var reGameStates = require('GameStates'); import date from "../Unit/date.js" cc.Class({ extends: cc.Component, properties: { //MyMapNode //建筑物的节点 BuildingsParent: { default: null, type: cc.Node, }, //农舍 Env_101_house_low: { default: null, type: cc.Prefab, serializable: true, }, //单元楼 Env_102_house_mid: { default: null, type: cc.Prefab, serializable: true, }, //别墅 Env_103_house_high: { default: null, type: cc.Prefab, serializable: true, }, //蓝色城堡 Env_104_BlueCastle: { default: null, type: cc.Prefab, serializable: true, }, //粉色城堡 Env_105_PinkCastle: { default: null, type: cc.Prefab, serializable: true, }, //农田 Labour_201_Farmland: { default: null, type: cc.Prefab, serializable: true, }, //伐木场 Labour_202_TimberYard: { default: null, type: cc.Prefab, serializable: true, }, //矿坑 Labour_203_MiningPit: { default: null, type: cc.Prefab, serializable: true, }, //工厂 Labour_204_Factory: { default: null, type: cc.Prefab, serializable: true, }, //神农专用农田 Labour_205_Holy_Farmland: { default: null, type: cc.Prefab, serializable: true, }, //一级 // 冷饮摊 Shops_30101_ColdDrinkStall: { default: null, type: cc.Prefab, serializable: true, }, //贩卖机 Shops_30102_SalesMachine: { default: null, type: cc.Prefab, serializable: true, }, //面包房 Shops_30103_Bakery: { default: null, type: cc.Prefab, serializable: true, }, //早餐车 Shops_30104_BreakfastCar: { default: null, type: cc.Prefab, serializable: true, }, //二级 //饮茶店 Shops_30201_TeaShop: { default: null, type: cc.Prefab, serializable: true, }, //点心店 Shops_30202_confectaurant: { default: null, type: cc.Prefab, serializable: true, }, //美食店 Shops_30203_GourmetRestaurant: { default: null, type: cc.Prefab, serializable: true, }, //西餐厅 Shops_30204_WesternRestaurant: { default: null, type: cc.Prefab, serializable: true, }, //三级 //花店 Shops_30301_Florist: { default: null, type: cc.Prefab, serializable: true, }, //美发店 Shops_30302_HairSalon: { default: null, type: cc.Prefab, serializable: true, }, //洋装店 Shops_30303_DressShop: { default: null, type: cc.Prefab, serializable: true, }, //珠宝店 Shops_30304_JewelryStore: { default: null, type: cc.Prefab, serializable: true, }, //电影院 Shops_30305_Cinema: { default: null, type: cc.Prefab, serializable: true, }, //特殊建筑 //路灯 Spe_401_StreetLamp: { default: null, type: cc.Prefab, serializable: true, }, //绿化带 Spe_402_GreenBelt: { default: null, type: cc.Prefab, serializable: true, }, //花坛 Spe_403_FlowerBed: { default: null, type: cc.Prefab, serializable: true, }, //喷泉 Spe_404_Pool: { default: null, type: cc.Prefab, serializable: true, }, //警察局 Spe_405_PoliceOffice: { default: null, type: cc.Prefab, serializable: true, }, //游乐场 Spe_406_Playground: { default: null, type: cc.Prefab, serializable: true, }, BuildingArray: { default: [], type: [cc.Node], serializable: true, }, }, onBuildHouse(index) { // cc.log(index); let mainCamera = GlobalD.game.MainCamera; let housing = null; //content button 设置的index //农舍 if ('101' == index) { housing = cc.instantiate(this.Env_101_house_low); } //单元楼 else if ('102' == index) { housing = cc.instantiate(this.Env_102_house_mid); } //别墅 else if ('103' == index) { housing = cc.instantiate(this.Env_103_house_high); } else if ('104' == index) { housing = cc.instantiate(this.Env_104_BlueCastle); } else if ('105' == index) { housing = cc.instantiate(this.Env_105_PinkCastle); } //农田 else if ('201' == index) { housing = cc.instantiate(this.Labour_201_Farmland); } //伐木场 else if ('202' == index) { housing = cc.instantiate(this.Labour_202_TimberYard); } //矿坑 else if ('203' == index) { housing = cc.instantiate(this.Labour_203_MiningPit); } //工厂 else if ('204' == index) { housing = cc.instantiate(this.Labour_204_Factory); } //神农专用农田 else if ('205' == index) { housing = cc.instantiate(this.Labour_205_Holy_Farmland); } //冷饮摊 else if ('30101' == index) { housing = cc.instantiate(this.Shops_30101_ColdDrinkStall); } //贩卖机 else if ('30102' == index) { housing = cc.instantiate(this.Shops_30102_SalesMachine); } //面包房 else if ('30103' == index) { housing = cc.instantiate(this.Shops_30103_Bakery); } //早餐车 else if ('30104' == index) { housing = cc.instantiate(this.Shops_30104_BreakfastCar); } //饮茶店 else if ('30201' == index) { housing = cc.instantiate(this.Shops_30201_TeaShop); } //点心店 else if ('30202' == index) { housing = cc.instantiate(this.Shops_30202_confectaurant); } //美食店 else if ('30203' == index) { housing = cc.instantiate(this.Shops_30203_GourmetRestaurant); } //西餐厅 else if ('30204' == index) { housing = cc.instantiate(this.Shops_30204_WesternRestaurant); } //花店 else if ('30301' == index) { housing = cc.instantiate(this.Shops_30301_Florist); } //美发店 else if ('30302' == index) { housing = cc.instantiate(this.Shops_30302_HairSalon); } //洋装店 else if ('30303' == index) { housing = cc.instantiate(this.Shops_30303_DressShop); } //珠宝店 else if ('30304' == index) { housing = cc.instantiate(this.Shops_30304_JewelryStore); } //电影院 else if ('30305' == index) { housing = cc.instantiate(this.Shops_30305_Cinema); } //路灯 else if ('401' == index) { housing = cc.instantiate(this.Spe_401_StreetLamp); } //绿化带 else if ('402' == index) { housing = cc.instantiate(this.Spe_402_GreenBelt); } //花坛 else if ('403' == index) { housing = cc.instantiate(this.Spe_403_FlowerBed); } //喷泉 else if ('404' == index) { housing = cc.instantiate(this.Spe_404_Pool); } //警察局 else if ('405' == index) { housing = cc.instantiate(this.Spe_405_PoliceOffice); } //游乐场 else if ('406' == index) { housing = cc.instantiate(this.Spe_406_Playground); } housing.parent = this.BuildingsParent; let tempPos = housing.parent.convertToNodeSpace(mainCamera.node); let CanvasPos = GlobalD.game.Canvas.position; housing.setPosition(tempPos.x + CanvasPos.x, tempPos.y + CanvasPos.y); let buildingsInfo = housing.getComponent("buildingsInfo"); //id用时间戳来记录 buildingsInfo.buildInfo.id = new Date().getTime();//+= Math.random() * 1000000; this.SpawnBuildingDefaultValue(buildingsInfo); let buildingsTouch = housing.getComponent("buildingsTouch"); // buildingsTouch.buildInfo = buildingsInfo.buildInfo; buildingsTouch.onEditorStatus(true); // housing.active = true; //收起菜单 GlobalD.game._ManageUIScript.onHideMenu(); //收起底部菜单栏 GlobalD.game._ManageUIScript.onBottomMenuView(false); }, start() { }, //如果存储到有房子数据的话,把地图上的房屋都隐藏起来,或者删除 //todo... onHideInitPosBuildings() { //删除对应层的子节点 let tempNode = this.BuildingsParent.children; let length = tempNode.length; for (let i = length - 1; i >= 0; i--) { tempNode[i].active = false; } }, /** * 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(); // cc.log('初始化场景建筑'); let BuildingStateArray = GlobalD.GameData.GetBuildingStateArray(); for (let i = 0; i < BuildingStateArray.length; i++) { if (BuildingStateArray[i] == 0) { if (this.BuildingArray[i]) this.BuildingArray[i].active = false; } else { if (this.BuildingArray[i]) this.BuildingArray[i].active = true; } } let BuildingNumArray = GlobalD.GameData.GetBuildingNumArray(); // cc.log('BuildingNumArray',BuildingNumArray) for (let i = 3; i < this.BuildingArray.length; i++) { // cc.log('this.BuildingArray[' + i + ']=' + this.BuildingArray[i].getChildByName('Name').getComponent(cc.Label).string); if (this.BuildingArray[i]) this.BuildingArray[i].getChildByName('Name').getChildByName('Num').getComponent(cc.Label).string = BuildingNumArray[i]; } }, //生成房子的默认值 SpawnBuildingDefaultValue(buildingsInfo) { buildingsInfo.InitPos = false; buildingsInfo.InitWorkBuildingInfo = false; //激活状态,可运营 buildingsInfo.buildInfo.isItActive = true; //设置销售状态 buildingsInfo.buildInfo.isItSaleable = true; if (reGameStates.BuildType.Farmland == buildingsInfo.buildInfo.buildType) { buildingsInfo.buildInfo.isItSaleable = GlobalD.GameData.GetFoodTradeState() > 0 ? true : false;// GlobalD.GameData.GetFoodTradeState(); // cc.log('初始化房子的信息:', buildingsInfo.buildInfo.buildingName, buildingsInfo.buildInfo.isItSaleable); } if (reGameStates.BuildType.MiningPit == buildingsInfo.buildInfo.buildType) { buildingsInfo.buildInfo.isItSaleable = GlobalD.GameData.GetMineralTradeState() > 0 ? true : false;// GlobalD.GameData.GetMineralTradeState(); } if (reGameStates.BuildType.TimberYard == buildingsInfo.buildInfo.buildType) { buildingsInfo.buildInfo.isItSaleable = GlobalD.GameData.GetWoodTradeState() > 0 ? true : false;// GlobalD.GameData.GetWoodTradeState(); } //设置一下,可查看信息 if (reGameStates.BuildType.Housing !== 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; } //设置消耗的体力值为工人的最低值 20 //过高的话,会导致工人不工作 // buildingsInfo.buildInfo.totalConsumption = 20; // cc.log('初始化房子的信息:', buildingsInfo.buildInfo.buildingName, buildingsInfo.buildInfo.isItSaleable) }, //初始化场景的两个建筑 SpawnDefaultHouse() { cc.log('初始化默认房子'); //房子 let housingTemp_house = this.onGetHousingPrefabFromName('Env_101_house_low'); housingTemp_house.parent = this.BuildingsParent; var endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(cc.v2(24, 23)); housingTemp_house.setPosition(endPos.x, endPos.y); let buildingsInfo_house = housingTemp_house.getComponent("buildingsInfo"); //id用时间戳来记录 buildingsInfo_house.buildInfo.id = 101;//对应的id //设置tile的最底下的坐标,就是起始坐标 buildingsInfo_house.buildInfo.startTilePos = cc.v2(24, 23); this.SpawnBuildingDefaultValue(buildingsInfo_house); //起始坐标,占位范围,是否占位 GlobalD.game.addBuildTiled(buildingsInfo_house.buildInfo.id, buildingsInfo_house.buildInfo.startTilePos, buildingsInfo_house.buildInfo.occupyArea); //添加占位信息 GlobalD.game.addBuilding(buildingsInfo_house); //农田 let housingTemp_farmland = this.onGetHousingPrefabFromName('Labour_201_Farmland'); housingTemp_farmland.parent = this.BuildingsParent; var endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(cc.v2(26, 24)); 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 = 201;//对应的id //设置tile的最底下的坐标,就是起始坐标 buildingsInfo_farmland.buildInfo.startTilePos = cc.v2(26, 24); 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); }, //初始化后台配置的土地数据 spawnConfigLand() { if (GlobalD.ConfigLand == null) { console.error("GlobalD.ConfigLand 未初始化设置!"); return; } if (GlobalD.UserLeaseLand == null) { console.error("GlobalD.UserLeaseLand 未初始化设置!"); return; } let _configLand = GlobalD.ConfigLand; let _userLeaseLand = GlobalD.UserLeaseLand; // console.log(_configLand, _userLeaseLand); // console.log(this.node.getComponent("ManageUI")); let _buildingView = this.node.getComponent("ManageUI").BuildView.getComponent('BuildingView'); 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 leaseFarmlandInfoScript = housingTemp_farmland.getComponent("LeaseFarmlandInfo"); //记录config的土地信息 leaseFarmlandInfoScript.setConfigLandInfo(_configLand[i]); for (let j = 0; j < _userLeaseLand.length; j++) { //记录已经租赁的信息(租赁里面包含了seedInfo,如果有种植的话,对应的种植信息会有) if (_userLeaseLand[j].configLandId == _configLand[i].id) { let _leaseLandInfo = _userLeaseLand[j]; leaseFarmlandInfoScript.setLeaseLandInfo(_leaseLandInfo); //todo 后续看看如何刷新,现在走的是开始刷新一次 if (_leaseLandInfo.isPlant === 1) { let _workingBuilding = housingTemp_farmland.getComponent("WorkingBuilding"); let _spriteFrame; switch (_leaseLandInfo.seedInfo.picture) { case "Cabbage": _spriteFrame = _buildingView.fruitSpriteFrame[0]; break; case "Potato": _spriteFrame = _buildingView.fruitSpriteFrame[1]; break; case "Carrot": _spriteFrame = _buildingView.fruitSpriteFrame[2]; break; case "Broccoli": _spriteFrame = _buildingView.fruitSpriteFrame[3]; break; case "Tomato": _spriteFrame = _buildingView.fruitSpriteFrame[4]; break; case "Squash": _spriteFrame = _buildingView.fruitSpriteFrame[5]; break; case "Eggplant": _spriteFrame = _buildingView.fruitSpriteFrame[6]; break; case "Pepper": _spriteFrame = _buildingView.fruitSpriteFrame[7]; break; default: break; } //拿到土地的成熟期来判断 // let _plantStart = Date.parse(_leaseLandInfo.plantStart.replace(/-/g, '/')) // let _currentDay = _plantStart.getTime() - new Date().getTime(); //date.datedifference(date.formatTime(new Date()), _leaseLandInfo.plantStart); //种植日期加成熟期 let _endMilli = date.addDayTranMillisecond(_leaseLandInfo.plantStart, _leaseLandInfo.seedInfo.maturity); let _currentMilli = new Date().getTime(); let _ratio = _currentMilli / _endMilli; if (_ratio <= 0.3) { _workingBuilding.onSetGrow(1, _spriteFrame); //测试,后面删除 // leaseFarmlandInfoScript.onShowHarvest(); } else if (_ratio < 1) { _workingBuilding.onSetGrow(2, _spriteFrame); } else { //成熟阶段 _workingBuilding.onSetGrow(3, _spriteFrame); //todo,如果时间小的,走收获,收获成果实 // console.log("土地:", _userLeaseLand[j].configLandId, "已经成熟,可以操作收取果实了!!"); //todo 土地可收获状态 leaseFarmlandInfoScript.onShowHarvest(); } } } } 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 = 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 // }; for (let i = 0; i < BuildingJSON.length; i++) { 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"); /** * 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); housingTemp.setPosition(endPos.x, endPos.y); //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) { // buildingsInfo.buildInfo.isItSaleable = Number(BuildingJSON[i].isItSaleable) > 0 ? true : false; buildingsInfo.buildInfo.isItStopOperation = Number(BuildingJSON[i].isItStopOperation) > 0 ? true : false; //如果不可以运营的,加上牌子 if (buildingsInfo.buildInfo.isItStopOperation) { 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); /** * 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; //住宿地方 if (HouseName == 'Env_101_house_low') { housing = cc.instantiate(this.Env_101_house_low); } else if (HouseName === 'Env_102_house_mid') { housing = cc.instantiate(this.Env_102_house_mid); } else if (HouseName == 'Env_103_house_high') { housing = cc.instantiate(this.Env_103_house_high); } else if (HouseName == 'Env_104_BlueCastle') { housing = cc.instantiate(this.Env_104_BlueCastle); } else if (HouseName == 'Env_105_PinkCastle') { housing = cc.instantiate(this.Env_105_PinkCastle); } //劳动地方 else if (HouseName == 'Labour_201_Farmland') { housing = cc.instantiate(this.Labour_201_Farmland); } else if (HouseName == 'Labour_202_TimberYard') { housing = cc.instantiate(this.Labour_202_TimberYard); } else if (HouseName == 'Labour_203_MiningPit') { housing = cc.instantiate(this.Labour_203_MiningPit); } else if (HouseName == 'Labour_204_Factory') { housing = cc.instantiate(this.Labour_204_Factory); } //神农专用农田 else if (HouseName == 'Labour_205_Holy_Farmland') { housing = cc.instantiate(this.Labour_205_Holy_Farmland); } //特殊建筑 else if (HouseName == 'Spe_401_StreetLamp') { housing = cc.instantiate(this.Spe_401_StreetLamp); } else if (HouseName == 'Spe_402_GreenBelt') { housing = cc.instantiate(this.Spe_402_GreenBelt); } else if (HouseName == 'Spe_403_FlowerBed') { housing = cc.instantiate(this.Spe_403_FlowerBed); } else if (HouseName == 'Spe_404_Pool') { housing = cc.instantiate(this.Spe_404_Pool); } else if (HouseName == 'Spe_405_PoliceOffice') { housing = cc.instantiate(this.Spe_405_PoliceOffice); } else if (HouseName == 'Spe_406_Playground') { housing = cc.instantiate(this.Spe_406_Playground); } //商店类型 else if (HouseName == 'Shops_30101_ColdDrinkStall') { housing = cc.instantiate(this.Shops_30101_ColdDrinkStall); } else if (HouseName == 'Shops_30102_SalesMachine') { housing = cc.instantiate(this.Shops_30102_SalesMachine); } else if (HouseName == 'Shops_30103_Bakery') { housing = cc.instantiate(this.Shops_30103_Bakery); } else if (HouseName == 'Shops_30104_BreakfastCar') { housing = cc.instantiate(this.Shops_30104_BreakfastCar); } else if (HouseName == 'Shops_30201_TeaShop') { housing = cc.instantiate(this.Shops_30201_TeaShop); } else if (HouseName == 'Shops_30202_confectaurant') { housing = cc.instantiate(this.Shops_30202_confectaurant); } else if (HouseName == 'Shops_30203_GourmetRestaurant') { housing = cc.instantiate(this.Shops_30203_GourmetRestaurant); } else if (HouseName == 'Shops_30204_WesternRestaurant') { housing = cc.instantiate(this.Shops_30204_WesternRestaurant); } else if (HouseName == 'Shops_30301_Florist') { housing = cc.instantiate(this.Shops_30301_Florist); } else if (HouseName == 'Shops_30302_HairSalon') { housing = cc.instantiate(this.Shops_30302_HairSalon); } else if (HouseName == 'Shops_30303_DressShop') { housing = cc.instantiate(this.Shops_30303_DressShop); } else if (HouseName == 'Shops_30304_JewelryStore') { housing = cc.instantiate(this.Shops_30304_JewelryStore); } else if (HouseName == 'Shops_30305_Cinema') { housing = cc.instantiate(this.Shops_30305_Cinema); } return housing; }, //获取预制的名字 onGetPrefabsBuildingName(index) { //content button 设置的index let buildingName = ''; //农舍 if ('101' == index) { buildingName = 'Env_101_house_low'; } //单元楼 else if ('102' == index) { buildingName = 'Env_102_house_mid'; } //别墅 else if ('103' == index) { buildingName = 'Env_103_house_high'; } //蓝色城堡 else if ('104' == index) { buildingName = 'Env_104_BlueCastle'; } //粉色城堡 else if ('105' == index) { buildingName = 'Env_105_PinkCastle'; } //农田 else if ('201' == index) { buildingName = 'Labour_201_Farmland'; } //伐木场 else if ('202' == index) { buildingName = 'Labour_202_TimberYard'; } //矿坑 else if ('203' == index) { buildingName = 'Labour_203_MiningPit'; } //工厂 else if ('204' == index) { buildingName = 'Labour_204_Factory'; } //神农专用农田 else if ('205' == index) { buildingName = 'Labour_205_Holy_Farmland'; } //冷饮摊 else if ('30101' == index) { buildingName = 'Shops_30101_ColdDrinkStall'; } //贩卖机 else if ('30102' == index) { buildingName = 'Shops_30102_SalesMachine'; } //面包房 else if ('30103' == index) { buildingName = 'Shops_30103_Bakery'; } //早餐车 else if ('30104' == index) { buildingName = 'Shops_30104_BreakfastCar'; } //饮茶店 else if ('30201' == index) { buildingName = 'Shops_30201_TeaShop'; } //点心店 else if ('30202' == index) { buildingName = 'Shops_30202_confectaurant'; } //美食店 else if ('30203' == index) { buildingName = 'Shops_30203_GourmetRestaurant'; } //西餐厅 else if ('30204' == index) { buildingName = 'Shops_30204_WesternRestaurant'; } //花店 else if ('30301' == index) { buildingName = 'Shops_30301_Florist'; } //美发店 else if ('30302' == index) { buildingName = 'Shops_30302_HairSalon'; } //洋装店 else if ('30303' == index) { buildingName = 'Shops_30303_DressShop'; } //珠宝店 else if ('30304' == index) { buildingName = 'Shops_30304_JewelryStore'; } //电影院 else if ('30305' == index) { buildingName = 'Shops_30305_Cinema'; } //路灯 else if ('401' == index) { buildingName = 'Spe_401_StreetLamp'; } //绿化带 else if ('402' == index) { buildingName = 'Spe_402_GreenBelt'; } //花坛 else if ('403' == index) { buildingName = 'Spe_403_FlowerBed'; } //喷泉 else if ('404' == index) { buildingName = 'Spe_404_Pool'; } //警察局 else if ('405' == index) { buildingName = 'Spe_405_PoliceOffice'; } //游乐场 else if ('406' == index) { buildingName = 'Spe_406_Playground'; } return buildingName; }, Grant() { }, Sale() { }, Exchange() { } });