var reGameStates = require('GameStates'); import gameToast from "../Network/gameToast"; // const { values } = require('../Network/runtime'); cc.Class({ extends: cc.Component, properties: { seedType: { default: reGameStates.SeedType.Normal, type: cc.Enum(reGameStates.SeedType), }, seedName: { default: '' }, _EndPosition: { default: new cc.Vec2(), serializable: false, visible: false, }, labelTip: { default: null, type: cc.Label, }, labelTipString: { default: '移动可拆除对应建筑', }, //记录节点 targetBuildingsInfo: { default: null, visible: false }, //移除的提示预制 removeTipPrefab: { default: null, type: cc.Prefab }, //记录要删除的节点 selectedTarget: { default: [], type: cc.Node, visible: false }, //记录选中的index selectedTargetIndex: { default: [], type: cc.Integer, visible: false }, isMoveState: { default: true, visible: false }, MoveStartNode: cc.Node, MoveEndNode: cc.Node, //content_seed 传递过来 goodsSeedInfo: { default: null, tooltip: '设定一个背包种子信息', }, //content_seed 设置 seedSprite: { default: null, type: cc.Sprite, tooltip: "当前生出工具的提示" }, fruitSpriteFrame: { default: null, type: cc.SpriteFrame, tooltip: "成熟的图片展示" }, upTarget: { default: null, type: cc.Node, tooltip: "把当前操作的ui按钮传进来" }, }, // LIFE-CYCLE CALLBACKS: // onLoad () {}, start() { //获取对应的地图层级 this.buildLayer = GlobalD.TiledMap._tiledMap.getLayer('BuildsHighway'); GlobalD.game._ManageUIScript.onBottomMenuView(false); var self = this; self._MainCamera = GlobalD.game.MainCamera; self._tiledMap = GlobalD.TiledMap._tiledMap; //获取最后建造公路的层级 self.HighwayLayer = self._tiledMap.getLayer('Highway'); self._game = GlobalD.game; //初始化时候设置一下位置 //后面只要点击生成铺路就需要重置一下 let startTiledPos = GlobalD.TiledMap._tilePosFromLocation(self.node.getPosition()); let startEndPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(startTiledPos); self.node.setPosition(startEndPos); self._EndPosition = startTiledPos; if (reGameStates.SeedType.Normal === self.seedType) { //锤子类型 let startIndex = GlobalD.TiledMap.getIndex(startTiledPos); let _targetBuildingsInfo = GlobalD.game.onGetBuildingsTiledMapUnitFromIndex(startIndex); if (_targetBuildingsInfo) { self.labelTip.string = '播种到' + _targetBuildingsInfo.buildInfo.buildingName + '上'; self.targetBuildingsInfo = _targetBuildingsInfo; } else { self.labelTip.string = self.labelTipString; self.targetBuildingsInfo = null; } } self.node.on(cc.Node.EventType.TOUCH_MOVE, function (event) { GlobalD.GameControl._isBuildingMove = true; var delta = event.touch.getDelta(); self._touchPosition.x += delta.x / self._MainCamera.zoomRatio; self._touchPosition.y += delta.y / self._MainCamera.zoomRatio; let tiledPos = GlobalD.TiledMap._tilePosFromLocation(self._touchPosition); // //不相等的时候才绘制 if (tiledPos.sub(self._EndPosition).mag() != 0) { self._EndPosition = tiledPos; self._SelectHighwayTiled(tiledPos); } }, self.node); self.node.on(cc.Node.EventType.TOUCH_START, function (event) { self.isMoving = true; self._touchPosition = self.node.getPosition(); }, self.node); self.node.on(cc.Node.EventType.TOUCH_END, function (event) { //起始触摸位置 GlobalD.GameControl._isBuildingMove = false; let buildIndex = GlobalD.TiledMap.getIndex(self._EndPosition); let _targetBuildingsInfo = GlobalD.game.onGetBuildingsTiledMapUnitFromIndex(buildIndex); if (_targetBuildingsInfo) { if (_targetBuildingsInfo.buildInfo.buildType == reGameStates.BuildType.HolyFarmland) { self.labelTip.string = '播种到' + _targetBuildingsInfo.buildInfo.buildingName + '上'; self.targetBuildingsInfo = _targetBuildingsInfo; } else { self.labelTip.string = '请移动到农田上!'; self.targetBuildingsInfo = null; } } else { self.labelTip.string = self.labelTipString; self.targetBuildingsInfo = null; } }, self.node); self.node.on(cc.Node.EventType.TOUCH_CANCEL, function (event) { //起始触摸位置 GlobalD.GameControl._isBuildingMove = false; }, self.node); }, onCancleSelf() { this.node.active = false; GlobalD.game._ManageUIScript.onBottomMenuView(true); }, /** * * 处理播种逻辑,记录数据库 * @returns */ onSowOnTheGround() { //调用土地相关 if (!this.targetBuildingsInfo) return; // cc.log('this.targetBuildingsInfo', this.targetBuildingsInfo) // this.targetBuildingsInfo.onClearSelfResetFromType(); // 种植土地的信息 let _leaseFarmlandInfo = this.targetBuildingsInfo.getComponent("LeaseFarmlandInfo"); let leaseLandInfo = _leaseFarmlandInfo.leaseLandInfo; if (leaseLandInfo == null) { GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "请先租赁土地!", 2, () => { console.log("finish toast!"); }); //隐藏种子和显示UI this.node.active = false; GlobalD.game._ManageUIScript.onBottomMenuView(true); return; } // console.log(leaseLandInfo); let data = { landId: leaseLandInfo.configLandId, seedId: this.goodsSeedInfo.id }; GlobalD.GameData.onPlant(data, (value) => { //面板种子消耗减少1 if (0 === value.code) { console.log('种子减少的类型名字', this.seedName); console.log(value); // GlobalD.game.MuinusBuilding(this.seedName); //刷新本地列表对象,数量减去1 // console.log(this.upTarget); // let NumLabel = this.upTarget.getComponent("Content_Button").NumLabel.getComponent(cc.Label); // if (parseInt(NumLabel.string) <= leaseLandInfo.leaseMultiple) { // //这里只隐藏 // this.upTarget.active = false; // } else { // NumLabel.string = parseInt(NumLabel.string) - leaseLandInfo.leaseMultiple; // } // var BuildingView = cc.find("Canvas/UICamera/BuildingContainer/BuildingView").getComponent("BuildingView"); BuildingView.onUpdateList(); //把种子的信息存储到当前的土地 plantInfo 上; _leaseFarmlandInfo.setLeaseLandInfo(value.data,true); //开始种植,给一个初始的状态 // this.targetBuildingsInfo.onInitHolyFarmlandSeedFromGrow(1, this.fruitSpriteFrame); GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "已成功种植!", 1); } else if (706 === value.code) { //土地到期,没有更新刷新的处理刷新 GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 1); //重置锁定状态显示 _leaseFarmlandInfo.onLockLand(); } else { //土地已经种植了 GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 1); } }); //隐藏种子和显示UI this.node.active = false; GlobalD.game._ManageUIScript.onBottomMenuView(true); }, _SelectHighwayTiled(tiledPos) { let endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(tiledPos); this.node.setPosition(endPos); } });