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71528152915301531153215331534153515361537 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- var tiledMapUnit = require('TiledMapUnit');
- var reGameStates = require('GameStates');
- //商品信息
- var highwayInfo = cc.Class({
- name: "hightwayInfo",
- properties: {
- //公路id
- highwayInfoId: {
- default: -1,
- type: cc.Integer,
- tooltip: '公路的id.',
- },
- //公路方向类型
- highwayInfoType: {
- default: reGameStates.HighwayType.none,
- type: cc.Enum(reGameStates.HighwayType),
- },
- //公路约定的index值
- highwayInfoIndex: {
- default: -1,
- type: cc.Integer,
- tooltip: '公路约定的Index值.',
- },
- }
- });
- var GameManager = cc.Class({
- extends: cc.Component,
- properties: {
- //记录全部道路的样式和Index值
- AllHighwayStylesAndIndex: {
- default: [],
- type: [highwayInfo],
- visible: false,
- serializable: false,
- },
- //记录建筑的类和信息
- buildingsTiledMapUnit: [tiledMapUnit],
- //id是对应物体的index
- //约定占位信息Index=WIDHT*tielY+tileX,WIDTH是最大tileX坐标。
- OccupyArray: [],
- // OccupyArrayV2: [],
- //维护节点的渲染顺序
- sliblingIndexArray: [],
- //工人住房的数组信息
- //每个工人都会分配一个房子,房子用id来区分
- //x值为buildId,y为Index
- housingArray: [],
- //工作的建筑数组信息
- //农田
- FarmlandBuildingArray: [],
- //木材厂
- TimberYardBuildingArray: [],
- //矿厂
- MiningPitBuildingArray: [],
- //游客的话,对应可销售的数组
- //工人的话,对应可收集数组
- MaterialsArray: [],
- //工厂
- FactoryArray: [],
- //需要生产的物品,
- //那个商店需要的商品
- productCommodityArray: [],
- //存储空闲工人的数组
- //Node类型
- WorkerArray: [cc.Node],
- //int类型,保存工人初始化位置
- WorkerInitInfoArray: [cc.Integer],
- //可销售的商店
- shopBuildingSalesArray: [],
- tiledMap: {
- default: null,
- type: cc.Node,
- },
- //最大的tilex坐标
- // WIDHT: 50,
- labelPrefabs: {
- default: null,
- type: cc.Prefab,
- },
- SpawnPoint: {
- default: null,
- type: cc.Node,
- },
- //提示牌:暂停营业
- buildingTipViewPrefabs: {
- default: null,
- type: cc.Prefab,
- },
- //ui的节点
- ManageUINode: cc.Node,
- //获取管理UI脚本
- _ManageUIScript: null,
- //主摄像机
- MainCamera: cc.Camera,
- //当前的canvas
- Canvas: cc.Node,
- //记录当前编辑的建筑
- currentEditorBuilding: {
- default: null,
- type: cc.Node,
- visible: false,
- },
- //是否是编辑状态
- _ifEditingStatus: { default: false, visible: false },
- //当前编辑的建筑的提示区域
- currentEditorBuildingTipPrefab: {
- default: null,
- type: cc.Prefab,
- },
- //当前提示区域的数组
- EditorBuildingTipArray: {
- default: [],
- type: cc.Node,
- visible: false,
- },
- //当前编辑房屋影响的房子节点
- EditorBuildingEffectNodeArray: {
- default: [],
- type: cc.Node,
- visible: false,
- },
- FoodTradeState: cc.Node,
- WoodTradeState: cc.Node,
- MineralTradeState: cc.Node,
- AllowPrefabs: {
- default: null,
- type: cc.SpriteFrame,
- },
- NoAllowPrefabs: {
- default: null,
- type: cc.SpriteFrame,
- },
- //影响提示的预制
- EffectUpAndDown: cc.Prefab,
- //显示的库存总量,人才界面
- cropContentNum: { default: 0, type: cc.Integer, visible: false },
- woodContentNum: { default: 0, type: cc.Integer, visible: false },
- mineContentNum: { default: 0, type: cc.Integer, visible: false },
- },
- //Enum
- statics: {
- },
- onLoad() {
- GlobalD.GameManager = GameManager;
- GlobalD.game = this;
- if (this.ManageUINode)
- this._ManageUIScript = this.ManageUINode.getComponent('ManageUI');
- //如果有提示框
- if (this.currentEditorBuildingTipPrefab) {
- this.HighTipPool = new cc.NodePool();
- let initCount = 10;
- for (let i = 0; i < initCount; ++i) {
- let highTipTemp = cc.instantiate(this.currentEditorBuildingTipPrefab); // 创建节点
- highTipTemp.active = false;
- this.HighTipPool.put(highTipTemp); // 通过 putInPool 接口放入对象池
- }
- }
- },
- //如果进入编辑状态,游戏暂停
- //可以编辑,清除建筑,道路等.
- //todo...
- onEnterEditingStatus() {
- this._ifEditingStatus = true;
- },
- //添加场景物体基本信息数组// //添加占位信息
- addBuildTiled(_buildId, _startTiledPos, _occupyingArea, isOccupy = true) {
- let areaX = _occupyingArea.x;
- let areaY = _occupyingArea.y;
- for (let i = 0; i < areaX; i++) {
- for (let j = 0; j < areaY; j++) {
- // let index = this.WIDHT * (_startTiledPos.y - j) + (_startTiledPos.x - i);
- let index = GlobalD.TiledMap.getIndex(cc.v2(_startTiledPos.x - i, _startTiledPos.y - j));
- let occupyTemp = cc.v2(_buildId, index);
- this.OccupyArray.push(occupyTemp);
- // let tempV2 = cc.v2(_startTiledPos.x - i, _startTiledPos.y - j);
- // // this.OccupyArrayV2.push(tempV2);
- // var pos = GlobalD.TiledMap._locationFromtilePos(tempV2);
- // return;
- // var label = cc.instantiate(this.labelPrefabs);
- // label.parent = this.SpawnPoint;
- // label.setPosition(pos);
- // label.getComponent(cc.Label).string = "(" + tempV2.x + ',' + tempV2.y + ')';
- // label.getComponent('LabelInfo').BuildId = _buildId;
- }
- }
- },
- //更新占位信息
- //移动后更新原来的占位信息。
- updateBuildOccupy(isMove, _buildId, _startTiledPos, _occupyingArea) {
- if (isMove) {//如果移动的话,重新设置信息
- //临时清空label 节点 。todo...
- // this.clearChildren(_buildId);
- //需要更新的下标
- let updateIndex = 0;
- //需要更新的数组
- let updateArray = [];
- let areaX = _occupyingArea.x;
- let areaY = _occupyingArea.y;
- for (let i = 0; i < areaX; i++) {
- for (let j = 0; j < areaY; j++) {
- // let index = this.WIDHT * (_startTiledPos.y - j) + (_startTiledPos.x - i);
- let index = GlobalD.TiledMap.getIndex(cc.v2(_startTiledPos.x - i, _startTiledPos.y - j));
- let occupyTemp = cc.v2(_buildId, index);
- updateArray.push(occupyTemp);
- // let tempV2 = cc.v2(_startTiledPos.x - i, _startTiledPos.y - j);
- // var pos = GlobalD.TiledMap._locationFromtilePos(tempV2);
- // var label = cc.instantiate(this.labelPrefabs);
- // label.parent = this.SpawnPoint;
- // label.setPosition(pos);
- // label.getComponent(cc.Label).string = "(" + tempV2.x + ',' + tempV2.y + ')';
- // label.getComponent('LabelInfo').BuildId = _buildId;
- }
- }
- let length = this.OccupyArray.length;
- if (length > 0) {
- for (let i = 0; i < length; i++) {
- if (this.OccupyArray[i].x == _buildId) {
- this.OccupyArray[i].y = updateArray[updateIndex].y;
- updateIndex++;
- //如果需要更新的下标遍历完全后,直接退出
- if (updateIndex >= updateArray.length) {
- // cc.log('OccupyArray 更新完毕!');
- break;
- }
- }
- }
- }
- } else {//没有移动的话,回到原来的位置
- //todo..
- }
- },
- //添加建筑的提示牌
- onAddBuildingTipView(_targetBuilding) {
- if (this.buildingTipViewPrefabs) {
- if (_targetBuilding.node.getChildByName('BuildingTipView')) return;
- var _buildTipView = cc.instantiate(this.buildingTipViewPrefabs);
- _buildTipView.parent = _targetBuilding.node;
- _buildTipView.setPosition(cc.v2(0, 50));
- } else {
- cc.warn('请在ManageGame 的面板添加BuildingTipView预制!');
- }
- },
- //移除建筑的提示牌
- onRemoveBuildingTipView(_targetBuilding) {
- if (_targetBuilding.node.getChildByName('BuildingTipView'))
- _targetBuilding.node.getChildByName('BuildingTipView').destroy();
- },
- //根据index 获取公路节点
- onGetHighwayFromIndex(targetIndex) {
- let roadIndexArray = GlobalD.game.AllHighwayStylesAndIndex;
- let length = roadIndexArray.length;
- for (let i = 0; i < length; i++) {
- if (targetIndex === roadIndexArray[i].highwayInfoIndex) {
- return true;
- }
- }
- return false;
- },
- //根据建筑id 获取对应的buildingsInfo
- onGetBuildingsTiledMapUnitFromBuildID(targetBuildID) {
- let length = this.buildingsTiledMapUnit.length;
- for (let i = 0; i < length; i++) {
- // cc.log(targetBuildID, this.buildingsTiledMapUnit[i].getBuildingID);
- if (targetBuildID === this.buildingsTiledMapUnit[i].getBuildingID) {
- return this.buildingsTiledMapUnit[i].getBuildingsInfo;
- }
- }
- return false;
- },
- //根据index 获取对应的buildingsInfo
- onGetBuildingsTiledMapUnitFromIndex(targetIndex) {
- let length = this.buildingsTiledMapUnit.length;
- for (let i = 0; i < length; i++) {
- if (this.buildingsTiledMapUnit[i].onIndexExistInThis(targetIndex)) {
- if (this.buildingsTiledMapUnit[i].getBuildingsInfo)
- return this.buildingsTiledMapUnit[i].getBuildingsInfo;
- else
- return false;
- }
- }
- return false;
- },
- // Muinus(buildingName) {
- /**
- * 建筑物减1操作
- * @param {建筑名称} buildingName
- */
- MuinusBuilding(buildingName) {
- let ManageBuildings = this.ManageUINode.getComponent('ManageBuildings');
- if (!ManageBuildings) return;
- let BuildingNumArray = GlobalD.GameData.BuildingNumArray;
- for (let i = 0; i < ManageBuildings.BuildingArray.length; i++) {
- // cc.log('Name='+ManageBuildings.BuildingArray[i].getChildByName('Name').getComponent(cc.Label).string,buildingName);
- if (ManageBuildings.BuildingArray[i].getChildByName('Name').getComponent(cc.Label).string == buildingName) {
- if (BuildingNumArray[i] == 0) return;
- BuildingNumArray[i] = Number(BuildingNumArray[i]) - 1;
- ManageBuildings.BuildingArray[i].getChildByName('Name').getChildByName('Num').getComponent(cc.Label).string = BuildingNumArray[i].toString();
- GlobalD.GameData.SetBuildingNumArray(BuildingNumArray);
- GlobalD.GameData.PlusGolden(-GlobalD.GameData.AddBuildingCost);
- // cc.log('222222222222='+ BuildingNumArray[i]);
- return;
- }
- }
- },
- //钻石:购买后增加对应可建造的数据
- //todo 现在修改为不给购买了。给默认值
- AddBuildingNum(_buttonNodeName) {
- let ManageBuildings = this.ManageUINode.getComponent('ManageBuildings');
- if (!ManageBuildings) return;
- let BuildingNumArray = GlobalD.GameData.BuildingNumArray;
- for (let i = 0; i < ManageBuildings.BuildingArray.length; i++) {
- if (ManageBuildings.BuildingArray[i].name == _buttonNodeName) {
- BuildingNumArray[i] = Number(BuildingNumArray[i]) + 1;
- ManageBuildings.BuildingArray[i].getChildByName('Name').getChildByName('Num').getComponent(cc.Label).string = BuildingNumArray[i].toString();
- GlobalD.GameData.SetBuildingNumArray(BuildingNumArray);
- let _contentButton = ManageBuildings.BuildingArray[i].getComponent('Content_Button');
- //设置新的钻石价格
- let _DiamondNumArray = GlobalD.GameData.GetDiamondNumArray();
- // _DiamondNumArray[i] = Number(_DiamondNumArray[i]) * 1.5 + '';
- _DiamondNumArray[i] = Number(_DiamondNumArray[i]) + '';
- //更新对应的ui
- _contentButton.DiamondPrice = _DiamondNumArray[i]; //钻石费用
- GlobalD.GameData.SetDiamondNumArray(_DiamondNumArray);
- return;
- }
- }
- },
- //用类型添加场景物件
- addBuilding(item) {
- // cc.log('buildInfo=='+ item.buildInfo.buildingName);
- // this.MuinusBuilding(item.buildInfo.buildingName);
- //添加深度检测的占位信息
- // _startTiledPos, _occupyingArea
- //四周围 有通路的点都可以作为目标点
- //清空数组
- item.buildInfo._gotoPosistion = [];
- let _indexArray = [];
- let areaX = item.buildInfo.occupyArea.x;
- let areaY = item.buildInfo.occupyArea.y;
- for (let i = 0; i < areaX; i++) {
- for (let j = 0; j < areaY; j++) {
- let targetPosition = cc.v2(item.buildInfo.startTilePos.x - i, item.buildInfo.startTilePos.y - j);
- item.buildInfo._gotoPosistion.push(targetPosition);
- let buildIndex = GlobalD.TiledMap.getIndex(targetPosition);
- //
- this.sliblingIndexArray.push(cc.v2(item.node.getSiblingIndex(), buildIndex));
- //添加约定的数组
- _indexArray.push(buildIndex);
- }
- }
- //设置Index
- let _ZIndex = this.onUpdateVertexZFromZIndex(item.node, item.buildInfo.startTilePos);//GlobalD.TiledMap.getIndex(item.buildInfo.startTilePos);
- // cc.log(item.node.name,' == ',_ZIndex);
- //记录节点信息
- let tiledTemp = new tiledMapUnit();
- tiledTemp.onSetBuildingID(item.buildInfo.id);
- tiledTemp.onSetSiblingIndex(item.node.getSiblingIndex());
- tiledTemp.onSetZIndex(_ZIndex);
- tiledTemp.onSetStartTiledPos(item.buildInfo.startTilePos);
- tiledTemp.onSetOccupyingArea(areaX, areaY)
- tiledTemp.onSetIndexArray(_indexArray);
- tiledTemp.onSetBuildingsInfo(item);
- this.buildingsTiledMapUnit.push(tiledTemp);
- switch (item.buildInfo.buildType) {
- //如果移动或者创建的是住房
- case reGameStates.BuildType.Housing:
- this.housingArray.push(item);
- break;
- //如果是农田,采木场,矿坑,加工厂。
- case reGameStates.BuildType.Farmland:
- this.FarmlandBuildingArray.push(item);
- this.onSetMaterialsArray(item);
- break;
- case reGameStates.BuildType.TimberYard:
- this.TimberYardBuildingArray.push(item);
- this.onSetMaterialsArray(item);
- break;
- case reGameStates.BuildType.MiningPit:
- // cc.log('工作的建筑信息:', item.buildInfo);
- this.MiningPitBuildingArray.push(item);
- this.onSetMaterialsArray(item);
- break;
- case reGameStates.BuildType.Factory:
- this.FactoryArray.push(item);
- break;
- case reGameStates.BuildType.Shop:
- this.shopBuildingSalesArray.push(item);
- break;
- }
- if (item.buildInfo.isItActive) {
- let BuildingsItem = {
- "buildingNodeName": item.node.name,
- "buildingId": item.buildInfo.id,
- "startTilePos": item.buildInfo.startTilePos,
- "isDefault": item.InitPos,//如果有初始化,说明在地图上
- "isItSaleable": item.buildInfo.isItSaleable ? 1 : 0,//建筑当前的销售状态
- "isItStopOperation": item.buildInfo.isItStopOperation ? 1 : 0,//建筑当前的运营状态
- "consumeStrengthAddValue": item.buildInfo.consumeStrengthAddValue,//建筑体力值变化的加成
- "goodsPriceAddValue": item.buildInfo.goodsPriceAddValue,//商品销售的加成值
- };
- //默认建筑初始化时候,如果存在数据中,就只更新数据
- let isUpdateData = false;
- //更新建筑物存储信息
- let gameDataBuildings = GlobalD.GameData.GameData_buildings;
- for (let i = 0; i < gameDataBuildings.length; i++) {
- if (item.buildInfo.id == gameDataBuildings[i].buildingId) {
- gameDataBuildings.splice(i, 1, BuildingsItem);
- // cc.log('item.buildInfo.id11', item.buildInfo.id);
- isUpdateData = true;
- break;
- }
- }
- if (isUpdateData) return;
- // cc.log('item.buildInfo.id22', item.buildInfo.id);
- if (!item.InitPosFromStore)
- //添加建筑物存储信息
- GlobalD.GameData.GameData_buildings.push(BuildingsItem);
- }
- },
- PlusBuilding(buildingName) {
- cc.log('buildingName='+buildingName)
- let ManageBuildings = this.ManageUINode.getComponent('ManageBuildings');
- if (!ManageBuildings) return;
- let BuildingNumArray = GlobalD.GameData.BuildingNumArray;
- for (let i = 0; i < ManageBuildings.BuildingArray.length; i++) {
- // cc.log('Name='+ManageBuildings.BuildingArray[i].getChildByName('Name').getComponent(cc.Label).string);
- if (ManageBuildings.BuildingArray[i].getChildByName('Name').getComponent(cc.Label).string == buildingName) {
- BuildingNumArray[i] = Number(BuildingNumArray[i]) + 1;
- ManageBuildings.BuildingArray[i].getChildByName('Name').getChildByName('Num').getComponent(cc.Label).string = BuildingNumArray[i].toString();
- GlobalD.GameData.SetBuildingNumArray(BuildingNumArray);
- GlobalD.GameData.PlusGolden(-GlobalD.GameData.RemoveBuildingCost);
- // cc.log('222222222222='+ BuildingNumArray[i]);
- return;
- }
- }
- },
- //移除建筑物
- removeBuilding(item) {
- // cc.log('removeBuilding',item.buildInfo.id,this.buildingsTiledMapUnit);
- let buildInfo = item.buildInfo;
- this.PlusBuilding(item.buildInfo.buildingName);
- //首先移除占位信息
- //临时清空label 节点 。todo...
- this.clearChildren(buildInfo.id);
- let removeIndex = 0;
- let removeArray = [];
- let areaX = buildInfo.occupyArea.x;
- let areaY = buildInfo.occupyArea.y;
- for (let i = 0; i < areaX; i++) {
- for (let j = 0; j < areaY; j++) {
- let buildIndex = GlobalD.TiledMap.getIndex(cc.v2(buildInfo.startTilePos.x - i, buildInfo.startTilePos.y - j));
- let occupyTemp = cc.v2(buildInfo.id, buildIndex);
- removeArray.push(occupyTemp);
- }
- }
- let length = this.OccupyArray.length;
- for (let i = length - 1; i >= 0; i--) {
- if (this.OccupyArray[i].x === buildInfo.id) {
- this.OccupyArray.splice(i, 1);
- removeIndex++;
- //如果需要更新的下标遍历完全后,直接退出
- if (removeIndex >= removeArray.length) {
- // cc.log('OccupyArray 更新完毕!');
- break;
- }
- }
- }
- //清空buildingsTiledMapUnit节点信息
- let _buildingsTiledMapLength = this.buildingsTiledMapUnit.length;
- for (let i = _buildingsTiledMapLength - 1; i >= 0; i--) {
- // cc.log(this.buildingsTiledMapUnit[i]);
- if (buildInfo.id === this.buildingsTiledMapUnit[i].getBuildingID) {
- //移除buildingsTiledMapUnit节点信息
- this.buildingsTiledMapUnit.splice(i, 1);
- }
- }
- //拆除房子后
- if (item.buildInfo.occupantPlayerInfo) {
- item.buildInfo.occupantPlayerInfo.onHideChildrenNode(true);
- }
- //区分类别后移除
- switch (item.buildInfo.buildType) {
- //如果移动或者创建的是住房
- case reGameStates.BuildType.Housing:
- // cc.log('移除房子:');
- for (let i = 0; i < this.housingArray.length; i++) {
- if (item.buildInfo.id == this.housingArray[i].buildInfo.id) {
- this.housingArray.splice(i, 1);
- }
- }
- break;
- //如果是农田,采木场,矿坑,加工厂。
- case reGameStates.BuildType.Farmland:
- // cc.log('移除农田工作的建筑信息:');
- for (let i = 0; i < this.FarmlandBuildingArray.length; i++) {
- if (item.buildInfo.id == this.FarmlandBuildingArray[i].buildInfo.id) {
- this.FarmlandBuildingArray.splice(i, 1);
- }
- }
- this.onUpdateMaterialsArray(item, true);
- break;
- case reGameStates.BuildType.TimberYard:
- // cc.log('移除木材厂工作的建筑信息:', item.buildInfo);
- for (let i = 0; i < this.TimberYardBuildingArray.length; i++) {
- if (item.buildInfo.id == this.TimberYardBuildingArray[i].buildInfo.id) {
- this.TimberYardBuildingArray.splice(i, 1);
- }
- }
- this.onUpdateMaterialsArray(item, true);
- break;
- case reGameStates.BuildType.MiningPit:
- // cc.log('移除矿产工作的建筑信息:');
- for (let i = 0; i < this.MiningPitBuildingArray.length; i++) {
- if (item.buildInfo.id == this.MiningPitBuildingArray[i].buildInfo.id) {
- this.MiningPitBuildingArray.splice(i, 1);
- }
- }
- this.onUpdateMaterialsArray(item, true);
- break;
- case reGameStates.BuildType.Factory:
- // cc.log('移除工厂');
- for (let i = 0; i < this.FactoryArray.length; i++) {
- if (item.buildInfo.id == this.FactoryArray[i].buildInfo.id) {
- this.FactoryArray.splice(i, 1);
- }
- }
- break;
- case reGameStates.BuildType.Shop:
- // cc.log('移除商店');
- for (let i = 0; i < this.shopBuildingSalesArray.length; i++) {
- if (item.buildInfo.id == this.shopBuildingSalesArray[i].buildInfo.id) {
- this.shopBuildingSalesArray.splice(i, 1);
- }
- }
- break;
- }
- //移除建筑物存储信息
- let gameDataBuildings = GlobalD.GameData.GameData_buildings;
- for (let i = 0; i < gameDataBuildings.length; i++) {
- if (item.buildInfo.id == gameDataBuildings[i].buildingId) {
- gameDataBuildings.splice(i, 1);
- }
- }
- },
- //更新建筑信息
- updateBuilding(item) {
- let _indexArray = [];
- //记录目标点
- //清空数组
- item.buildInfo._gotoPosistion = [];
- let areaX = item.buildInfo.occupyArea.x;
- let areaY = item.buildInfo.occupyArea.y;
- for (let i = 0; i < areaX; i++) {
- for (let j = 0; j < areaY; j++) {
- let targetPosition = cc.v2(item.buildInfo.startTilePos.x - i, item.buildInfo.startTilePos.y - j);
- item.buildInfo._gotoPosistion.push(targetPosition);
- let buildIndex = GlobalD.TiledMap.getIndex(targetPosition);
- //添加约定的数组
- _indexArray.push(buildIndex);
- }
- }
- // let buildIndex = GlobalD.TiledMap.getIndex(item.buildInfo.startTilePos);
- // item.node.setSiblingIndex(buildIndex);
- //更新Index
- let _ZIndex = this.onUpdateVertexZFromZIndex(item.node, item.buildInfo.startTilePos);
- let _buildingsTiledMapLength = this.buildingsTiledMapUnit.length;
- for (let i = 0; i < _buildingsTiledMapLength; i++) {
- if (item.buildInfo.id === this.buildingsTiledMapUnit[i].getBuildingID) {
- //更新buildingsTiledMapUnit节点信息
- this.buildingsTiledMapUnit[i].onSetSiblingIndex(item.node.getSiblingIndex());
- //cc.log('this.buildingsTiledMapUnit[i]',_ZIndex,item.node.getSiblingIndex());
- this.buildingsTiledMapUnit[i].onSetZIndex(_ZIndex);
- this.buildingsTiledMapUnit[i].onSetStartTiledPos(item.buildInfo.startTilePos);
- this.buildingsTiledMapUnit[i].onSetOccupyingArea(areaX, areaY)
- this.buildingsTiledMapUnit[i].onSetIndexArray(_indexArray);
- this.buildingsTiledMapUnit[i].onSetBuildingsInfo(item);
- break;
- }
- }
- switch (item.buildInfo.buildType) {
- //如果移动或者创建的是住房
- case reGameStates.BuildType.Housing:
- // cc.log(item.buildInfo);
- for (let i = 0; i < this.housingArray.length; i++) {
- if (item.buildInfo.id == this.housingArray[i].buildInfo.id) {
- this.housingArray.splice(i, 1, item);
- }
- }
- break;
- //如果是农田,采木场,矿坑,加工厂。
- case reGameStates.BuildType.Farmland:
- // cc.log('农田工作的建筑信息:', item.buildInfo);
- for (let i = 0; i < this.FarmlandBuildingArray.length; i++) {
- if (item.buildInfo.id == this.FarmlandBuildingArray[i].buildInfo.id) {
- this.FarmlandBuildingArray.splice(i, 1, item);
- }
- }
- this.onUpdateMaterialsArray(item);
- break;
- case reGameStates.BuildType.TimberYard:
- // cc.log('木材厂工作的建筑信息:', item.buildInfo);
- for (let i = 0; i < this.TimberYardBuildingArray.length; i++) {
- if (item.buildInfo.id == this.TimberYardBuildingArray[i].buildInfo.id) {
- this.TimberYardBuildingArray.splice(i, 1, item);
- }
- }
- this.onUpdateMaterialsArray(item);
- break;
- case reGameStates.BuildType.MiningPit:
- // cc.log('矿产工作的建筑信息:', item.buildInfo);
- for (let i = 0; i < this.MiningPitBuildingArray.length; i++) {
- if (item.buildInfo.id == this.MiningPitBuildingArray[i].buildInfo.id) {
- this.MiningPitBuildingArray.splice(i, 1, item);
- }
- }
- this.onUpdateMaterialsArray(item);
- break;
- case reGameStates.BuildType.Factory:
- // cc.log('工厂', item.buildInfo);
- for (let i = 0; i < this.FactoryArray.length; i++) {
- if (item.buildInfo.id == this.FactoryArray[i].buildInfo.id) {
- this.FactoryArray.splice(i, 1, item);
- }
- }
- break;
- case reGameStates.BuildType.Shop:
- // cc.log('商店', item.buildInfo);
- for (let i = 0; i < this.shopBuildingSalesArray.length; i++) {
- if (item.buildInfo.id == this.shopBuildingSalesArray[i].buildInfo.id) {
- this.shopBuildingSalesArray.splice(i, 1, item);
- }
- }
- break;
- }
- let BuildingsItem = {
- "buildingNodeName": item.node.name,
- "buildingId": item.buildInfo.id,
- "startTilePos": item.buildInfo.startTilePos,
- "isDefault": false,
- "isItSaleable": item.buildInfo.isItSaleable ? 1 : 0,//建筑当前的销售状态
- "isItStopOperation": item.buildInfo.isItStopOperation ? 1 : 0,//建筑当前的运营状态
- "consumeStrengthAddValue": item.buildInfo.consumeStrengthAddValue,//建筑体力值变化的加成
- "goodsPriceAddValue": item.buildInfo.goodsPriceAddValue,//商品销售的加成值
- };
- // cc.log('更新的建筑信息BuildingsItem:',BuildingsItem);
- //更新建筑物存储信息
- let gameDataBuildings = GlobalD.GameData.GameData_buildings;
- for (let i = 0; i < gameDataBuildings.length; i++) {
- if (item.buildInfo.id == gameDataBuildings[i].buildingId) {
- // isDefault 是默认值,以数组为准
- BuildingsItem.isDefault = gameDataBuildings[i].isDefault;
- gameDataBuildings.splice(i, 1, BuildingsItem);
- }
- }
- },
- //关闭所有商店
- onClosingAllShopArray() {
- for (let i = 0; i < this.shopBuildingSalesArray.length; i++) {
- this.shopBuildingSalesArray[i].buildInfo.isItSaleable = false;
- // console.log("商店信息",this.shopBuildingSalesArray[i]);
- this.shopBuildingSalesArray[i].node.getComponent("buildingTips").playBoard();
- }
- },
- //开放所有商店
- onOpenAllShopArray() {
- for (let i = 0; i < this.shopBuildingSalesArray.length; i++) {
- this.shopBuildingSalesArray[i].buildInfo.isItSaleable = true;
- this.shopBuildingSalesArray[i].node.getComponent("buildingTips").stopBoard();
- }
- },
- //关闭所有销售原料的地方
- onClosingAllSalesArray() {
- for (let i = 0; i < this.MaterialsArray.length; i++) {
- this.MaterialsArray[i].buildInfo.isItSaleable = false;
- }
- },
- //开放所有销售原料的地方
- onOpenAllSalesArray() {
- for (let i = 0; i < this.MaterialsArray.length; i++) {
- this.MaterialsArray[i].buildInfo.isItSaleable = true;
- }
- },
- // 设置可以销售的建筑对象
- onSetMaterialsArray(item) {
- // cc.log("onSetMaterialsArray = ",item.buildInfo.buildingName,item.buildInfo.isItSaleable);
- GlobalD.game.MaterialsArray.push(item);
- },
- // 更新可以销售的建筑对象
- //如果isRemove 为true 的话,可移除对象
- onUpdateMaterialsArray(item, isRemove = false) {
- // cc.log("onUpdateSalesMaterialsArray1",this.MaterialsArray);
- for (let i = 0; i < this.MaterialsArray.length; i++) {
- if (item.buildInfo.id == this.MaterialsArray[i].buildInfo.id) {
- if (isRemove) {
- this.MaterialsArray.splice(i, 1);
- } else {
- this.MaterialsArray.splice(i, 1, item);
- }
- break;
- }
- }
- // cc.log("onUpdateSalesMaterialsArray2",this.MaterialsArray);
- },
- //新建,移动,删除,旋转的时候,判断是否在数组中
- //_buildId 对应 Occupy数组的x值;
- //return Boolean
- doesItExistArray(_buildId) {
- let isHas = false;
- let length = this.OccupyArray.length;
- if (length > 0) {
- for (let i = 0; i < length; i++) {
- if (this.OccupyArray[i].x == _buildId) {
- isHas = true;
- break;
- }
- }
- }
- return isHas;
- },
- //获取ManageGame index 的占位信息
- getManageGameIndexArrayAt(tiledVector2) {
- let index = GlobalD.TiledMap.getIndex(tiledVector2);
- let isHas = false;
- let length = this.OccupyArray.length;
- if (length > 0) {
- for (let i = 0; i < length; i++) {
- if (index == this.OccupyArray[i].y) {
- isHas = true;
- break;
- }
- }
- }
- return isHas;
- },
- //清空对应build id 的label节点
- clearChildren(_buildId) {
- let children = this.SpawnPoint.children;
- let length = children.length;
- for (let i = 0; i < length; i++) {
- if (cc.isValid(children[i]) && children[i].getComponent('LabelInfo').BuildId == _buildId) {
- children[i].destroy();
- }
- }
- // cc.log(this.SpawnPoint.children);
- },
- //清除当前编辑建筑的提示框
- onClearSpawnEditorBuildingTip(_parentNode) {
- //删除对应层的子节点
- let tempNode = [];
- if (_parentNode) {
- tempNode = _parentNode.children
- } else {
- tempNode = this.EditorBuildingTipArray;
- }
- let length = tempNode.length;
- for (let i = length - 1; i >= 0; i--) {
- //设置回默认的提示图片
- tempNode[i].getComponent('TipSprite').onReset();
- this.HighTipPool.put(tempNode[i]);
- this.EditorBuildingTipArray.splice(i, 1);
- }
- // cc.log('this.EditorBuildingTipArray',this.EditorBuildingTipArray);
- //清空记录的数组
- this.EditorBuildingEffectNodeArray = [];
- },
- // 当前编辑建筑的提示框
- onSpawnEditorBuildingTip(_parentNode, _startTiledPos, _occupyingArea, _isHas, _buildType) {
- // cc.log('_parentNode:',_parentNode);
- this.onClearSpawnEditorBuildingTip(_parentNode);
- let areaX = _occupyingArea.x;
- let areaY = _occupyingArea.y;
- //设置移动边界
- if (GlobalD.TiledMap.DynamicMinBoundary != _occupyingArea)
- GlobalD.TiledMap.DynamicMinBoundary = _occupyingArea;
- let selfArray = [];
- for (let i = 0; i < areaX; i++) {
- for (let j = 0; j < areaY; j++) {
- let TipPrefabTemp = null;
- if (this.HighTipPool.size() > 0) { // 通过 size 接口判断对象池中是否有空闲的对象
- TipPrefabTemp = this.HighTipPool.get();
- } else { // 如果没有空闲对象,也就是对象池中备用对象不够时,我们就用 cc.instantiate 重新创建
- TipPrefabTemp = cc.instantiate(this.currentEditorBuildingTipPrefab);
- }
- TipPrefabTemp.parent = _parentNode;
- TipPrefabTemp.active = true;
- let tipTiledtileTemp = TipPrefabTemp.getComponent('TiledTile');
- tipTiledtileTemp.setTiledTilePos(_startTiledPos.x - i, _startTiledPos.y - j);
- if (_isHas) {
- TipPrefabTemp.getComponent('TipSprite').onSetRedSpriteFrame(230);
- } else {
- TipPrefabTemp.getComponent('TipSprite').onReset();
- }
- this.EditorBuildingTipArray.push(TipPrefabTemp);
- selfArray.push(GlobalD.TiledMap.getIndex(cc.v2(_startTiledPos.x - i, _startTiledPos.y - j)))
- }
- }
- let isOpenEffect = _buildType === reGameStates.BuildType.Special ? true : false;
- //特殊效果
- if (!isOpenEffect) return;
- //影响力提示
- for (let i = 0; i < areaX + 4; i++) {
- for (let j = 0; j < areaY + 4; j++) {
- if (GlobalD.TiledMap.getIndexArrayAt(cc.v2(_startTiledPos.x + 2 - i, _startTiledPos.y + 2 - j), selfArray))
- continue;
- let TipPrefabTemp = null;
- if (this.HighTipPool.size() > 0) { // 通过 size 接口判断对象池中是否有空闲的对象
- TipPrefabTemp = this.HighTipPool.get();
- } else { // 如果没有空闲对象,也就是对象池中备用对象不够时,我们就用 cc.instantiate 重新创建
- TipPrefabTemp = cc.instantiate(this.currentEditorBuildingTipPrefab);
- }
- TipPrefabTemp.parent = _parentNode;
- TipPrefabTemp.active = true;
- let tipTiledtileTemp = TipPrefabTemp.getComponent('TiledTile');
- tipTiledtileTemp.setTiledTilePos(_startTiledPos.x + 2 - i, _startTiledPos.y + 2 - j);
- let _tiledPos = cc.v2(_startTiledPos.x + 2 - i, _startTiledPos.y + 2 - j)
- //如果不需要删除的
- let isPushArray = true;
- // if ((i == areaX + 4 - 1 || i == 0) || (j == areaY + 4 - 1 || j == 0)) {
- TipPrefabTemp.getComponent('TipSprite').onSetEffectGreenSpriteFrame();
- let buildIndex = GlobalD.TiledMap.getIndex(_tiledPos);
- let _targetBuildingsInfo = GlobalD.game.onGetBuildingsTiledMapUnitFromIndex(buildIndex);
- if (_targetBuildingsInfo) {
- // cc.log('绿色区域影响力接触到的房子', _targetBuildingsInfo.buildInfo.buildingName);
- TipPrefabTemp.getComponent('TipSprite').onSetEffectYellowSpriteFrame();
- isPushArray = this._AddEditorBuildinsEffectArray(_targetBuildingsInfo);
-
- }
- // } else {
- // TipPrefabTemp.getComponent('TipSprite').onSetEffectYellowSpriteFrame();
- // let buildIndex = GlobalD.TiledMap.getIndex(_tiledPos);
- // let _targetBuildingsInfo = GlobalD.game.onGetBuildingsTiledMapUnitFromIndex(buildIndex);
- // if (_targetBuildingsInfo) {
- // // cc.log('黄色区域影响力接触到的房子', _targetBuildingsInfo.buildInfo.buildingName);
- // TipPrefabTemp.getComponent('TipSprite').onSetRedSpriteFrame(180);
- // isPushArray = this._AddEditorBuildinsEffectArray(_targetBuildingsInfo);
-
- // }
- // }
- // if (!isPushArray) {
- // TipPrefabTemp.destroy();
- // cc.log('删除!');
- // }
- }
- }
- },
- //如果拆除建筑的时候,清除对应的影响力
- onClearBuildingsEffect(_targetBuildingsInfo) {
- if (_targetBuildingsInfo.buildInfo.buildType !== reGameStates.BuildType.Special) {
- //如果不是特殊建筑调用,返回。
- return;
- }
- let areaX = _targetBuildingsInfo.buildInfo.occupyArea.x;
- let areaY = _targetBuildingsInfo.buildInfo.occupyArea.y;
- let _startTiledPos = _targetBuildingsInfo.buildInfo.startTilePos;
- let selfArray = [];
- for (let i = 0; i < areaX; i++) {
- for (let j = 0; j < areaY; j++) {
- selfArray.push(GlobalD.TiledMap.getIndex(cc.v2(_startTiledPos.x - i, _startTiledPos.y - j)))
- }
- }
- let _SpecialAroundBuildings = [];
- //影响力提示
- for (let i = 0; i < areaX + 4; i++) {
- for (let j = 0; j < areaY + 4; j++) {
- if (GlobalD.TiledMap.getIndexArrayAt(cc.v2(_startTiledPos.x + 2 - i, _startTiledPos.y + 2 - j), selfArray))
- continue;
- let _tiledPos = cc.v2(_startTiledPos.x + 2 - i, _startTiledPos.y + 2 - j)
- let effectAddValue = 0;
- if ((i == areaX + 4 - 1 || i == 0) || (j == areaY + 4 - 1 || j == 0)) {
- let buildIndex = GlobalD.TiledMap.getIndex(_tiledPos);
- let _targetBuildingsInfo = GlobalD.game.onGetBuildingsTiledMapUnitFromIndex(buildIndex);
- if (_targetBuildingsInfo) {
- // cc.log('绿色区域影响力接触到的房子', _targetBuildingsInfo.buildInfo.buildingName);
- _SpecialAroundBuildings = this._AddTargetEffectArray(_targetBuildingsInfo, _SpecialAroundBuildings);
- effectAddValue = 10;//增加10点回复或者生产力
- }
- } else {
- let buildIndex = GlobalD.TiledMap.getIndex(_tiledPos);
- let _targetBuildingsInfo = GlobalD.game.onGetBuildingsTiledMapUnitFromIndex(buildIndex);
- if (_targetBuildingsInfo) {
- // cc.log('黄色区域影响力接触到的房子', _targetBuildingsInfo.buildInfo.buildingName);
- _SpecialAroundBuildings = this._AddTargetEffectArray(_targetBuildingsInfo, _SpecialAroundBuildings);
- effectAddValue = 20;//增加20点回复或者生产力
- }
- }
- }
- }
- // cc.log('_SpecialAroundBuildings', _SpecialAroundBuildings);
- //拿到对应的特殊建筑
- let _length = _SpecialAroundBuildings.length;
- for (let i = 0; i < _length; i++) {
- if (_SpecialAroundBuildings[i].buildInfo.buildType === reGameStates.BuildType.Shop) {
- //提升销售价格
- _SpecialAroundBuildings[i].buildInfo.goodsPriceAddValue -= _targetBuildingsInfo.buildInfo.specialSetValue;
- this.updateBuilding(_SpecialAroundBuildings[i]);
- this._showDownEffectPrefab(_SpecialAroundBuildings[i]);
- } else if (_SpecialAroundBuildings[i].buildInfo.buildType === reGameStates.BuildType.Special) {
- //特殊建筑不影响周围的特殊建筑
- continue;
- } else {
- //增加消耗的加成值
- _SpecialAroundBuildings[i].buildInfo.consumeStrengthAddValue -= _targetBuildingsInfo.buildInfo.specialSetValue;
- this.updateBuilding(_SpecialAroundBuildings[i]);
- this._showDownEffectPrefab(_SpecialAroundBuildings[i]);
- }
- }
- },
- //如果完成建筑,为对应建筑添加影响力
- onFinishAddEditorBuildingsEffect(_targetBuildingsInfo) {
- if (_targetBuildingsInfo.buildInfo.buildType !== reGameStates.BuildType.Special) {
- //如果不是特殊建筑调用,返回。
- return;
- }
- let _length = this.EditorBuildingEffectNodeArray.length;
- for (let i = 0; i < _length; i++) {
- if (this.EditorBuildingEffectNodeArray[i].buildInfo.buildType === reGameStates.BuildType.Shop) {
- //提升销售价格
- this.EditorBuildingEffectNodeArray[i].buildInfo.goodsPriceAddValue += _targetBuildingsInfo.buildInfo.specialSetValue;
- this.updateBuilding(this.EditorBuildingEffectNodeArray[i]);
- this._showUpEffectPrefab(this.EditorBuildingEffectNodeArray[i]);
- } else if (this.EditorBuildingEffectNodeArray[i].buildInfo.buildType === reGameStates.BuildType.Special) {
- //特殊建筑不影响周围的特殊建筑
- continue;
- } else {
- //剩余的是:
- ////农田
- // Farmland: -1,
- // //采木场
- // TimberYard: -1,
- // //矿坑
- // MiningPit: -1,
- //Housing
- //Factory
- //增加消耗的加成值
- this.EditorBuildingEffectNodeArray[i].buildInfo.consumeStrengthAddValue += _targetBuildingsInfo.buildInfo.specialSetValue;
- this.updateBuilding(this.EditorBuildingEffectNodeArray[i]);
- this._showUpEffectPrefab(this.EditorBuildingEffectNodeArray[i]);
- }
- }
- },
- _showUpEffectPrefab(_target) {
- if (!this.EffectUpAndDown) return;
- let _effectObj = cc.instantiate(this.EffectUpAndDown);
- _effectObj.parent = _target.node;
- _effectObj.y = _target.node.height + 5;
- _effectObj.getChildByName('GoUp').active = true;
- setTimeout(() => {
- // cc.log('删除上升提示', _effectObj.name);
- _effectObj.destroy();
- }, 1000);
- },
- _showDownEffectPrefab(_target) {
- if (!this.EffectUpAndDown) return;
- let _effectObj = cc.instantiate(this.EffectUpAndDown);
- _effectObj.parent = _target.node;
- _effectObj.y = _target.node.height + 5;
- _effectObj.getChildByName('Down').active = true;
- setTimeout(() => {
- // cc.log('删除提示', _effectObj.name);
- _effectObj.destroy();
- }, 1000);
- },
- _AddTargetEffectArray(_targetBuildingsInfo, _targetArray) {
- // cc.log('_targetArray',_targetArray);
- //如果此位置有影响的节点
- let length = _targetArray.length;
- if (length == 0) {
- _targetArray.push(_targetBuildingsInfo);
- // cc.log('影响力接触到的房子1:', _targetBuildingsInfo.buildInfo.id, _targetBuildingsInfo.buildInfo.buildingName);
- return _targetArray;
- }
- for (let i = 0; i < length; i++) {
- if (_targetBuildingsInfo.buildInfo.id === _targetArray[i].buildInfo.id) {
- break;
- }
- //如果遍历完没有存在,则添加进数组
- if (i == length - 1) {
- _targetArray.push(_targetBuildingsInfo);
- // cc.log('影响力接触到的房子2:', _targetBuildingsInfo.buildInfo.id, _targetBuildingsInfo.buildInfo.buildingName);
- }
- }
- return _targetArray;
- },
- _AddEditorBuildinsEffectArray(_targetBuildingsInfo) {
- //如果此位置有影响的节点
- let length = this.EditorBuildingEffectNodeArray.length;
- if (length == 0) {
- this.EditorBuildingEffectNodeArray.push(_targetBuildingsInfo);
- // cc.log('影响力接触到的房子1:', _targetBuildingsInfo.buildInfo.id, _targetBuildingsInfo.buildInfo.buildingName);
- return true;
- }
- for (let i = 0; i < length; i++) {
- if (_targetBuildingsInfo.buildInfo.id === this.EditorBuildingEffectNodeArray[i].buildInfo.id) {
- break;
- }
- //如果遍历完没有存在,则添加进数组
- if (i == length - 1) {
- this.EditorBuildingEffectNodeArray.push(_targetBuildingsInfo);
- // cc.log('影响力接触到的房子2:', _targetBuildingsInfo.buildInfo.id, _targetBuildingsInfo.buildInfo.buildingName);
- return true;
- }
- }
- return false;
- },
- //判断两个建筑是否重叠区域
- //取四个顶点来判定,减少判断o(n),顶点为false时候,以此回退点判断,直到判断完四边形的tile位置。
- //buildTilePos 对应 Occupy 数组的y值
- //direction 0,自上而下来检测,1自下而上。根据移动来优先判断检测
- //return Boolean
- areTheraOverlappingAreas(_startTiledPos, _occupyingArea, direction = 1) {
- // // let isHas = false;
- // let areaX = _occupyingArea.x;
- // let areaY = _occupyingArea.y;
- // let _length = this.OccupyArray.length;
- // for (let i = 0; i < areaX; i++) {
- // for (let j = 0; j < areaY; j++) {
- // let indexTemp = GlobalD.TiledMap.getIndex(cc.v2(_startTiledPos.x - i, _startTiledPos.y - j));
- // for (let K = 0; K < _length; K++) {
- // if (indexTemp == this.OccupyArray[K].y) {
- // cc.log('存在',_startTiledPos)
- // return true;
- // }
- // }
- // }
- // }
- // return false;
- let isHas = false;
- let length = this.OccupyArray.length;
- //判断完四个点
- //判断左上的全部点(0,0)->(0,2) check 0
- for (let i = _occupyingArea.y; i > 0; i--) {
- // let indexTemp = this.WIDHT * (_startTiledPos.y - i + 1) + (_startTiledPos.x - _occupyingArea.x + 1);
- let indexTemp = GlobalD.TiledMap.getIndex(cc.v2(_startTiledPos.x - _occupyingArea.x + 1, _startTiledPos.y - i + 1));
- for (let j = 0; j < length; j++) {
- if (indexTemp == this.OccupyArray[j].y) {
- isHas = true;
- break;
- }
- }
- if (isHas) break;
- }
- //判断右上的全部点(0,0)->(2,0) check 1
- for (let i = _occupyingArea.x; i > 0; i--) {
- // let indexTemp = this.WIDHT * (_startTiledPos.y - _occupyingArea.y + 1) + (_startTiledPos.x - i + 1);
- let indexTemp = GlobalD.TiledMap.getIndex(cc.v2(_startTiledPos.x - i + 1, _startTiledPos.y - _occupyingArea.y + 1));
- for (let j = 0; j < length; j++) {
- if (indexTemp == this.OccupyArray[j].y) {
- isHas = true;
- break;
- }
- }
- if (isHas) break;
- }
- //判断左下的全部点 (0,2)->(2,2) check 2
- for (let i = _occupyingArea.x; i > 0; i--) {
- // let indexTemp = this.WIDHT * (_startTiledPos.y) + (_startTiledPos.x - i + 1);
- let indexTemp = GlobalD.TiledMap.getIndex(cc.v2(_startTiledPos.x - i + 1, _startTiledPos.y));
- for (let j = 0; j < length; j++) {
- if (indexTemp == this.OccupyArray[j].y) {
- isHas = true;
- break;
- }
- }
- if (isHas) break;
- }
- //判断右下的全部点(2,0)->(2,2) check 3
- for (let i = _occupyingArea.y; i > 0; i--) {
- // let indexTemp = this.WIDHT * (_startTiledPos.y - i + 1) + (_startTiledPos.x);
- let indexTemp = GlobalD.TiledMap.getIndex(cc.v2(_startTiledPos.x, _startTiledPos.y - i + 1));
- for (let j = 0; j < length; j++) {
- if (indexTemp == this.OccupyArray[j].y) {
- isHas = true;
- break;
- }
- }
- if (isHas) break;
- }
- return isHas;
- },
- //更新人物的深度检测
- onUpdateVertexZFromSlibling(currentNode, pos, isMovex) {
- let selfIndex = GlobalD.TiledMap.getIndex(pos);
- let minIndex = -1;
- let maxIndex = -1;
- //如果人物是x轴移动的
- if (isMovex) {
- //目标位置在其右边或左边
- minIndex = GlobalD.TiledMap.getIndex(cc.v2(pos.x, pos.y - 1));
- maxIndex = GlobalD.TiledMap.getIndex(cc.v2(pos.x, pos.y + 1));
- } else {
- //目标位置在其上面或下面
- minIndex = GlobalD.TiledMap.getIndex(cc.v2(pos.x - 1, pos.y));
- maxIndex = GlobalD.TiledMap.getIndex(cc.v2(pos.x + 1, pos.y));
- }
- let length = this.sliblingIndexArray.length;
- for (let i = 0; i < length; i++) {
- //x轴向移动时候目标位置在其右边,y移动时候目标位置在其上面,反之亦然
- if (selfIndex > this.sliblingIndexArray[i].y && minIndex == this.sliblingIndexArray[i].y) {
- currentNode.parent.insertChild(currentNode, this.sliblingIndexArray[i].x + 1);
- } else if (selfIndex <= this.sliblingIndexArray[i].y && maxIndex == this.sliblingIndexArray[i].y) {
- currentNode.parent.insertChild(currentNode, this.sliblingIndexArray[i].x);
- }
- }
- },
- //计算Z排序
- onUpdateVertexZFromZIndex(_itemNode, tilePos) {
- let lowestZ = -(GlobalD.TiledMap._tiledMap.getMapSize().width + GlobalD.TiledMap._tiledMap.getMapSize().height);
- let currentZ = tilePos.x + tilePos.y;
- let vertexZ = lowestZ + currentZ - 1;
- // this._SortEqualFromZIndex(_itemNode, tilePos);
- _itemNode.zIndex = vertexZ;
- // cc.log('onUpdateVertexZFromZIndex ', _itemNode.getSiblingIndex());
- // _itemNode.parent.sortAllChildren();
- return vertexZ;
- },
- //给同一条线的 ZIndex的节点排序
- _SortEqualFromZIndex(currentNode, tilePos) {
- let length = this.sliblingIndexArray.length;
- // let sliblingTemp = getSiblingIndex();
- let targetIndex = GlobalD.TiledMap.getIndex(cc.v2(tilePos.x + 1, tilePos.y - 1));
- for (let i = 0; i < length; i++) {
- if (targetIndex == this.sliblingIndexArray[i].y) {
- cc.log('targetIndex', this.sliblingIndexArray[i].x, currentNode.getSiblingIndex(), cc.v2(tilePos.x + 1, tilePos.y - 1));
- currentNode.parent.insertChild(currentNode, this.sliblingIndexArray[i].x - 1);
- cc.log('targetIndex', this.sliblingIndexArray[i].x, currentNode.getSiblingIndex(), cc.v2(tilePos.x + 1, tilePos.y - 1));
- break;
- }
- }
- },
- //与建筑物重叠但是不消失
- onUpdateOverlapVertexZ(currentNode, selfNode, isAtTheTop) {
- //如果在最顶部
- if (isAtTheTop) {
- currentNode.parent.insertChild(currentNode, selfNode.getSiblingIndex() + 1);
- } else {
- currentNode.parent.insertChild(currentNode, selfNode.getSiblingIndex());
- }
- },
- //设置需要生产的商品
- onNotificationFactory(reqBuildingsInfo) {
- //通知最近的没有被占用的工厂,分配资源
- let _NearestFactory = null, startIndex = 0;
- //一对一工厂,寻找距离最近的
- if (reqBuildingsInfo.buildInfo._targetBuildingsInfo) {
- // cc.log("商店存在目标:", reqBuildingsInfo.buildInfo._targetBuildingsInfo.buildInfo);
- return;
- }
- for (let i = 0; i < this.FactoryArray.length; i++) {
- //要注意的是,最近的工厂可能没有道路,所以要检测道路,没道路的就去掉
- if (!this.onCheckForRoads(reqBuildingsInfo, this.FactoryArray[i])) continue;
- //如果工厂不存在商店
- if (!this.FactoryArray[i].buildInfo.isItStopOperation
- && !this.FactoryArray[i].buildInfo._targetBuildingsInfo) {
- _NearestFactory = this.FactoryArray[i];
- startIndex = i;
- break;
- }
- }
- // cc.log("商店不存在目标:", reqBuildingsInfo.buildInfo);
- if (_NearestFactory && startIndex + 1 < this.FactoryArray.length) {
- for (let i = startIndex + 1; i < this.FactoryArray.length; i++) {
- //如果工厂停运,并且存在商店
- if (this.FactoryArray[i].buildInfo.isItStopOperation || this.FactoryArray[i].buildInfo._targetBuildingsInfo) {
- // cc.log('被占用了!');
- continue;
- }
- // cc.log('检测最近的工厂',_NearestFactory);
- //要注意的是,最近的工厂可能没有道路,所以要检测道路,没道路的就去掉
- if (!this.onCheckForRoads(reqBuildingsInfo, this.FactoryArray[i])) continue;
- if (reqBuildingsInfo.node.position.sub(_NearestFactory.node.position).mag() >
- reqBuildingsInfo.node.position.sub(this.FactoryArray[i].node.position).mag()) {
- _NearestFactory = this.FactoryArray[i];
- }
- }
- }
- if (_NearestFactory) {
- // cc.log('_NearestFactory == ',reqBuildingsInfo.buildInfo.id, _NearestFactory.buildInfo.startTilePos);
- // cc.log('商店设置并通知工厂!');
- //设置商店的的目标为工厂
- reqBuildingsInfo.buildInfo._targetBuildingsInfo = _NearestFactory;
- //如果是最近的工厂,并且没有被占用的,
- //设置工厂对应的商店建筑
- _NearestFactory.buildInfo._goods = reqBuildingsInfo.buildInfo._goods;
- _NearestFactory.buildInfo._targetBuildingsInfo = reqBuildingsInfo;
- //添加需要工作的工厂
- } else {
- // cc.log('请建造工厂!');
- }
- },
- //检测两个建筑是否通路
- onCheckForRoads(selfBuildingsInfo, targetBuildingsInfo) {
- //自己的节点
- let selfPositionArray = selfBuildingsInfo.buildInfo._gotoPosistion;
- let selfLength = selfPositionArray.length;
- //目标的节点
- let targetPositionArray = targetBuildingsInfo.buildInfo._gotoPosistion;
- let targetLength = targetPositionArray.length;
- // cc.log('检测道路', targetBuildingsInfo.buildInfo.startTilePos,
- // selfBuildingsInfo.buildInfo.startTilePos);
- for (let i = 0; i < selfLength; i++) {
- for (let j = 0; j < targetLength; j++) {
- //如果存在道路,返回true;
- if (this._getPath(selfPositionArray[i], targetPositionArray[j])) {
- // cc.log('存在道路', targetBuildingsInfo.buildInfo.startTilePos);
- return true;
- }
- }
- }
- // cc.log('不存在道路', targetBuildingsInfo.buildInfo.startTilePos);
- return false;
- },
- //获得寻路路径
- _getPath(start, end) {
- AStar.setStart(start);
- let getPath = AStar.pathFind(start.x, start.y, end.x, end.y);
- // //路径取反
- // getPath.reverse();
- if (getPath.length == 0) {
- return false;
- } else {
- // if (this._path.length == 0 || this._path.length > getPath.length) {
- // this._path = getPath;
- // }
- return true;
- }
- },
- // 把工人添加进数组
- onSetWorkerArray(item) {
- // cc.log("onSetWorkerArray = ", item);
- this.WorkerArray.push(item);
- },
- // 更新工人数组
- // onUpdateWorkerArray(item) {
- // // cc.log("onUpdateSalesMaterialsArray1",this.MaterialsArray);
- // for (let i = 0; i < this.WorkerArray.length; i++) {
- // if (item.characterInfo.id == this.WorkerArray[i].characterInfo.id) {
- // this.WorkerArray.splice(i, 1, item);
- // }
- // }
- // },
- //移除工人对象
- onRemoveAIFromWorkerArray(index) {
- this.WorkerArray[index].onWorkerRemoveMyself();
- this.WorkerArray.splice(index, 1);
- //移除工人信息记录的信息
- this.WorkerInitInfoArray.splice(index, 1);
- GlobalD.GameData.SetWorkerCharacterInfoArray(this.WorkerInitInfoArray);
- },
- //把工人信息记录起来
- onAddWorkerCharacterInfoToArray(_characterInfo, _isInit = false) {
- this.WorkerInitInfoArray.push(_characterInfo);
- //如果不是初始化的数据,就记录到内存中
- if (!_isInit)
- GlobalD.GameData.SetWorkerCharacterInfoArray(this.WorkerInitInfoArray);
- },
- // 更新工人数组
- onUpdateWorkerCharacterInfoToArray(_characterInfo) {
- // cc.log('更新人工数组', _characterInfo);
- for (let i = 0; i < this.WorkerInitInfoArray.length; i++) {
- if (_characterInfo.id == this.WorkerInitInfoArray.id) {
- this.WorkerInitInfoArray.splice(i, 1, _characterInfo);
- GlobalD.GameData.SetWorkerCharacterInfoArray(this.WorkerInitInfoArray);
- break;
- }
- }
- },
- AllowFoodTrade(event, customEventData) {
- if (customEventData == '0') {
- this.FoodTradeState.getComponent(cc.Sprite).spriteFrame = this.NoAllowPrefabs;
- GlobalD.GameData.SetFoodTradeState(0);
- this.ClosingAllSales(this.FarmlandBuildingArray);
- }
- else {
- this.FoodTradeState.getComponent(cc.Sprite).spriteFrame = this.AllowPrefabs;
- GlobalD.GameData.SetFoodTradeState(1);
- this.OpenAllSale(this.FarmlandBuildingArray);
- }
- },
- AllowWoodTrade(event, customEventData) {
- if (customEventData == '0') {
- this.WoodTradeState.getComponent(cc.Sprite).spriteFrame = this.NoAllowPrefabs;
- GlobalD.GameData.SetWoodTradeState(0);
- this.ClosingAllSales(this.TimberYardBuildingArray);
- }
- else {
- this.WoodTradeState.getComponent(cc.Sprite).spriteFrame = this.AllowPrefabs;
- GlobalD.GameData.SetWoodTradeState(1);
- this.OpenAllSale(this.TimberYardBuildingArray);
- }
- },
- AllowMineralTrade(event, customEventData) {
- if (customEventData == '0') {
- this.MineralTradeState.getComponent(cc.Sprite).spriteFrame = this.NoAllowPrefabs;
- GlobalD.GameData.SetMineralTradeState(0);
- this.ClosingAllSales(this.MiningPitBuildingArray);
- }
- else {
- this.MineralTradeState.getComponent(cc.Sprite).spriteFrame = this.AllowPrefabs;
- GlobalD.GameData.SetMineralTradeState(1);
- this.OpenAllSale(this.MiningPitBuildingArray);
- }
- },
- onUpdatePersonInventory(_type, _num) {
- switch (_type) {
- case reGameStates.BuildType.Farmland:
- this.cropContentNum += _num;
- this._ManageUIScript.cropContent.string = this.cropContentNum;
- break;
- case reGameStates.BuildType.MiningPit:
- this.mineContentNum += _num;
- this._ManageUIScript.mineContent.string = this.mineContentNum;
- break;
- case reGameStates.BuildType.TimberYard:
- this.woodContentNum += _num;
- this._ManageUIScript.woodContent.string = this.woodContentNum;
- break;
- }
- },
- // //开放所有销售
- OpenAllSale(AArray) {
- for (let i = 0; i < AArray.length; i++) {
- AArray[i].buildInfo.isItSaleable = true;
- AArray[i].node.getComponent("buildingTips").stopBoard();
- }
- },
- // //关闭所有销售
- ClosingAllSales(AArray) {
- for (let i = 0; i < AArray.length; i++) {
- AArray[i].buildInfo.isItSaleable = false;
- }
- },
- onResetScene() {
- //从新开始游戏
- cc.director.loadScene("MyCityScene");
- },
- //获取当前编辑建筑
- onGetCurrentBuildingTarget() {
- return this.currentEditorBuilding;
- },
- onSetCurrentBuildingTarget(_target) {
- this.currentEditorBuilding = _target;
- },
- onClearCurrentBuildingTarget() {
- this.currentEditorBuilding = null
- },
- //创建不同的公路样式
- onCreateDifferentRoadStyles(data) {
- let _StaylesAndIndex = new highwayInfo();
- _StaylesAndIndex.highwayInfoId = data._buildId;
- _StaylesAndIndex.highwayInfoType = data._highwayType;// reGameStates.HighwayType.moveX;
- _StaylesAndIndex.highwayInfoIndex = data._roadIndex;
- this.AllHighwayStylesAndIndex.push(_StaylesAndIndex);
- data._hightwayNode.getComponent('HighwayInfo').onChangeHighwayStyles(data._highwayType);
- },
- //更新公路样式
- onUpdateDifferentRoadStyles(data) {
- let _length = this.AllHighwayStylesAndIndex.length;
- for (let i = 0; i < _length; i++) {
- if (data._roadIndex == this.AllHighwayStylesAndIndex[i].highwayInfoIndex) {
- this.AllHighwayStylesAndIndex[i].highwayInfoType = data._highwayType;
- break;
- }
- }
- },
- });
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