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- 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,
- },
- /**
- * 定义一个场景预制对象
- */
- DressUpArray: {
- default: [],
- type: [cc.Prefab]
- }
- },
- 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(GlobalD.UserLeaseLand, true);
- /**
- * todo 之类初始化场景障碍物操作,如果不需要直接注释即可。
- * 村长和镇长
- * 初始化障碍物场景,装饰
- */
- // if(0 != GlobalD.Dapp.UserInfo.agent_level){
- // this.spawnDressUp();
- // }
- //先初始化网络数据
- // remove version: todo 去除旧的生成建筑逻辑
- // 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);
- },
- /**
- * 按钮调用
- * 回到用户自己的农场
- */
- onBackSelfFarmland() {
- //刷新一下自己的用户信息
- GlobalD.GameData.getSelfUserLandList(() => {
- this.spawnConfigLand(GlobalD.UserLeaseLand, true);
- //显示底部菜单栏
- GlobalD.game._ManageUIScript.onBottomMenuView(true);
- //收起其他用户场景后菜单操作
- GlobalD.game._ManageUIScript.onOtherFarmerView(false);
- })
- //更新自己的狗
- let _dogContainerScript = cc.find("Canvas/DogContainer").getComponent("DogContainer")
- _dogContainerScript.onGetSelfList();
- GlobalD.GameData.onSwitchAddressBg(GlobalD.Dapp.UserInfo.agent_level);
- },
- /**
- * 初始化后台配置的土地数据
- * 切换时候需要重置其他用户数据
- * @returns
- */
- spawnConfigLand(_userLeaseLand, bSelf) {
- if (GlobalD.ConfigLand == null) {
- console.error("GlobalD.ConfigLand 未初始化设置!");
- return;
- }
- if (_userLeaseLand == null) {
- console.error("_userLeaseLand 未初始化设置!");
- return;
- }
- let _configLand = GlobalD.ConfigLand;
- if (bSelf) {
- let _bInitFarmland = false;
- let _landBuildingsInfo = this.BuildingsParent.children;
- for (let i = _landBuildingsInfo.length - 1; i >= 0; i--) {
- let resetLandInfo = _landBuildingsInfo[i];
- if (resetLandInfo.name == "Labour_205_Holy_Farmland") {
- let leaseFarmlandInfoScript = resetLandInfo.getComponent("LeaseFarmlandInfo");
- //如果存在开锁的土地,重置状态
- if (!leaseFarmlandInfoScript.onGetUnlockLandState()) {
- leaseFarmlandInfoScript.onLockLand();
- }
- 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 == leaseFarmlandInfoScript.initConfigLandId) {
- // console.log(leaseFarmlandInfoScript.initConfigLandId);
- let _leaseLandInfo = _userLeaseLand[j];
- leaseFarmlandInfoScript.setLeaseLandInfo(_leaseLandInfo, bSelf);
- }
- }
- _bInitFarmland = true;
- }
- }
- if (_bInitFarmland) {
- console.log("已经初始化过土地数据!");
- return;
- }
- //此时是第一次生成
- 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");
- //记录一下第一次初始化时候的id
- leaseFarmlandInfoScript.initConfigLandId = _configLand[i].id;
- // console.log(housingTemp_farmland.name +" = "+ leaseFarmlandInfoScript.initConfigLandId);
- //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, bSelf);
- }
- }
- 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);
- }
- // console.log(this.BuildingsParent.children);
- } else {
- //访问其他用户时候,已经有土地了
- //重置土地信息
- let _landBuildingsInfo = this.BuildingsParent.children;
- for (let i = _landBuildingsInfo.length - 1; i >= 0; i--) {
- let resetLandInfo = _landBuildingsInfo[i];
- if (resetLandInfo.name == "Labour_205_Holy_Farmland") {
- let leaseFarmlandInfoScript = resetLandInfo.getComponent("LeaseFarmlandInfo");
- //如果存在开锁的土地,重置状态
- if (!leaseFarmlandInfoScript.onGetUnlockLandState()) {
- leaseFarmlandInfoScript.onLockLand();
- }
- //访问其他农场时候,全部不显示待租按钮
- leaseFarmlandInfoScript.onUnlockLand();
- 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 == leaseFarmlandInfoScript.initConfigLandId) {
- let _leaseLandInfo = _userLeaseLand[j];
- leaseFarmlandInfoScript.setLeaseLandInfo(_leaseLandInfo, bSelf);
- }
- }
- }
- }
- // console.log("other:", this.BuildingsParent.children);
- }
- },
- /**
- * 初始化障碍物
- * 生成的预制信息,需要在 DressUpArray 添加对应的预制件,才可以添加
- */
- spawnDressUp() {
- //村长和镇长的区别,樱花树区别
- let agent_level = GlobalD.Dapp.UserInfo.agent_level; // 0普通用户,1 村长身份,2 镇长身份
- let _cherryTree = 2 === agent_level ? "Dress_505_SmallTree02" : "Dress_505_SmallTree01";
- let _temp = [
- //左边第一部分 ----start----
- {
- spawnName: "Dress_502_ChrisTree",
- startPos: cc.v2(14, 20)
- },
- //拱门
- {
- spawnName: "Dress_505_MainDoor01",
- startPos: cc.v2(18, 17)
- },
- {
- spawnName: "Dress_503_RailingGrassX",
- startPos: cc.v2(9, 20)
- },
- {
- spawnName: "Dress_503_RailingGrassX",
- startPos: cc.v2(7, 20)
- },
- //-----
- {
- spawnName: "Dress_505_FlowerBed",
- startPos: cc.v2(8, 22)
- },
- {
- spawnName: "Dress_505_FlowerBed",
- startPos: cc.v2(8, 23)
- },
- //喷泉
- {
- spawnName: "Dress_502_Fountain",
- startPos: cc.v2(10, 23)
- },
- {
- spawnName: "Dress_505_FlowerBed",
- startPos: cc.v2(11, 22)
- },
- {
- spawnName: "Dress_505_FlowerBed",
- startPos: cc.v2(11, 23)
- },
- {
- spawnName: "Dress_505_ChrisSanta",
- startPos: cc.v2(10, 25)
- },
- //-----
- //左边第一部分 ----end----
- //主路放两个灯和树
- {
- spawnName: "Dress_505_Streetlight",
- startPos: cc.v2(15, 29)
- },
- {
- spawnName: "Dress_505_Streetlight",
- startPos: cc.v2(18, 29)
- },
- {
- spawnName: "Dress_505_SmallTree",
- startPos: cc.v2(15, 30)
- },
- {
- spawnName: "Dress_505_SmallTree",
- startPos: cc.v2(18, 30)
- }
- ];
- //左边小麦区域
- // for (let x = 0; x < 3; x++) {
- // for (let y = 0; y < 2; y++) {
- // _temp.push({
- // spawnName: "Dress_502_Rice",
- // startPos: cc.v2(4 - x * 2, 30 - y * 2)
- // })
- // }
- // }
- //1倍土地部分木质花圃
- // for (let x = 0; x < 6; x++) {
- // for (let y = 0; y < 3; y++) {
- // _temp.push({
- // spawnName: "Dress_503_WhiteWoodRailingX",
- // startPos: cc.v2(18 + x, 14 - y * 3)
- // })
- // }
- // }
- //生成一个未盛开的樱花围绕,间隔1个空格 ---start ,镇长换成盛开的樱花
- // for (let x = 0; x < 3; x++) {
- // _temp.push({
- // spawnName: _cherryTree,
- // startPos: cc.v2(18 + x * 2, 17)
- // })
- // _temp.push({
- // spawnName: _cherryTree,
- // startPos: cc.v2(18 + x * 2, 5)
- // })
- // }
- // for (let y = 0; y < 7; y++) {
- // _temp.push({
- // spawnName: _cherryTree,
- // startPos: cc.v2(24, 17 - y * 2)
- // })
- // }
- //多倍区域
- // for (let x = 0; x < 3; x++) {
- // _temp.push({
- // spawnName: _cherryTree,
- // startPos: cc.v2(15 - x * 2, 14)
- // })
- // _temp.push({
- // spawnName: _cherryTree,
- // startPos: cc.v2(15 - x * 2, 2)
- // })
- // }
- //生成一个未盛开的樱花围绕,间隔1个空格 --- end
- //多倍土地部分木质花圃
- // for (let x = 0; x < 3; x++) {
- // for (let y = 0; y < 3; y++) {
- // _temp.push({
- // spawnName: "Dress_503_RailingGrassX",
- // startPos: cc.v2(15 - x * 2, 11 - y * 3)
- // })
- // }
- // }
- //生成番茄区域
- // for (let x = 0; x < 3; x++) {
- // for (let y = 0; y < 2; y++) {
- // _temp.push({
- // spawnName: "Dress_502_Tomato",
- // startPos: cc.v2(26 + x * 2, 30 - y * 2)
- // })
- // }
- // }
- //----中上别墅区域--start
- //生成中上三个别墅和三个树木
- for (let x = 0; x < 3; x++) {
- _temp.push({
- spawnName: "Dress_505_SmallTree",
- startPos: cc.v2(7 - x * 2, 6)
- })
- _temp.push({
- spawnName: "Dress_502_Villa",
- startPos: cc.v2(8 - x * 2, 8)
- })
- }
- //雪橇
- _temp.push({
- spawnName: "Dress_505_ChrisCar02",
- startPos: cc.v2(8, 10)
- })
- //圣诞门和栏杆
- for (let x = 0; x < 3; x++) {
- _temp.push({
- spawnName: "Dress_503_WhiteWoodRailingX",
- startPos: cc.v2(8 - x, 11)
- })
- }
- _temp.push({
- spawnName: "Dress_503_ChrisDoorX",
- startPos: cc.v2(5, 11)
- })
- for (let x = 0; x < 3; x++) {
- _temp.push({
- spawnName: "Dress_503_WhiteWoodRailingX",
- startPos: cc.v2(4 - x, 11)
- })
- }
- //门外区域
- _temp.push({
- spawnName: "Dress_502_florist",
- startPos: cc.v2(4, 15)
- })
- _temp.push({
- spawnName: "Dress_505_ChrisCar01",
- startPos: cc.v2(6, 16)
- })
- _temp.push({
- spawnName: "Dress_505_PondDuck",
- startPos: cc.v2(6, 14)
- })
- for (let y = 0; y < 3; y++) {
- _temp.push({
- spawnName: "Dress_504_ChrisRailingY",
- startPos: cc.v2(8, 16 - y)
- })
- }
- //樱花路
- for (let x = 0; x < 5; x++) {
- _temp.push({
- spawnName: _cherryTree,
- startPos: cc.v2(10 - x * 2, 17)
- })
- _temp.push({
- spawnName: _cherryTree,
- startPos: cc.v2(10 - x * 2, 19)
- })
- }
- //------end
- //----右边区域--start
- _temp.push({
- spawnName: "Dress_505_Pond",
- startPos: cc.v2(20, 3)
- })
- _temp.push({
- spawnName: "Dress_504_RailingGrassY",
- startPos: cc.v2(21, 3)
- })
- _temp.push({
- spawnName: "Dress_502_FruitTreeAndStool",
- startPos: cc.v2(23, 3)
- })
- //---- end
- for (let i = 0; i < _temp.length; i++) {
- for (let j = 0; j < this.DressUpArray.length; j++) {
- let _dressUpTemp = this.DressUpArray[j];
- if (_dressUpTemp.name == _temp[i].spawnName) {
- let prefab = cc.instantiate(_dressUpTemp);
- prefab.parent = this.BuildingsParent;
- let tipNode = prefab.getChildByName("Tip");
- if (tipNode) {
- tipNode.destroy();
- }
- let buildingsInfo = prefab.getComponent("buildingsInfo");
- //id用时间戳来记录
- buildingsInfo.buildInfo.id = new Date().getTime();//对应的id
- buildingsInfo.buildInfo.isItActive = false;
- //设置tile的最底下的坐标,就是起始坐标
- buildingsInfo.buildInfo.startTilePos = _temp[i].startPos;
- buildingsInfo.InitPos = false;
- buildingsInfo.InitStartPos = _temp[i].startPos;
- var endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(_temp[i].startPos);
- prefab.setPosition(endPos.x, endPos.y);
- //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(_dressUpTemp.name);
- //跳出里面一层循环
- break;
- }
- }
- }
- },
- //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) continue;
- 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
- */
- // //全部回收
- // // 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();
- // continue;
- 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() {
- }
- });
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