
@@ -144,11 +135,12 @@ cc.Class({
         this.node.zIndex = 1000;
     },
     TouchCancelFunction() {
-        // cc.warn('touch cancel!');
+        // console.log("TouchCancelFunction");
         this.unschedule(this.callback);
         GlobalD.GameControl._isBuildingMove = false;
     },
     TouchEndFunction() {
+        // console.log("TouchEndFunction");
         // console.log("点击建筑物 之后",this.getOnClickTags());
         if (this.getOnClickTags()) {
             return;
@@ -158,7 +150,7 @@ cc.Class({
 
         this.unschedule(this.callback);
         // cc.warn('touch End!');
-
+        console.log("this.isShowBuildingInfo:",this.isShowBuildingInfo);
         //如果没有移动就判断点击
         if (!this._isMove
             && this.isShowBuildingInfo

+ 44 - 15
assets/Script/public/GameData.js

@@ -58,6 +58,12 @@ cc.Class({
             visible: false,
         },
 
+        //读取的土地文件
+        ConfigLand: {
+            default: null,
+            visible: false
+        }
+
     },
     onLoad() {
         //初始化GameData全局变量
@@ -144,8 +150,6 @@ cc.Class({
 
     InitSceneInfo() {
         //根据顺序生成
-        //初始化道路
-        this.onSpawnHighway();
         //初始化时间ui
         cc.find("GameNode/ManageTimer").getComponent('ManageTimer').Init();
         //初始化金钱ui,gold,diamond, cnt,snb,
@@ -154,11 +158,24 @@ cc.Class({
         // cc.find("GameNode/ManageMap").getComponent('ManageMap').InitManageMap();
         GlobalD.TiledMap.onInitSolid();
 
-        //tudo 初始化DApp固定土地
-
-        //初始化生成房屋
+        //初始化生成房屋 
+        /**
+         * dapp设定: 如果固定土地冲突,删除冲突的建筑和回收仓库
+         */
         this.ManageUI.getComponent('ManageBuildings').InitBuildings();
+
+        //初始化道路
+        /**
+         * 原本游戏设定是先生产道路,现在为了方便处理等房屋生产后,再处理公路
+         * dapp设定: 如果固定土地冲突,删除对应的公路
+         */
+        this.onSpawnHighway();
+
         //初始化生成人物
+        /**
+        * dapp设定: 如果固定土地位置冲突,把人物生成位置放置到主路
+        * onSpawnWorkerAIFromStoredData 此函数处理
+        */
         cc.find('GameNode/ManageWorker').getComponent('ManageWorker').InitWorkerAI();
 
         let _BFirstLoadGame = this.readData ? this.readData.BFirstLoadGame : 0;
@@ -682,29 +699,35 @@ cc.Class({
             //保存到内存中
             this.GameData_highwayIndex = this.readData.highwayIndex;
             //先赋值道路的对象数组
-            let _AllHighwayAIndex = GlobalD.game.AllHighwayStylesAndIndex = this.readData.allHighwayStylesAndIndex;
-
+            let _AllHighwayAIndex = Object.assign([], this.readData.allHighwayStylesAndIndex);
             //获取最后建造公路的层级
             this.HighwayLayer = this._tiledMap.getLayer('Highway');
             for (let i = 0; i < _AllHighwayAIndex.length; i++) {
+                let _tiledPos = GlobalD.TiledMap.analyticalIndexData(_AllHighwayAIndex[i].highwayInfoIndex);
+                /**
+                 * 解决固定土地时候,道路 和房子 冲突
+                 * 
+                 */
+                if (GlobalD.game.getManageGameIndexArrayAt(cc.v2(_tiledPos.x, _tiledPos.y))) {
+                    continue;
+                }
                 let highwayTemp = cc.instantiate(this.HighWayPrefabs);
                 highwayTemp.parent = this.HighwayLayer.node;
                 let tiledTile = highwayTemp.addComponent('TiledTile');
-                let _tiledPos = GlobalD.TiledMap.analyticalIndexData(_AllHighwayAIndex[i].highwayInfoIndex);
                 tiledTile.x = _tiledPos.x;
                 tiledTile.y = _tiledPos.y;
                 //地图设置可行走区域公路设置
                 AStar.setMapSolid(_tiledPos.x, _tiledPos.y, 0);
-
-
                 // _buildId ==0 是公路
                 let _buildId = 0;
                 let occupyTemp = cc.v2(_buildId, _AllHighwayAIndex[i].highwayInfoIndex);
                 GlobalD.game.OccupyArray.push(occupyTemp);
-
                 highwayTemp.getComponent('HighwayInfo').onChangeHighwayStyles(_AllHighwayAIndex[i].highwayInfoType);
 
+                GlobalD.game.AllHighwayStylesAndIndex.push(_AllHighwayAIndex[i]);
+
             }
+            console.log("end");
         } else {
             //如果用户没有存储数据
             //根据InitPoint 的数据,创建初始化的地图数据 的初始化数据
@@ -894,7 +917,9 @@ cc.Class({
 
     },
 
-
+    /**
+     * 暂时不需要从这里读取
+     */
     getLandConfig() {
         // "data": [
         //     {
@@ -913,8 +938,12 @@ cc.Class({
         //         "updateTime": "2022-01-10 21:25:33"
         //     }
         // ],
-        utils.get(utils.api.landConfig, {}, (res, vaule) => {
-
+        utils.get(utils.api.landConfig, {}, (res, value) => {
+            if (0 === value.code) {
+                this.ConfigLand = value.data;
+            } else {
+                console.warn("未能读取到config土地?");
+            }
         })
     },
     //获取用户全部租赁土地
@@ -1002,7 +1031,7 @@ cc.Class({
         })
     },
 
-    getWarehouseSeedAndFruit(){
+    getWarehouseSeedAndFruit() {
         // "data": {
         //     "seed": [
         //         {

+ 2 - 2
assets/Script/public/GameStates.js

@@ -58,8 +58,8 @@ var BuildType = cc.Enum({
     //特殊建筑
     Special: -1,
 
-    //神小镇 种子土地
-    DragonTownFarmland:-1
+    //神小镇 种子土地
+    HolyFarmland:-1
 });
 
 /**

+ 5 - 0
assets/Script/public/Globals.js

@@ -9,6 +9,11 @@ window.GlobalD = {
     //地图
     TileMap: null,
 
+    /**
+     * 新增的土地配置
+     */
+    ConfigLand:null,
+
     //保存数据的脚本
     GameData: null,
 

+ 11 - 21
assets/Script/public/ManageAI.js

@@ -317,47 +317,37 @@ cc.Class({
 
     //读取的内存数据生成AI
     onSpawnWorkerAIFromStoredData() {
-
-
-
         let characterArray = GlobalD.GameData.GetWorkerCharacterInfoArray();
-        // cc.log('onSpawnWorkerAIFromStoredData', characterArray, characterArray.length);
-
-        // return;
+        console.log(characterArray);
         for (let i = 0; i < characterArray.length; i++) {
-            let workerAI;
-            workerAI = cc.instantiate(this.spawnWorkerAiPrefab);
+            //生成点
+            let spawnPos = characterArray[i].startTilePos;
+            /**
+             * 判断这个点是否 被占用, 等下生成人物的点在固定土地内,处理人物位置
+             */
+            if (GlobalD.game.getManageGameIndexArrayAt(spawnPos)) {
+                //暂时主路随意找一个点
+                spawnPos = characterArray[i].startTilePos = cc.v2(17,16);
+            }
+            let workerAI = cc.instantiate(this.spawnWorkerAiPrefab);
             workerAI.parent = this.spawnParentNode;
-
             let AIWorkerPlayer = workerAI.getChildByName('AI').getComponent("AI_worker_player");
-            // //暂定一个生成点
-            let spawnPos = characterArray[i].startTilePos;
             AIWorkerPlayer.onSetSpawnStartPoiont(spawnPos);
             //设置AI添加数组
             GlobalD.game.onSetWorkerArray(AIWorkerPlayer);
             let AIWorkerAttribute = workerAI.getChildByName('AI').getComponent("AI_worker_Attribute");
             AIWorkerAttribute.characterInfo = characterArray[i];
-            // cc.log('characterArray[i]', characterArray[i]);
-
-            // cc.log('InitCurrentGradeJson',this.InitCurrentGradeJson,parseInt(this.InitCurrentGradeJson.MoveSpeed));
             AIWorkerAttribute.totalPhysicalStrength = parseInt(this.InitCurrentGradeJson.PhysicalStrength);
             AIWorkerAttribute.characterSpeed = parseInt(this.InitCurrentGradeJson.MoveSpeed);
             AIWorkerAttribute.labour = parseInt(this.InitCurrentGradeJson.Labor);
-
             //设置工人房屋
             let buildinsInfo = GlobalD.game.onGetBuildingsTiledMapUnitFromBuildID(AIWorkerAttribute.characterInfo.occupantBuildingID);
-
-
             if (buildinsInfo)
                 AIWorkerPlayer.onInitSetHouse(buildinsInfo);
             else
                 AIWorkerPlayer.onUpdateFindHouse();
-
-            // cc.log('buildinsInfo', buildinsInfo);
             //记录工人信息,这是初始化的数据,不记录到内存中
             GlobalD.game.onAddWorkerCharacterInfoToArray(AIWorkerAttribute.characterInfo, true);
-
-
         }
     },