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- var reGameStates = require('GameStates')
- var AConfig = require('../Config')
- import utils from '../Network/netUtils'
- import GameNet from '../Network/GameNet'
- import gameToast from '../Network/gameToast'
- //全局数据类
- cc.Class({
- extends: cc.Component,
- properties: {
- //记录全部道路的index
- GameData_highwayIndex: {
- default: [],
- type: [cc.Integer],
- visible: false,
- serializable: false,
- },
- //记录建筑物存储的信息
- GameData_buildings: {
- default: [],
- visible: false,
- serializable: false,
- },
- HighWayPrefabs: cc.Prefab,
- //MyMapNode
- //建筑物的节点
- BuildingsParent: {
- default: null,
- type: cc.Node,
- },
- ManageUI: {
- default: null,
- type: cc.Node,
- },
- GameVersion: {
- default: -1,
- type: cc.Integer,
- },
- //读取数据
- readData: {
- default: null,
- visible: false,
- },
- /**
- * 接口
- * todo cnt和snb 由钱包读取
- */
- CNT: {
- default: 0,
- visible: false,
- },
- SNB: {
- default: 0,
- visible: false,
- },
- //站内收益
- CNTDrawBalance: {
- default: 0,
- visible: false,
- },
- //读取的土地文件
- ConfigLand: {
- default: null,
- visible: false,
- },
- toast: null,
- scheduleObj: null,
- toastCallback: null,
- isStart: true,
- isInit: false,
- /**
- * 限制重复触发支付, 正在支付中转态,
- */
- isPlayingCnt: false,
- isPlayingSnb: false,
- /**
- * 处理请求
- */
- //现在多次触发
- isOnAddFruit: false,
- isOnSaleFruit: false,
- isOnGrantFruit: false,
- //自动存储数据
- AutoSaveData: null,
- },
- onLoad() {
- //初始化GameData全局变量
- GlobalD.GameData = this
- this.GameConfig()
- },
- GameConfig() {
- this.AddBuildingCost = 5
- this.RemoveBuildingCost = 5
- //
- this.Dapp = {
- UserInfo: null,
- }
- },
- start() {
- cc.loader.loadRes(
- 'prefab/gameToast',
- function (err, texture) {
- this.toast = cc.instantiate(texture)
- this.toast.parent = cc.find('Canvas/UICamera')
- this.toast.zIndex = 999
- this.toast.active = false
- this.scheduleObj = this.schedule(() => {
- this.updateToast()
- }, 1)
- }.bind(this)
- )
- this._tiledMap = GlobalD.TiledMap._tiledMap
- //调用初始化dapp
- this.isDebugMode(GlobalD.dapp)
- },
- /**
- * 根据 不存在dapp 的话,使用本地测试
- * @param {*} bInit
- */
- isDebugMode: function (bInit) {
- if (bInit) {
- //读取网络数据
- try {
- GlobalD.dapp.cntBalance().then((cntBalance) => {
- //会延迟返回
- // console.log("获取cnt:" + cntBalance) // string, 精度18,需要自行处理省略几位小数
- GlobalD.GameData.SetCNT(cntBalance)
- })
- } catch (err) {
- console.error(err) // 初始化失败,运行环境不是钱包环境
- }
- //登录时候已经初始化好snb了
- this.SNB = GlobalD.UserInfo.snb
- this.readData = userData.readData
- // cc.log('playerPullInfo 读取到数据?:', this.readData)
- this.InitNextworkData()
- this.InitSceneInfo()
- // 自动存储数据
- /**
- * todo 如果退出游戏,触发一次存储。
- */
- this.AutoSaveData = function () {
- this.pushData(true)
- }
- this.schedule(this.AutoSaveData, 15)
- } else {
- // 清除
- cc.log('本地数据重新开始,并且不初始化')
- // this.onClearAllData();
- this.Init()
- this.InitSceneInfo()
- this.AutoSaveData = function () {
- this.pushData(false)
- }
- this.schedule(this.AutoSaveData, 10)
- }
- },
- getData: function () {
- //如果开局没有读取到网络数据,就这里初始化
- if (userData.readData == null) {
- cc.log('本地数据:', cc.sys.localStorage.getItem('userdata'))
- let userdata = cc.sys.localStorage.getItem('userdata')
- if (userdata) {
- this.readData = JSON.parse(userdata)
- }
- this.Init()
- this.InitSceneInfo()
- } else {
- this.readData = userData.readData
- cc.log('读取到数据?:', this.readData)
- this.Init()
- this.InitSceneInfo()
- }
- },
- InitSceneInfo() {
- //根据顺序生成
- //初始化时间ui
- cc.find('GameNode/ManageTimer').getComponent('ManageTimer').Init()
- //初始化金钱ui,gold,diamond, cnt,snb,
- cc.find('GameNode/ManageGolden')
- .getComponent('ManageGolden')
- .InitManageGlodenUI()
- // //初始化地图物件
- // cc.find("GameNode/ManageMap").getComponent('ManageMap').InitManageMap();
- GlobalD.TiledMap.onInitSolid()
- //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
- //初始化新手教学
- GlobalD.ManageTask.InitTask(_BFirstLoadGame)
- this.ManageUI.getComponent('ManageUI').Init()
- },
- InitNextworkData() {
- // console.log("this.readData", this.readData);
- this.Golden = this.readData.Golden
- this.Diamond = this.readData.Diamond
- this.shareGive = this.readData.shareGive
- //签到分享给钻石金币
- this.signInGive = this.readData.signInGive
- //每个月 给的 低保
- this.EveryGive = this.readData.EveryGive
- //公共分享
- this.publicGive = this.readData.publicGive
- // cc.log('初始化网络数据');
- //读取日期数据
- this.GameYear = this.readData.GameYear
- this.GameMonth = this.readData.GameMonth
- this.GameDay = this.readData.GameDay
- //读取金币
- this.Golden = this.readData.Golden
- //读取钻石
- this.Diamond = this.readData.Diamond
- // cc.log('this.readData.Diamond', this.readData.Diamond);
- //读取工人等级
- this.WorkerLV = this.readData.WorkerLV
- //工人数量
- this.WorkerNum = this.readData.WorkerNum
- //工人容量
- this.WorkerCapacity = this.readData.WorkerCapacity
- this.GameDate = this.readData.GameDate
- this.LastTimeEveryDayRewardsDate = this.readData.LastTimeEveryDayRewardsDate
- this.LastTimeLuckDate = this.readData.LastTimeLuckDate
- this.EveryDayRewardsArray = this.readData.EveryDayRewardsArray //.split('_');
- this.TerritoryStateArray = this.readData.TerritoryStateArray //.split('_');
- //面板状态
- this.BuildingStateArray = this.readData.BuildingStateArray //.split('_');
- //解锁设置为 不用解锁
- // this.BuildingLockStateArray.forEach((value, index, array) => {
- // array[index] = 1;
- // })
- this.BuildingLockStateArray = this.readData.BuildingLockStateArray //.split('_');
- this.BuildingNumArray = this.readData.BuildingNumArray //.split('_');
- this.DiamondNumArray = this.readData.DiamondNumArray //.split('_');
- this.FoodTradeState = this.readData.FoodTradeState
- this.WoodTradeState = this.readData.WoodTradeState
- this.MineralTradeState = this.readData.MineralTradeState
- //工人工作信息
- if (this.readData.characterInfoArray) {
- this.CharacterInfoArray = this.readData.characterInfoArray
- } else {
- this.CharacterInfoArray = []
- }
- //道路数据
- if (this.readData.highwayIndex)
- this.GameData_highwayIndex = this.readData.highwayIndex
- //建筑物数据
- if (this.readData.buildingsInfo)
- this.GameData_buildings = this.readData.buildingsInfo
- this.LotteryTimes = this.readData.LotteryTimes
- //任务
- if (this.readData.TaskIconCountClick)
- task.TaskIconCountClick = this.readData.TaskIconCountClick
- },
- /**
- * 初始化
- */
- Init: function () {
- let _BFirstLoadGame = false // this.readData ? this.readData.BFirstLoadGame : 0;
- //date
- this.GameYear = 0
- this.GameMonth = 0
- this.GameDay = 0
- this.GameDate = '0000/00/01'
- /**
- * 新增 CNT 和 SNB
- */
- this.CNT = 0
- this.SNB = 0
- this.Golden = 2000
- this.Diamond = 100
- this.WorkerLV = 0
- this.WorkerNum = 0
- this.CharacterInfoArray = []
- this.WorkerCapacity = 5
- this.TerritoryStateArray = [1, 1, 1, 1, 1, 1, 1, 1] //测试,全开地图
- /**
- * 添加建筑往后添加,到时候ManageBuildings 脚本 会初始化根据顺序
- * BuildingStateArray---相关 GetBuildingStateArray 获取建筑状态
- * BuildingNumArray ---相关 GetBuildingNumArray 获取建筑数量
- * BuildingFrameArray ---相关 ManageUI 添加面板是否解锁之类的相关预制
- */
- this.BuildingStateArray = [
- 1, //公路
- 1, //路铲
- 1, //拆迁
- 1, //农舍
- 1, //单元楼
- 1, //别墅
- 1, //农田
- 1, //伐木场
- 1, //矿坑
- 1, //加工厂
- 1, //冷饮摊
- 1, //贩卖机
- 1, //面包房
- 1, //早餐车
- 1, //饮茶店
- 1, //点心店
- 1, //美食店
- 1, //西餐厅
- 1, //花店
- 1, //美发店
- 1, //洋装店
- 1, //珠宝店
- 1, //电影院
- 1, //路灯
- 1, //绿化带
- 1, //花坛
- 1, //喷泉
- 1, //警察局
- 1, //游乐场
- 1, //蓝色城堡
- 1, //粉色城堡
- 1, //Holy Farmland
- 1, //Holy Farmland seed
- ]
- this.BuildingLockStateArray = [
- 1, //公路
- 1, //路铲
- 1, //拆迁
- 1, //农舍
- 0, //单元楼
- 0, //别墅
- 1, //农田
- 0, //伐木场
- 0, //矿坑
- 1, //加工厂
- 0, //冷饮摊
- 0, //贩卖机
- 0, //面包房
- 0, //早餐车
- 0, //饮茶店
- 0, //点心店
- 0, //美食店
- 0, //西餐厅
- 0, //花店
- 0, //美发店
- 0, //洋装店
- 0, //珠宝店
- 0, //电影院
- 1, //路灯
- 1, //绿化带
- 1, //花坛
- 0, //喷泉
- 0, //警察局
- 0, //游乐场
- 0, //蓝色城堡
- 0, //粉色城堡
- 1, //Holy Farmland
- 1, //Holy Farmland seed
- ]
- //建筑物数量
- this.BuildingNumArray = [
- 0, //公路
- 0, //路铲
- 0, //拆迁
- 4, //农舍
- 1, //单元楼
- 1, //别墅
- 4, //农田
- 1, //伐木场
- 1, //矿坑
- 2, //加工厂
- 2, //冷饮摊
- 1, //贩卖机
- 1, //面包房
- 1, //早餐车
- 1, //饮茶店
- 1, //点心店
- 1, //美食店
- 1, //西餐厅
- 1, //花店
- 1, //美发店
- 1, //洋装店
- 1, //珠宝店
- 1, //电影院
- 1, //路灯
- 1, //绿化带
- 1, //花坛
- 1, //喷泉
- 1, //警察局
- 1, //游乐场
- 1, //蓝色城堡
- 1, //粉色城堡
- 1, //Holy Farmland
- 1, //Holy Farmland seed
- ]
- this.DiamondNumArray = AConfig.DiamondArray
- //todo 钻石消耗默认值
- this.DiamondNumArray.forEach((value, index, array) => {
- array[index] = 0
- })
- cc.log('钻石消耗默认值', this.DiamondNumArray)
- this.EveryDayRewardsArray = [0, 0, 0, 0, 0, 0, 0]
- this.LastTimeEveryDayRewardsDate = '0000/00/00'
- this.LastTimeLuckDate = '0000/00/00'
- this.FoodTradeState = 1
- this.WoodTradeState = 1
- this.MineralTradeState = 1
- //转盘分享给钻石金币
- this.shareGive = [200, 5]
- //签到分享给钻石金币
- this.signInGive = [200, 5]
- //每个月 给的 低保
- this.EveryGive = [500, 10]
- //公共分享
- this.publicGive = [200, 50]
- //每天抽奖次数
- this.LotteryTimes = 10
- // 1 === _BFirstLoadGame
- if (_BFirstLoadGame) {
- console.log('this.readData', this.readData)
- // cc.log('初始化网络数据');
- //读取日期数据
- this.GameYear = this.readData.GameYear
- this.GameMonth = this.readData.GameMonth
- this.GameDay = this.readData.GameDay
- /**
- * 接口
- * todo cnt和snb 由钱包读取
- */
- this.CNT = 0
- this.SNB = 0
- //读取金币
- this.Golden = this.readData.Golden
- //读取钻石
- this.Diamond = this.readData.Diamond
- // cc.log('this.readData.Diamond', this.readData.Diamond);
- //读取工人等级
- this.WorkerLV = this.readData.WorkerLV
- //工人数量
- this.WorkerNum = this.readData.WorkerNum
- //工人容量
- this.WorkerCapacity = this.readData.WorkerCapacity
- this.GameDate = this.readData.GameDate
- this.LastTimeEveryDayRewardsDate =
- this.readData.LastTimeEveryDayRewardsDate
- this.LastTimeLuckDate = this.readData.LastTimeLuckDate
- this.EveryDayRewardsArray = this.readData.EveryDayRewardsArray //.split('_');
- this.TerritoryStateArray = this.readData.TerritoryStateArray //.split('_');
- //面板状态
- this.BuildingStateArray = this.readData.BuildingStateArray //.split('_');
- //解锁设置为 不用解锁
- this.BuildingLockStateArray.forEach((value, index, array) => {
- array[index] = 1
- })
- // this.BuildingLockStateArray = this.readData.BuildingLockStateArray.split('_');
- this.BuildingNumArray = this.readData.BuildingNumArray //.split('_');
- this.DiamondNumArray = this.readData.DiamondNumArray //.split('_');
- this.FoodTradeState = this.readData.FoodTradeState
- this.WoodTradeState = this.readData.WoodTradeState
- this.MineralTradeState = this.readData.MineralTradeState
- //工人工作信息
- if (this.readData.characterInfoArray)
- this.CharacterInfoArray = this.readData.characterInfoArray
- //道路数据
- if (this.readData.highwayIndex)
- this.GameData_highwayIndex = this.readData.highwayIndex
- //建筑物数据
- if (this.readData.buildingsInfo)
- this.GameData_buildings = this.readData.buildingsInfo
- this.LotteryTimes = this.readData.LotteryTimes
- //任务
- if (this.readData.TaskIconCountClick)
- task.TaskIconCountClick = this.readData.TaskIconCountClick
- //测试5W
- // this.PlusDiamond(50000);
- //如果用户未租赁过土地且未用钻石兑换过种子,则显示
- GlobalD.GameData.getPlayerExchangeState((res, vaule) => {
- //warn 这里需要增加对结果的判断
- this.ManageUI.getComponent('ManageUI').DiamondGapViewShow()
- })
- }
- },
- //GET / SET /Plus
- GetGameDate: function () {
- return this.GameDate
- },
- SetGameDate: function (num) {
- this.GameDate = num
- },
- PlusGameDate: function (num) {
- this.GameDate += num
- },
- GetGolden: function () {
- return parseInt(this.Golden)
- },
- GetGoldenCallBack(_CallBack) {
- if (_CallBack) _CallBack({ resGolden: parseInt(this.Golden) })
- },
- SetGolden: function (Num) {
- let LastMoney = this.Golden
- this.Golden = Num
- let CurrentMoney = Num
- this.ManageUI.getComponent('ManageUI').GoldenChangeCallBack(
- this.GetGolden(),
- LastMoney,
- CurrentMoney
- )
- },
- PlusGolden: function (Num) {
- if (this.Golden + Num < 0) {
- this.SetGolden(0)
- } else {
- this.SetGolden(this.Golden + Num)
- }
- // task.task50W();
- },
- GetDiamond: function () {
- return parseInt(this.Diamond)
- },
- SetDiamond: function (num) {
- let LastMoney = this.Diamond
- this.Diamond = num
- let CurrentMoney = num
- this.ManageUI.getComponent('ManageUI').DiamondChangeCallBack(
- this.GetDiamond(),
- LastMoney,
- CurrentMoney
- )
- },
- PlusDiamond: function (num) {
- if (this.Diamond + num < 0) {
- this.SetDiamond(0)
- } else {
- this.SetDiamond(this.Diamond + num)
- }
- },
- /**
- * 游戏里面的cnt 和神农呗
- */
- GetCNT: function () {
- return parseFloat(this.CNT)
- },
- SetCNT: function (Num) {
- this.CNT = Num
- this.ManageUI.getComponent('ManageUI').CNTChangeCallBack(this.CNT)
- },
- GetSNB: function () {
- return parseFloat(this.SNB)
- },
- SetSNB: function (Num) {
- this.SNB = Num
- this.ManageUI.getComponent('ManageUI').SNBChangeCallBack(this.SNB)
- },
- GetWorkerLV: function () {
- return parseInt(this.WorkerLV)
- },
- SetWorkerLV: function (num) {
- this.WorkerLV = num
- },
- PlusWorkerLV: function (num) {
- this.WorkerLV += num
- },
- GetWorkerNum: function () {
- return parseInt(this.WorkerNum)
- },
- SetWorkerNum: function (num) {
- this.WorkerNum = num
- },
- PlusWorkerNum: function (num) {
- this.WorkerNum += num
- },
- GetLastTimeEveryDayRewardsDate: function () {
- return this.LastTimeEveryDayRewardsDate
- },
- //获取转盘 时间
- GetLastTimeLuckDate: function () {
- return this.LastTimeLuckDate
- },
- //设置转盘时间
- SetLastTimeLuckDate: function (DateString) {
- this.LastTimeLuckDate = DateString
- },
- SetLastTimeEveryDayRewardsDate: function (DateString) {
- this.LastTimeEveryDayRewardsDate = DateString
- },
- //工人信息数组
- GetWorkerCharacterInfoArray: function () {
- return this.CharacterInfoArray
- },
- SetWorkerCharacterInfoArray: function (item) {
- this.CharacterInfoArray = item
- },
- /*** */
- GetWorkerCapacity: function () {
- return parseInt(this.WorkerCapacity)
- },
- SetWorkerCapacity: function (num) {
- this.WorkerCapacity = num
- },
- PlusWorkerCapacity: function (num) {
- this.WorkerCapacity += num
- },
- GetTerritoryStateArray: function () {
- return this.TerritoryStateArray
- },
- SetTerritoryStateArray: function (aTerritoryStateArray) {
- this.TerritoryStateArray = aTerritoryStateArray
- },
- PlusTerritoryStateArray: function (Item) {
- this.TerritoryStateArray.push(Item)
- },
- GetBuildingStateArray: function () {
- return this.BuildingStateArray
- },
- SetBuildingStateArray: function (aBuildingStateArray) {
- this.BuildingStateArray = aBuildingStateArray
- },
- PlusBuildingStateArray: function (Item) {
- this.BuildingStateArray.push(Item)
- },
- GetBuildingLockStateArray: function () {
- return this.BuildingLockStateArray
- },
- SetBuildingLockStateArray: function (aArray) {
- this.BuildingLockStateArray = aArray
- },
- PlusBuildingLockStateArray: function (Item) {
- this.BuildingLockStateArray.push(Item)
- },
- GetBuildingNumArray: function () {
- return this.BuildingNumArray
- },
- SetBuildingNumArray: function (aBuildingNumArray) {
- this.BuildingNumArray = aBuildingNumArray
- },
- PlusBuildingNumArray: function (Item) {
- this.BuildingNumArray.push(Item)
- },
- //操作钻石数据
- GetDiamondNumArray: function () {
- return this.DiamondNumArray
- },
- SetDiamondNumArray: function (aDiamondNumArray) {
- this.DiamondNumArray = aDiamondNumArray
- },
- GetEveryDayRewardsArray: function () {
- return this.EveryDayRewardsArray
- },
- SetEveryDayRewardsArray: function (aArray) {
- this.EveryDayRewardsArray = aArray
- },
- PlusEveryDayRewardsArray: function (Item) {
- this.EveryDayRewardsArray.push(Item)
- },
- GetFoodTradeState: function () {
- return parseInt(this.FoodTradeState)
- },
- SetFoodTradeState: function (num) {
- this.FoodTradeState = num
- },
- PlusFoodTradeState: function (num) {
- this.FoodTradeState += num
- },
- GetWoodTradeState: function () {
- return parseInt(this.WoodTradeState)
- },
- SetWoodTradeState: function (num) {
- this.WoodTradeState = num
- },
- PlusWoodTradeState: function (num) {
- this.WoodTradeState += num
- },
- GetMineralTradeState: function () {
- return parseInt(this.MineralTradeState)
- },
- SetMineralTradeState: function (num) {
- this.MineralTradeState = num
- },
- PlusMineralTradeState: function (num) {
- this.MineralTradeState += num
- },
- GetLotteryTimes: function () {
- return parseInt(this.LotteryTimes)
- },
- SetLotteryTimes: function (num) {
- this.LotteryTimes = num
- },
- PlusLotteryTimes: function (num) {
- this.LotteryTimes += num
- },
- //初始化道路
- onSpawnHighway() {
- // 获取InitPoint层
- let InitPos = this._tiledMap.getLayer('InitPoint')
- InitPos.enabled = false
- //创建公路数据
- if (this.readData && this.readData.allHighwayStylesAndIndex) {
- //保存到内存中
- this.GameData_highwayIndex = this.readData.highwayIndex
- //先赋值道路的对象数组
- 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')
- 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
- this.HighwayLayer = this._tiledMap.getLayer('Highway')
- for (var i = 0; i < 32; i++) {
- //去除中间两条路
- if (i == 16 || i == 17) continue
- for (var j = 0; j < 32; j++) {
- let tilesPos = cc.v2(i, j)
- if (InitPos.getTileGIDAt(tilesPos)) {
- let index = GlobalD.TiledMap.getIndex(tilesPos)
- this.GameData_highwayIndex.push(index)
- let highwayTemp = cc.instantiate(this.HighWayPrefabs)
- highwayTemp.parent = this.HighwayLayer.node
- let tiledTile = highwayTemp.addComponent('TiledTile')
- tiledTile.x = tilesPos.x
- tiledTile.y = tilesPos.y
- // cc.log('onSpawnHighway2');
- //地图设置可行走区域公路设置
- AStar.setMapSolid(tilesPos.x, tilesPos.y, 0)
- // _buildId ==0 是公路
- let _buildId = 0
- let occupyTemp = cc.v2(_buildId, index)
- GlobalD.game.OccupyArray.push(occupyTemp)
- let tile = InitPos.getTiledTileAt(tilesPos.x, tilesPos.y, true)
- let _MoveType = reGameStates.HighwayType.moveX
- // if (tile.gid == 15) {
- // _MoveType = reGameStates.HighwayType.moveX;
- // } else
- if (tile.gid == 16) {
- _MoveType = reGameStates.HighwayType.moveY
- } else if (tile.gid == 11) {
- _MoveType = reGameStates.HighwayType.ZebraCrossingX
- } else if (tile.gid == 12) {
- _MoveType = reGameStates.HighwayType.ZebraCrossingY
- }
- // return;
- //更换公路样式
- GlobalD.game.onCreateDifferentRoadStyles({
- _buildId: _buildId,
- _highwayType: _MoveType,
- _roadIndex: index,
- _hightwayNode: highwayTemp,
- })
- }
- }
- }
- }
- //外面的两条路
- let initRoad = this._tiledMap.getLayer('Road')
- initRoad.enabled = false
- for (var i = 16; i < 18; i++) {
- for (var j = 0; j < 32; j++) {
- let tilesPos = cc.v2(i, j)
- // cc.log('road tilesPos',tilesPos)
- if (initRoad.getTileGIDAt(tilesPos)) {
- let index = GlobalD.TiledMap.getIndex(tilesPos)
- this.GameData_highwayIndex.push(index)
- let highwayTemp = cc.instantiate(this.HighWayPrefabs)
- highwayTemp.parent = this.HighwayLayer.node
- let tiledTile = highwayTemp.addComponent('TiledTile')
- tiledTile.x = tilesPos.x
- tiledTile.y = tilesPos.y
- // cc.log('initRoad');
- //地图设置可行走区域公路设置
- AStar.setMapSolid(tilesPos.x, tilesPos.y, 0)
- let _buildId = 0
- let occupyTemp = cc.v2(_buildId, index)
- GlobalD.game.OccupyArray.push(occupyTemp)
- //更换公路样式
- // if (j >= 25 && j <= 27 || j >= 19 && j <= 21 || j >= 9 && j <= 11)
- // highwayTemp.getComponent('HighwayInfo').onChangeHighwayStyles(reGameStates.HighwayType.none);
- // else
- // highwayTemp.getComponent('HighwayInfo').onChangeHighwayStyles(reGameStates.HighwayType.moveY);
- }
- }
- }
- },
- //清除所有的数据
- onClearAllData() {
- this.unschedule(this.AutoSaveData)
- //任务索引
- cc.sys.localStorage.removeItem('userdata')
- //跳回登录场景
- // cc.director.loadScene('Login');
- },
- //保存数据请求
- /**
- *
- * 现在转服务器存储,原本所有相关操作通过服务器计算。
- * 一、目前涉及到的是 SNT 和 SNB 两个货币相关,和买田地操作 (可以理解为租聘,三种类型)
- *
- * isNetwork:true,上传到网络
- *
- */
- pushData: function (isNetwork) {
- // cc.log(this.EveryDayRewardsArray);
- // console.log(this.readData.BFirstLoadGame);
- var datas = {
- version: this.GameVersion,
- // 转后台处理
- BFirstLoadGame: 1, //只要push数据,就证明已经开始第一次游戏了
- /**游戏不修改,默认值 start */
- shareGive: this.shareGive,
- //签到分享给钻石金币
- signInGive: this.signInGive,
- //每个月 给的 低保
- EveryGive: this.EveryGive,
- //公共分享
- publicGive: this.publicGive,
- /**游戏不修改,默认值 end */
- //时间
- GameYear: this.GameYear,
- GameMonth: this.GameMonth,
- GameDay: this.GameDay,
- //这里只是单纯的存储起来
- CNT: this.CNT,
- SNB: this.SNB,
- Golden: this.Golden,
- Diamond: this.Diamond,
- WorkerLV: this.WorkerLV,
- WorkerNum: this.WorkerNum,
- WorkerCapacity: this.WorkerCapacity,
- GameDate: this.GameDate,
- LastTimeEveryDayRewardsDate: this.LastTimeEveryDayRewardsDate,
- LastTimeLuckDate: this.LastTimeLuckDate,
- EveryDayRewardsArray: this.EveryDayRewardsArray, //.join('_'),
- TerritoryStateArray: this.TerritoryStateArray, //.join('_'),
- //面板状态
- BuildingStateArray: this.BuildingStateArray, //.join('_'),
- BuildingLockStateArray: this.BuildingLockStateArray, //.join('_'),
- /**
- * SNB和CNT相关,需要后台筛选 田地 和 种子。单独处理
- */
- BuildingNumArray: this.BuildingNumArray, //.join('_'),
- DiamondNumArray: this.DiamondNumArray, //.join('_'),
- FoodTradeState: this.FoodTradeState,
- WoodTradeState: this.WoodTradeState,
- MineralTradeState: this.MineralTradeState,
- LotteryTimes: this.LotteryTimes,
- /**
- * 这些数据不用服务器初始化
- */
- //工人工作信息
- characterInfoArray: this.CharacterInfoArray,
- //道路数据
- highwayIndex: this.GameData_highwayIndex,
- allHighwayStylesAndIndex: GlobalD.game.AllHighwayStylesAndIndex,
- //建筑物数据
- buildingsInfo: this.GameData_buildings,
- //任务
- TaskIconCountClick: task.TaskIconCountClick,
- }
- if (isNetwork) {
- var data = []
- // data["openid"] = userData.openId;
- // data["userdata"] = JSON.stringify(datas);
- data['playerData'] = JSON.stringify(datas)
- /** 推送信息 */
- utils.post(utils.api.playerPushInfo, data, (res, playerPushInfoTemp) => {
- // console.log('playerPushInfoTemp', playerPushInfoTemp);
- })
- } else {
- console.log('存储本地:' + isNetwork)
- //保存用户数据到本地
- cc.sys.localStorage.setItem('userdata', JSON.stringify(datas))
- }
- },
- /**
- * 兑换种子时候,特殊处理数据
- * 扣除相应的钻石
- */
- exchangeSeed(callback) {
- //先暂停存储
- this.unschedule(this.AutoSaveData)
- utils.post(
- utils.api.exchangeSeeds,
- { diamondAmount: 30000, seedId: 8 },
- (res, value) => {
- console.log('兑换种子', value)
- callback(res, value)
- //兑换成功后
- if (0 === value.code) {
- //更新一次数据
- let _playerData = JSON.parse(value.data.playerData)
- //更新本地钻石数据
- this.SetDiamond(_playerData.Diamond)
- callback(res, vaule)
- } else {
- //兑换失败
- GlobalD.GameData.showToast(cc.find('Canvas/UICamera'), '兑换失败', 2)
- }
- //重新开启存储
- this.schedule(this.AutoSaveData, 15)
- }
- )
- },
- /**
- * 获取是否租赁过的状态
- */
- getPlayerExchangeState(callback) {
- utils.get(utils.api.playerExchangeState, {}, (res, vaule) => {
- console.log('租赁状态:', value)
- callback(res, vaule)
- })
- },
- /**
- * 暂时不需要从这里读取
- */
- getLandConfig() {
- 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
- getUserLandList() {
- utils.get(utils.api.userLandList, {}, (res, vaule) => {})
- },
- //获取用户已租赁土地的状态
- getLandState(context) {
- let { landId, callback } = context
- utils.get(utils.api.landState, { landId: landId }, (res, vaule) => {
- callback(res, vaule)
- })
- },
- //获取商城种子
- getMallSeed(callback) {
- utils.get(utils.api.mallSeed, {}, (res, vaule) => {
- callback(res, vaule)
- })
- },
- getWarehouseSeedAndFruit(callback) {
- utils.get(utils.api.getSeedAndFruit, {}, (res, vaule) => {
- callback(res, vaule)
- })
- },
- //获取种子状态
- onGetSeedState(data, callback) {
- utils.get(utils.api.getSeedState, data, (res, vaule) => {
- callback(res, vaule)
- })
- },
- //种植种子
- // data:{landId:1,seedId:1}
- onPlant(data, callback) {
- utils.get(utils.api.plant, data, (res, vaule) => {
- callback(res, vaule)
- })
- },
- //收取果实
- onAddFruit(data, callback) {
- if (this.isOnAddFruit) {
- console.log('收取果实过快!')
- return
- }
- this.isOnAddFruit = true
- utils.post(utils.api.addFruit, data, (res, vaule) => {
- this.isOnAddFruit = false
- callback(res, vaule)
- })
- },
- //出售果实
- onSaleFruit(data, callback) {
- if (this.isOnSaleFruit) {
- console.log('出售果实过快!')
- return
- }
- this.isOnSaleFruit = true
- utils.post(utils.api.saleFruit, data, (res, vaule) => {
- this.isOnSaleFruit = false
- callback(res, vaule)
- })
- },
- //赠送果实
- onGrantFruit(data, callback) {
- if (this.isOnGrantFruit) {
- console.log('赠送果实过快!')
- return
- }
- this.isOnGrantFruit = true
- utils.post(utils.api.grantFruit, data, (res, vaule) => {
- this.isOnGrantFruit = false
- callback(res, vaule)
- })
- },
- //神农呗购买种子
- onBuySeedsWithSNB(snbAmount, seedId, callback) {
- utils.post(
- utils.api.snbBuySeeds,
- { payAmount: snbAmount, seedId: seedId },
- (res, vaule) => {
- callback(res, vaule)
- }
- )
- },
- //获取用户的snb
- onGetUserSnb(callback) {
- utils.get(utils.api.userSnbInfo, {}, (res, value) => {
- GlobalD.GameData.SetSNB(value.data.SNB)
- if (callback) callback(res, value)
- })
- },
- /**
- * 支付cnt操作
- * @param {*} amount // 需支付金额
- * @param {*} payType 支付类型,1购买土地租凭, 2自然灾害防护,3野兽防护
- * @param {*} itemType 操作物品的id 字符串
- */
- payCNT(cntAmount, payType, itemType, callback) {
- console.log(
- '购买金额:' +
- cntAmount +
- '购买类型PlayType:' +
- payType +
- '购买物品的id:' +
- itemType
- )
- if (!GlobalD.dapp) {
- console.warn('GlobalD.dapp未初始化,不能payCNT!')
- return
- }
- //
- if (this.isPlayingCnt) {
- console.warn('同时触发支付CNT过快!')
- return
- }
- if (GlobalD.GameData.GetCNT() < cntAmount) {
- console.log(
- 'cnt 不足,GetCNT:' +
- GlobalD.GameData.GetCNT() +
- '消费的cntAmount' +
- cntAmount
- )
- GlobalD.GameData.showToast(
- cc.find('Canvas/UICamera'),
- 'CNT不足!',
- 2,
- () => {
- console.log('finish toast! CNT不足!')
- }
- )
- return
- }
- this.isPlayingCnt = true
- GlobalD.GameData.showToast(
- cc.find('Canvas/UICamera'),
- '支付处理中...',
- 5,
- () => {
- console.log('finish toast!支付处理中...')
- }
- )
- GlobalD.dapp.payCnt(cntAmount, payType, itemType).then((data) => {
- const [err, tx] = data
- this.isPlayingCnt = false
- if (err === null) {
- // TODO 成功, 支付为链上操作,需要提供回调接口给这边服务端确认交易成功后修改购买订单结果
- console.log(tx) // 交易hash,唯一标识符
- GlobalD.dapp.cntBalance().then((cntBalance) => {
- //会延迟返回
- // console.log("更新cnt:" + cntBalance) // string, 精度18,需要自行处理省略几位小数
- GlobalD.GameData.SetCNT(cntBalance)
- })
- GlobalD.GameData.showToast(
- cc.find('Canvas/UICamera'),
- '支付成功!',
- 5,
- () => {
- GlobalD.GameData.showToast(
- cc.find('Canvas/UICamera'),
- '区块确认中,请耐心等待!',
- 120
- )
- }
- )
- } else {
- console.log(err)
- GlobalD.GameData.showToast(cc.find('Canvas/UICamera'), err, 2, () => {
- console.log('finish toast!')
- })
- }
- if (callback) {
- callback(data)
- }
- })
- },
- /**
- * 神农呗转换CNT ,比例是5:1
- * @param {*} snbAmount
- * @param {*} callback
- * @returns
- */
- onSnbToCnt(snbAmount, callback) {
- if (!GlobalD.dapp) {
- console.warn('GlobalD.dapp未初始化,不能onSnbToCnt!')
- return
- }
- // GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "暂不支持兑换CNT!", 2, () => {
- // console.log("finish toast!");
- // });
- // return;
- if (this.isPlayingSnb) {
- console.warn('同时触发支付SNB过快!')
- return
- }
- if (GlobalD.GameData.GetSNB() <= 0) {
- console.log(
- '神农呗数量GetSNB:',
- GlobalD.GameData.GetSNB(),
- '替换snbAmount:',
- snbAmount
- )
- GlobalD.GameData.showToast(
- cc.find('Canvas/UICamera'),
- '神农呗数量不足!',
- 2,
- () => {
- console.log('finish toast!')
- }
- )
- return
- }
- GlobalD.GameData.showToast(
- cc.find('Canvas/UICamera'),
- '已发起兑换!',
- 5,
- () => {
- console.log('finish toast!')
- }
- )
- this.isPlayingSnb = true
- GlobalD.dapp.snbToCnt(snbAmount).then((data) => {
- //更新日志数据
- cc.find('GameNode/ManageDapp')
- .getComponent('ManageDapp')
- .onUpdateSnbList()
- const [err, tx] = data
- this.isPlayingSnb = false
- if (err === null) {
- // TODO 成功, 兑换为链上操作,需要提供回调接口给这边服务端确认交易成功后修改扣除SNB数量
- console.log(tx) // 交易hash,唯一标识符
- //扣除对应的神农呗,本地修改显示
- GlobalD.GameData.SetSNB(GlobalD.GameData.GetSNB() - snbAmount)
- GlobalD.dapp.cntBalance().then((cntBalance) => {
- //会延迟返回
- // console.log("更新cnt:" + cntBalance) // string, 精度18,需要自行处理省略几位小数
- GlobalD.GameData.SetCNT(cntBalance)
- })
- GlobalD.GameData.showToast(
- cc.find('Canvas/UICamera'),
- '区块确认中,请耐心等待!',
- 5,
- () => {
- console.log('finish toast!')
- }
- )
- } else {
- console.log(err)
- GlobalD.GameData.showToast(cc.find('Canvas/UICamera'), err, 2, () => {
- console.log('finish toast!')
- })
- }
- if (callback) {
- callback(data)
- }
- })
- },
- //站内收益
- onCntCanWithdrawBalance(callback) {
- if (!GlobalD.dapp) {
- console.warn('GlobalD.dapp未初始化,不能onGetCNTRevenue!')
- return
- }
- GlobalD.dapp.cntCanWithdrawBalance().then((data) => {
- const { err, res } = data
- if (err === null) {
- console.log(res) //Number 返回数字
- GlobalD.GameData.CNTDrawBalance = res
- }
- //todo ,记录一个信息
- if (callback) {
- callback(data)
- }
- })
- },
- //站内收益提现
- onCntWithdraw(amount, callback) {
- if (!GlobalD.dapp) {
- console.warn('GlobalD.dapp未初始化,不能onCntWithdraw!')
- return
- }
- GlobalD.GameData.showToast(
- cc.find('Canvas/UICamera'),
- '收益正在提现中',
- 10,
- () => {
- console.log('finish toast!')
- }
- )
- GlobalD.dapp.cntWithdraw(amount).then((data) => {
- const [err, tx] = data
- console.log('onCntWithdraw:', data)
- if (err === null) {
- console.log(tx) //String|null 交易唯一哈市
- GlobalD.GameData.showToast(
- cc.find('Canvas/UICamera'),
- '提现成功!',
- 1,
- () => {
- console.log('finish toast!')
- }
- )
- } else {
- GlobalD.GameData.showToast(cc.find('Canvas/UICamera'), err, 1, () => {
- console.log('finish toast!')
- })
- }
- if (callback) {
- callback(data)
- }
- })
- },
- //获取账户站内CNT明细(村长和镇长才有)
- onCntLog(page, limit, callback) {
- if (!GlobalD.dapp) {
- console.warn('GlobalD.dapp未初始化,不能onGetSnbToCntInfo!')
- return
- }
- GlobalD.dapp.cntLog(page, limit).then((data) => {
- const { err, res } = data
- // if (err === null) {
- // console.log(res) //
- // }
- if (callback) {
- callback(data)
- }
- })
- },
- //获取 神农呗转 CNT 日志
- onGetSnbToCntInfo(page, limit, callback) {
- if (!GlobalD.dapp) {
- console.warn('GlobalD.dapp未初始化,不能onGetSnbToCntInfo!')
- return
- }
- GlobalD.dapp.swapLog(page, limit).then((data) => {
- const { err, res } = data
- if (err === null) {
- console.log(res) //
- }
- if (callback) {
- callback(data)
- }
- })
- },
- //获取 snb 流水日志
- onGetSnbInfoList(page, limit, callback) {
- utils.get(utils.api.snbList, { page: page, limit: limit }, (res, value) => {
- // console.log("snb操作日志", value);
- if (0 === value.code) {
- if (callback) callback(value.data)
- } else {
- let mySnbList = []
- if (callback) callback(mySnbList)
- }
- })
- },
- updateToast() {
- if (this.toastEndTime <= 0) {
- this.toast.active = false
- if (this.isStart) {
- if (this.toastCallback != null && this.toastCallback != undefined) {
- this.toastCallback()
- // console.log(this.toastCallback);
- }
- this.isStart = false
- }
- // console.log("this.toast.active:" + this.toast.active);
- }
- this.toastEndTime--
- },
- showToast(parent, content, time, callback) {
- if (callback) {
- this.toastCallback = callback
- } else {
- this.toastCallback = null
- }
- this.isStart = true
- if (this.toast) {
- // console.log(this.toast.active);
- this.toast.active = true
- this.toast.parent = parent
- this.toast.zIndex = 999
- let DetailLabel = this.toast.getChildByName('DetailLabel')
- DetailLabel.getComponent(cc.Label).string = content
- this.toastEndTime = time
- }
- },
- onTestToken() {
- utils.onTestToken()
- },
- })
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