LeaseFarmlandInfo.js 23 KB

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  1. import date from "../Unit/date.js"
  2. import gameToast from "../Network/gameToast"
  3. /**
  4. * 操作租赁土地的相关业务
  5. */
  6. cc.Class({
  7. extends: cc.Component,
  8. properties: {
  9. leasePanelPrefabs: {
  10. default: null,
  11. type: cc.Prefab,
  12. serializable: true,
  13. },
  14. //主信息面板
  15. infoBox: cc.Node,
  16. //时间计算对象
  17. showTimeOut: null,
  18. /**
  19. * 显示天数部分
  20. */
  21. upSliderNode: {
  22. default: null,
  23. type: cc.Node,
  24. serializable: true,
  25. },
  26. multipleLabel: {
  27. default: null,
  28. type: cc.Label,
  29. serializable: true,
  30. toolTip: "显示的倍数"
  31. },
  32. leaseDate: {
  33. default: null,
  34. type: cc.Label,
  35. serializable: true,
  36. toolTip: "剩余天数/总天数"
  37. },
  38. /**
  39. * 成熟期部分
  40. */
  41. midSliderNode: {
  42. default: null,
  43. type: cc.Node,
  44. serializable: true,
  45. },
  46. midDate: {
  47. default: null,
  48. type: cc.Label,
  49. serializable: true,
  50. toolTip: "剩余天数/总天数"
  51. },
  52. midSliderProgressNode: {
  53. default: null,
  54. type: cc.Node,
  55. serializable: true,
  56. toolTip: "进度条"
  57. },
  58. notLeased: {
  59. default: null,
  60. type: cc.Node,
  61. serializable: true,
  62. },
  63. //初始化时候对应的土地的id
  64. initConfigLandId: -1,
  65. // configLandId: 1
  66. // createTime: "2022-01-10 21:25:30"
  67. // id: 1
  68. // isLease: 1
  69. // isPlant: 0
  70. // landDescribe: "土地1xxx"
  71. // leaseMultiple: 1
  72. // leaseTime: "2022-01-10 21:25:17"
  73. // name: "土地1"
  74. // plantMature: 0
  75. // plantStart: "2022-01-10 21:25:22"
  76. // updateTime: "2022-01-10 21:25:33"
  77. // userId: "4"
  78. // 已经租赁的土地信息
  79. leaseLandInfo: {
  80. default: null,
  81. visible: false
  82. },
  83. // createTime: "2022-01-10 21:25:30"
  84. // id: 4
  85. // initMultiple: 1
  86. // isInit: 1
  87. // isLease: 0
  88. // isPlant: 0
  89. // landDescribe: "一倍土地"
  90. // leaseMultiple: 1
  91. // leaseTime: "2022-01-10 21:25:17"
  92. // name: "土地4"
  93. // plantMature: 0
  94. // plantStart: "2022-01-10 21:25:22"
  95. // posX: 19
  96. // posY: 10
  97. // sizeX: 2
  98. // sizeY: 2
  99. // updateTime: "2022-01-10 21:25:33"
  100. // 未初始化时候的土地信息
  101. configLandInfo: {
  102. default: null,
  103. visible: false
  104. },
  105. showLandInfo: {
  106. default: null,
  107. type: cc.Node,
  108. serializable: true,
  109. toolTip: "显示土地信息"
  110. },
  111. landInfoPrefabs: {
  112. default: null,
  113. type: cc.Prefab,
  114. serializable: true,
  115. },
  116. // 已经种植的作物信息
  117. plantInfo: {
  118. default: null,
  119. visible: false
  120. },
  121. showPlantInfo: {
  122. default: null,
  123. type: cc.Node,
  124. serializable: true,
  125. toolTip: "显示种植信息"
  126. },
  127. plantInfoPrefabs: {
  128. default: null,
  129. type: cc.Prefab,
  130. serializable: true,
  131. },
  132. //收获阶段
  133. harvestNode: {
  134. default: null,
  135. type: cc.Node,
  136. serializable: true,
  137. },
  138. stealHarvestNode: {
  139. default: null,
  140. type: cc.Node,
  141. serializable: true,
  142. },
  143. isHarvest: false,
  144. /**
  145. * 成熟时候显示的图片
  146. */
  147. harvestSprite: {
  148. default: null,
  149. type: cc.SpriteFrame,
  150. },
  151. _workingBuilding: null,
  152. //时间计算对象
  153. timeInterval: null,
  154. //是否显示showHarvest
  155. isShowHarvest: false,
  156. isShowIndex: 0,
  157. //检查土地是否到期
  158. isCheckLandState: false,
  159. _buildingView: null,
  160. //是否是自己的土地,记录一下
  161. bSelfLand: true,
  162. },
  163. // LIFE-CYCLE CALLBACKS:
  164. onLoad() {
  165. this._workingBuilding = this.node.getComponent("WorkingBuilding");
  166. this._buildingView = cc.find("Canvas/UICamera/BuildingContainer/BuildingView").getComponent("BuildingView");
  167. },
  168. start() {
  169. this.harvestNode.on(cc.Node.EventType.TOUCH_START, () => {
  170. if (GlobalD.GameData.isOnAddFruit) return;
  171. console.log("点击收获");
  172. GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "收获中..", 5);
  173. let data = { landId: this.leaseLandInfo.configLandId };
  174. //果实收入仓库,重置土地种植信息
  175. GlobalD.GameData.onAddFruit(data, (value) => {
  176. // console.log(value);
  177. if (0 === value.code) {
  178. //收成后处理相关状态
  179. this.harvestNode.active = false;
  180. this.midSliderNode.active = false
  181. this._workingBuilding.onSetGrow(0, null);
  182. //更新仓库列表
  183. this._buildingView.onUpdateList();
  184. // "收获成功!"
  185. if(value.data.lossAmount>0){
  186. console.log("loss amount:"+value.data.lossAmount);
  187. GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "收获成功!损失了"+ value.data.lossAmount+"个果实", 2);
  188. }else{
  189. GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "收获成功!", 2);
  190. }
  191. this.isShowHarvest = false;
  192. this.isShowIndex = 0;
  193. if (this.timeInterval) {
  194. clearInterval(this.timeInterval);
  195. this.timeInterval = null;
  196. }
  197. } else if (706 === value.code) {
  198. //土地到期,没有更新刷新的处理刷新
  199. GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 1);
  200. //重置锁定状态显示
  201. this.onLockLand();
  202. } else {
  203. GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 1);
  204. }
  205. });
  206. })
  207. this.stealHarvestNode.on(cc.Node.EventType.TOUCH_START, () => {
  208. GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "请点击偷菜按钮收取!", 1);
  209. })
  210. },
  211. onSpawnLeasePanel() {
  212. let leasePanel = cc.instantiate(this.leasePanelPrefabs);
  213. let parent = cc.find('Canvas/UICamera/DAPPContainer');
  214. leasePanel.parent = parent;
  215. leasePanel.setPosition(0, 0);
  216. // leasePanel.zIndex = 999;
  217. //把操作对象传入
  218. let leasePanelScript = leasePanel.getComponent("LeaseInfo");
  219. leasePanelScript.leaseFarmlandInfoNode = this;
  220. /**
  221. * 初始化两个操作。一个是续约,续约的话,不给操作,只有续约按钮可点,相当于原来配置再购买一次
  222. *
  223. * this.leaseLandInfo 如果购买了土地,这个参数不为空
  224. */
  225. if (this.leaseLandInfo) {
  226. //续约时候拦截输入,固定倍数
  227. leasePanelScript.blockInput.active = true;
  228. //传入当前计算倍数
  229. leasePanelScript.onInitLeaseInfo(this.leaseLandInfo.leaseMultiple);
  230. } else if (0 === this.configLandInfo.initMultiple) {
  231. // 固定土地开启,限制输入,设置默认值是1
  232. leasePanelScript.blockInput.active = true;
  233. leasePanelScript.onInitLeaseInfo(1);
  234. } else {
  235. //多倍土地,可以自己输入
  236. let limitValue = this.configLandInfo.initMultiple;
  237. if (GlobalD.GameSetting && GlobalD.GameSetting.maxLeaseMulti) {
  238. limitValue = GlobalD.GameSetting.maxLeaseMulti;
  239. console.log("LeaseFarmland:如果配置 maxLeaseMulti:", limitValue);
  240. }
  241. leasePanelScript.onInitLeaseInfo(limitValue);
  242. }
  243. },
  244. /**
  245. * 解锁土地操作
  246. */
  247. onUnlockLand() {
  248. //直接删除此节点
  249. if (this.notLeased) {
  250. this.notLeased.active = false;
  251. // this.notLeased.destroy();
  252. // this.notLeased = null;
  253. }
  254. },
  255. /**
  256. * 获取锁定状态
  257. */
  258. onGetUnlockLandState() {
  259. return this.notLeased.active;
  260. },
  261. /**
  262. * 重新锁定
  263. */
  264. onLockLand() {
  265. //显示按钮
  266. if (this.notLeased) {
  267. this.notLeased.active = true;
  268. }
  269. //清除当前租赁数据
  270. this.leaseLandInfo = null;
  271. this.isShowHarvest = false;
  272. this.isShowIndex = 0;
  273. if (this.timeInterval) {
  274. clearInterval(this.timeInterval);
  275. this.timeInterval = null;
  276. }
  277. //去除提示框
  278. this.upSliderNode.parent.active = false;
  279. this.midSliderNode.active = false;
  280. this.harvestNode.active = false;
  281. this.stealHarvestNode.active = false;
  282. //重置土地图片
  283. this._workingBuilding.onSetGrow(0, null);
  284. this.onSetInfoBoxActive(false);
  285. },
  286. //设置config的土地信息
  287. setConfigLandInfo(value) {
  288. this.configLandInfo = value;
  289. },
  290. /**
  291. * 设置其他用户租赁的土地信息
  292. * 比如去其他用户家里偷取物品,目前统一在这处理
  293. */
  294. setLeaseLandInfo(value, bSelf) {
  295. console.log("土地信息是,bSelf:", bSelf);
  296. if (!value) {
  297. console.log("已租赁土地状态为空:", value);
  298. return;
  299. }
  300. this.onSetInfoBoxActive(false);
  301. //设置意思显示相关
  302. this.isShowHarvest = false;
  303. this.isShowIndex = 0;
  304. //重新设置租赁检测状态
  305. this.isCheckLandState = false;
  306. this.leaseLandInfo = value;
  307. //先解绑一下信息
  308. this.showLandInfo.off(cc.Node.EventType.TOUCH_START, this._showLandInfo, this);
  309. this.showPlantInfo.off(cc.Node.EventType.TOUCH_START, this._showPlantInfo, this);
  310. //每个作物直接实时计算时间
  311. if (this.timeInterval) {
  312. clearInterval(this.timeInterval);
  313. this.timeInterval = null;
  314. }
  315. //删除解锁图标
  316. this.onUnlockLand();
  317. this.bSelfLand = bSelf;
  318. //更新一下土地信息
  319. this.updateLandState(bSelf);
  320. },
  321. updateLandState(bSelf) {
  322. //如果是种植状态并且有返回种植信息
  323. if (1 === this.leaseLandInfo.isPlant && this.leaseLandInfo.seedInfo) {
  324. //种植信息
  325. //如果土地是租赁转态并且同时种植了 ,这里处理土地状态,显示种植信息
  326. let _spriteFrame;
  327. switch (this.leaseLandInfo.seedInfo.picture) {
  328. case "Cabbage":
  329. _spriteFrame = this._buildingView.fruitSpriteFrame[0];
  330. break;
  331. case "Potato":
  332. _spriteFrame = this._buildingView.fruitSpriteFrame[1];
  333. break;
  334. case "Carrot":
  335. _spriteFrame = this._buildingView.fruitSpriteFrame[2];
  336. break;
  337. case "Broccoli":
  338. _spriteFrame = this._buildingView.fruitSpriteFrame[3];
  339. break;
  340. case "Tomato":
  341. _spriteFrame = this._buildingView.fruitSpriteFrame[4];
  342. break;
  343. case "Squash":
  344. _spriteFrame = this._buildingView.fruitSpriteFrame[5];
  345. break;
  346. case "Eggplant":
  347. _spriteFrame = this._buildingView.fruitSpriteFrame[6];
  348. break;
  349. case "Pepper":
  350. _spriteFrame = this._buildingView.fruitSpriteFrame[7];
  351. break;
  352. case "Lentil":
  353. _spriteFrame = this._buildingView.fruitSpriteFrame[8];
  354. break;
  355. default:
  356. break;
  357. }
  358. //设置一个收获时候的图片
  359. this.harvestSprite = _spriteFrame;
  360. this.midSliderNode.active = bSelf;
  361. // 进度条按小时计算
  362. let _maturityAllHour = this.leaseLandInfo.seedInfo.maturity * 24
  363. let _remainAllHour = this.leaseLandInfo.plantDaysRemaining * 24 + this.leaseLandInfo.plantHoursRemaining;
  364. //计算剩余时间显示(进度条)
  365. let _midProccess = _maturityAllHour === 0 ? 0 : _remainAllHour / _maturityAllHour;
  366. this.midSliderProgressNode.getComponent(cc.ProgressBar).progress = _midProccess;
  367. /**
  368. * 绑定生成显示信息面板,种植信息
  369. */
  370. this.showPlantInfo.on(cc.Node.EventType.TOUCH_START, this._showPlantInfo, this);
  371. }
  372. //显示剩余天数
  373. this.upSliderNode.parent.active = bSelf;
  374. this.multipleLabel.string = this.leaseLandInfo.leaseMultiple;
  375. // 进去条按天算
  376. let sliderProgressScript = this.upSliderNode.getComponent("slider_progress");
  377. let _proccess = this.leaseLandInfo.leaseDays === 0 ? 0 : this.leaseLandInfo.leaseDaysRemaining / this.leaseLandInfo.leaseDays;
  378. sliderProgressScript.onSetProcgress(_proccess);
  379. /**
  380. * 绑定生成显示信息面板,现在土地信息
  381. */
  382. this.showLandInfo.on(cc.Node.EventType.TOUCH_START, this._showLandInfo, this);
  383. let lastUpdateTime = Date.now();
  384. let elapsedTime = 0;
  385. let updateFrequency = 1; //ms
  386. this.timeInterval = setInterval(() => {
  387. let currentTime = Date.now();
  388. let deltaTime = currentTime - lastUpdateTime;
  389. elapsedTime += deltaTime;
  390. if (elapsedTime >= updateFrequency) {
  391. elapsedTime -= updateFrequency;
  392. let _leaseDaysMill = this.leaseLandInfo.leaseDaysMill - elapsedTime;
  393. let _plantDaysMill = this.leaseLandInfo.plantDaysMill - elapsedTime;
  394. lastUpdateTime = currentTime;
  395. // 更新计时显示
  396. let [_lDay, _lHour, _lMinutes, _lSeconds] = date.remainFromMillisecond(_leaseDaysMill);
  397. //todo 处理了 this.leaseLandInfo.leaseDaysRemaining
  398. if (0 !== _lDay) {
  399. this.leaseDate.string = "剩" + _lDay + "天/" + this.leaseLandInfo.leaseDays + "天";
  400. } else if (0 !== _lHour) {
  401. this.leaseDate.string = "剩" + _lHour + "时/" + this.leaseLandInfo.leaseDays + "天";
  402. } else if (0 !== _lMinutes) {
  403. this.leaseDate.string = "剩" + _lMinutes + "分/" + this.leaseLandInfo.leaseDays + "天";
  404. } else {
  405. this.leaseDate.string = "剩" + _lSeconds + "秒/" + this.leaseLandInfo.leaseDays + "天";
  406. }
  407. //todo 如果租赁时间到了,重新锁定
  408. //重置锁定状态显示
  409. if (!this.isCheckLandState) {
  410. if (_leaseDaysMill <= 0) {
  411. this.isCheckLandState = true;
  412. //检查一次土地
  413. this.onCheckLand(this.leaseLandInfo.configLandId);
  414. }
  415. }
  416. if (1 === this.leaseLandInfo.isPlant && this.leaseLandInfo.seedInfo) {
  417. //获得服务器种植日期毫秒
  418. let [_pDay, _pHour, _pMinutes, _pSeconds] = date.remainFromMillisecond(_plantDaysMill);
  419. //todo 处理了 this.leaseLandInfo.plantDaysRemaining
  420. if (0 !== _pDay) {
  421. //否则显示天和小时
  422. this.midDate.string = "剩" + _pDay + "天" + _pHour + "时";
  423. } else if (0 !== _pHour) {
  424. this.midDate.string = "剩" + _pHour + "时" + _pMinutes + "分";
  425. } else {
  426. this.midDate.string = "剩" + _pMinutes + "分" + _pSeconds + "秒";
  427. }
  428. if (!this.isShowHarvest) {
  429. if (_plantDaysMill <= 0) {
  430. this.isShowHarvest = true;
  431. this.isShowIndex = 3;
  432. //如果传回的毫秒是小于零,说明成熟了
  433. //成熟阶段
  434. this._workingBuilding.onSetGrow(3, this.harvestSprite);
  435. // console.log("土地:", _userLeaseLand[j].configLandId, "已经成熟,可以操作收取果实了!!");
  436. //如果是自己的,显示收成
  437. if (bSelf) {
  438. this.onShowHarvest();
  439. } else {
  440. //存在可偷的状态才设置这个图标
  441. if (1 === this.leaseLandInfo.canSteal) {
  442. this.onShowStealHarvest();
  443. }
  444. }
  445. } else {
  446. let _maturityHour = this.leaseLandInfo.seedInfo.maturity * 24
  447. let _ratio = (_pDay * 24 + _pHour) / _maturityHour;
  448. if (_ratio > 0.5 && 1 !== this.isShowIndex) {
  449. this.isShowIndex = 1;
  450. this._workingBuilding.onSetGrow(1, this.harvestSprite);
  451. console.log("_ratio:" + _ratio + "=" + this.leaseLandInfo.configLandId + ",状态:" + this.isShowIndex);
  452. } else if (_ratio <= 0.5 && _ratio >= 0 && 2 !== this.isShowIndex) {
  453. this.isShowIndex = 2;
  454. this._workingBuilding.onSetGrow(2, this.harvestSprite);
  455. console.log("_ratio:" + _ratio + "=" + this.leaseLandInfo.configLandId + ",状态:" + this.isShowIndex);
  456. }
  457. }
  458. }
  459. }
  460. }
  461. });
  462. },
  463. _showLandInfo() {
  464. let leasePanel = cc.instantiate(this.landInfoPrefabs);
  465. let parent = cc.find('Canvas/UICamera/DAPPContainer');
  466. leasePanel.parent = parent;
  467. leasePanel.setPosition(0, 0);
  468. let leasePanelScript = leasePanel.getComponent("LandInfo");
  469. let _date = date.datedifference(this.leaseLandInfo.createTime, this.leaseLandInfo.leaseTime);
  470. let { configLandId, rentalExpenses, createTime, leaseTime, leaseMultiple, landDescribe } = this.leaseLandInfo;
  471. leasePanelScript.setInfo(configLandId, rentalExpenses, _date + "天", createTime, leaseTime, leaseMultiple + "倍", landDescribe);
  472. },
  473. _showPlantInfo() {
  474. let leasePanel = cc.instantiate(this.plantInfoPrefabs);
  475. let parent = cc.find('Canvas/UICamera/DAPPContainer');
  476. leasePanel.parent = parent;
  477. leasePanel.setPosition(0, 0);
  478. // leasePanel.zIndex = 999;
  479. let leasePanelScript = leasePanel.getComponent("PlantInfo");
  480. let _harvest = 0;
  481. if (this.leaseLandInfo.leaseDate === 1) {
  482. _harvest = this.leaseLandInfo.seedInfo.harvest1;
  483. } else if (this.leaseLandInfo.leaseDate === 2) {
  484. _harvest = this.leaseLandInfo.seedInfo.harvest2;
  485. } else if (this.leaseLandInfo.leaseDate === 3) {
  486. _harvest = this.leaseLandInfo.seedInfo.harvest3;
  487. }
  488. //price,maturity,plantStart,harvestQuantity,describe
  489. let { name, priceCnt, maturity, seedDescribe } = this.leaseLandInfo.seedInfo;
  490. leasePanelScript.setInfo(name, priceCnt, maturity + "天", this.leaseLandInfo.plantStart, _harvest, seedDescribe);
  491. },
  492. //更新收获的状态
  493. updateHarvest() {
  494. //todo 后续看看如何刷新,现在走的是开始刷新一次
  495. // let _workingBuilding = housingTemp_farmland.getComponent("WorkingBuilding");
  496. // //获得服务器种植日期毫秒
  497. // let [_day, _hour, _minutes, _seconds] = date.remainFromMillisecond(_leaseLandInfo.plantDaysMill);
  498. // let _maturityHour = _leaseLandInfo.seedInfo.maturity * 24
  499. // let _ratio = _hour / _maturityHour;
  500. // // console.log("生成的:" + _ratio);
  501. // if (_ratio > 0.5) {
  502. // _workingBuilding.onSetGrow(1, _spriteFrame);
  503. // } else if (_ratio >= 0) {
  504. // _workingBuilding.onSetGrow(2, _spriteFrame);
  505. // }else if (_leaseLandInfo.plantDaysMill <= 0) {
  506. // //如果传回的毫秒是小于零,说明成熟了
  507. // //成熟阶段
  508. // _workingBuilding.onSetGrow(3, _spriteFrame);
  509. // //todo,如果时间小的,走收获,收获成果实
  510. // // console.log("土地:", _userLeaseLand[j].configLandId, "已经成熟,可以操作收取果实了!!");
  511. // //todo 土地可收获状态
  512. // leaseFarmlandInfoScript.onShowHarvest();
  513. // }
  514. },
  515. //检查土地状态
  516. onCheckLand(configLandId) {
  517. GlobalD.GameData.getLandState({
  518. landId: configLandId,
  519. callback: (value) => {
  520. console.log("检查土地数据:" + JSON.stringify(value.msg));
  521. //这里只判断土地是否过期
  522. if (706 === value.code) {
  523. //土地到期,没有更新刷新的处理刷新
  524. GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), configLandId + "号," + value.msg, 2);
  525. //重置锁定状态显示
  526. this.onLockLand();
  527. }
  528. }
  529. });
  530. },
  531. /**
  532. * 场景有多个收获预制时候,用GameData限制
  533. * 点击之后,重置土地信息, 并且收入进仓库果实列表中去
  534. * 需要防多次触发
  535. */
  536. onShowHarvest() {
  537. this.harvestNode.active = true;
  538. },
  539. /**
  540. * 场景有多个收获预制时候,用GameData限制
  541. * 点击之后,偷取果实
  542. * 需要防多次触发
  543. */
  544. onShowStealHarvest() {
  545. this.stealHarvestNode.active = true;
  546. },
  547. onHideStealHarvest() {
  548. this.stealHarvestNode.active = false;
  549. },
  550. /**
  551. * 设置总体信息面板显示
  552. * @param {boolean} bActive
  553. */
  554. onSetInfoBoxActive(bActive) {
  555. if (!this.bSelfLand) {
  556. // console.log("其他用户的不用显示面板");
  557. return;
  558. }
  559. if (this.leaseLandInfo) {
  560. this.infoBox.active = bActive;
  561. if (bActive) {
  562. if (this.showTimeOut) {
  563. clearTimeout(this.showTimeOut);
  564. this.showTimeOut = null;
  565. }
  566. //自动隐藏面板
  567. this.showTimeOut = setTimeout(() => {
  568. this.infoBox.active = false;
  569. }, 5000)
  570. }
  571. }
  572. },
  573. onDestroy() {
  574. if (this.timeInterval) {
  575. clearInterval(this.timeInterval);
  576. this.timeInterval = null;
  577. }
  578. if (this.showTimeOut) {
  579. clearTimeout(this.showTimeOut);
  580. this.showTimeOut = null;
  581. }
  582. }
  583. });