ManageClearNode.js 11 KB

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  1. var ClearType = cc.Enum({
  2. Hammer: -1,
  3. Shovel: -1,
  4. });
  5. cc.Class({
  6. extends: cc.Component,
  7. properties: {
  8. clearType: {
  9. default: ClearType.Hammer,
  10. type: cc.Enum(ClearType),
  11. },
  12. _EndPosition: {
  13. default: new cc.Vec2(),
  14. serializable: false,
  15. visible: false,
  16. },
  17. labelTip: {
  18. default: null,
  19. type: cc.Label,
  20. },
  21. labelTipString: {
  22. default: '移动可拆除对应建筑',
  23. },
  24. //记录节点
  25. targetBuildingsInfo: { default: null, visible: false },
  26. //移除的提示预制
  27. removeTipPrefab: { default: null, type: cc.Prefab },
  28. //记录要删除的节点
  29. selectedTarget: { default: [], type: cc.Node, visible: false },
  30. //记录选中的index
  31. selectedTargetIndex: { default: [], type: cc.Integer, visible: false },
  32. isMoveState: { default: true, visible: false },
  33. MoveStartNode: cc.Node,
  34. MoveEndNode: cc.Node,
  35. },
  36. // LIFE-CYCLE CALLBACKS:
  37. // onLoad () {},
  38. start() {
  39. //获取对应的地图层级
  40. this.buildLayer = GlobalD.TiledMap._tiledMap.getLayer('BuildsHighway');
  41. GlobalD.game._ManageUIScript.onBottomMenuView(false);
  42. var self = this;
  43. self._MainCamera = GlobalD.game.MainCamera;
  44. self._tiledMap = GlobalD.TiledMap._tiledMap;
  45. //获取最后建造公路的层级
  46. self.HighwayLayer = self._tiledMap.getLayer('Highway');
  47. self._game = GlobalD.game;
  48. //初始化时候设置一下位置
  49. //后面只要点击生成铺路就需要重置一下
  50. let startTiledPos = GlobalD.TiledMap._tilePosFromLocation(self.node.getPosition());
  51. let startEndPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(startTiledPos);
  52. self.node.setPosition(startEndPos);
  53. self._EndPosition = startTiledPos;
  54. if (ClearType.Hammer === self.clearType) {
  55. //锤子类型
  56. let startIndex = GlobalD.TiledMap.getIndex(startTiledPos);
  57. let buildingsTiledMapStart = GlobalD.game.onGetBuildingsTiledMapUnitFromIndex(startIndex);
  58. if (buildingsTiledMapStart) {
  59. self.labelTip.string = '是否移除' + buildingsTiledMapStart.buildInfo.buildingName;
  60. self.targetBuildingsInfo = buildingsTiledMapStart;
  61. }
  62. else {
  63. self.labelTip.string = self.labelTipString;
  64. self.targetBuildingsInfo = null;
  65. }
  66. } else if (ClearType.Shovel === self.clearType) {
  67. //铲子类型
  68. }
  69. self.node.on(cc.Node.EventType.TOUCH_MOVE, function (event) {
  70. GlobalD.GameControl._isBuildingMove = true;
  71. var delta = event.touch.getDelta();
  72. self._touchPosition.x += delta.x / self._MainCamera.zoomRatio;
  73. self._touchPosition.y += delta.y / self._MainCamera.zoomRatio;
  74. let tiledPos = GlobalD.TiledMap._tilePosFromLocation(self._touchPosition);
  75. // //不相等的时候才绘制
  76. if (tiledPos.sub(self._EndPosition).mag() != 0) {
  77. // cc.log('tiledPos',tiledPos);
  78. self._EndPosition = tiledPos;
  79. self._SelectHighwayTiled(tiledPos);
  80. // let endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(tiledPos);
  81. // self.node.setPosition(endPos);
  82. // if (self.isMoveState) return;
  83. // if (ClearType.Shovel === self.clearType) {
  84. // let buildIndex = GlobalD.TiledMap.getIndex(tiledPos);
  85. // //铲子类型
  86. // if (GlobalD.game.onGetHighwayFromIndex(buildIndex)) {
  87. // let tempNode = self.HighwayLayer.node.children;
  88. // let length = tempNode.length;
  89. // for (let i = length - 1; i >= 0; i--) {
  90. // let tiledTile = tempNode[i].getComponent('TiledTile');
  91. // let tiledVector2 = new cc.Vec2(tiledTile.x, tiledTile.y);
  92. // let tiledIndex = GlobalD.TiledMap.getIndex(tiledVector2);
  93. // if (tiledIndex === buildIndex) {
  94. // let highwayTemp = cc.instantiate(self.removeTipPrefab);
  95. // highwayTemp.parent = self.buildLayer.node;
  96. // let tiledTile = highwayTemp.addComponent('TiledTile');
  97. // tiledTile.x = tiledVector2.x;
  98. // tiledTile.y = tiledVector2.y;
  99. // //记录要删除的节点
  100. // self.selectedTarget.push(tempNode[i]);
  101. // return true;
  102. // }
  103. // }
  104. // }
  105. // }
  106. }
  107. }, self.node);
  108. self.node.on(cc.Node.EventType.TOUCH_START, function (event) {
  109. self.isMoving = true;
  110. self._touchPosition = self.node.getPosition();
  111. }, self.node);
  112. self.node.on(cc.Node.EventType.TOUCH_END, function (event) {
  113. //起始触摸位置
  114. GlobalD.GameControl._isBuildingMove = false;
  115. //不是锤子类型,返回
  116. if (ClearType.Hammer !== self.clearType) return;
  117. // cc.log(GlobalD.game.buildingsTiledMapUnit);
  118. let buildIndex = GlobalD.TiledMap.getIndex(self._EndPosition);
  119. let _targetBuildingsInfo = GlobalD.game.onGetBuildingsTiledMapUnitFromIndex(buildIndex);
  120. // cc.log(buildIndex, _targetBuildingsInfo);
  121. if (_targetBuildingsInfo) {
  122. self.labelTip.string = '是否移除' + _targetBuildingsInfo.buildInfo.buildingName;
  123. self.targetBuildingsInfo = _targetBuildingsInfo;
  124. }
  125. else {
  126. self.labelTip.string = self.labelTipString;
  127. self.targetBuildingsInfo = null;
  128. }
  129. }, self.node);
  130. self.node.on(cc.Node.EventType.TOUCH_CANCEL, function (event) {
  131. //起始触摸位置
  132. GlobalD.GameControl._isBuildingMove = false;
  133. }, self.node);
  134. },
  135. //拆除建筑时候调用
  136. onRemoveThisItem() {
  137. if (!this.targetBuildingsInfo) return;
  138. // cc.log('this.targetBuildingsInfo', this.targetBuildingsInfo)
  139. this.targetBuildingsInfo.onClearSelfResetFromType();
  140. //清除时候,消除建筑物的影响力
  141. GlobalD.game.onClearBuildingsEffect(this.targetBuildingsInfo);
  142. //清除底部提示区域
  143. GlobalD.game.onClearSpawnEditorBuildingTip();
  144. this.targetBuildingsInfo.node.destroy();
  145. GlobalD.game.removeBuilding(this.targetBuildingsInfo);
  146. this.labelTip.string = this.labelTipString;
  147. this.targetBuildingsInfo = null;
  148. // cc.log('removeEnd', GlobalD.game.buildingsTiledMapUnit);
  149. }
  150. ,
  151. onCancleSelf() {
  152. this.node.active = false;
  153. GlobalD.game._ManageUIScript.onBottomMenuView(true);
  154. this._CancelClearHighway();
  155. },
  156. //取消清除
  157. _CancelClearHighway() {
  158. if (this.isMoveState) {
  159. return;
  160. }
  161. //删除对应层的子节点
  162. let tempNode = this.buildLayer.node.children;
  163. let length = tempNode.length;
  164. for (let i = length - 1; i >= 0; i--) {
  165. if (tempNode[i].getComponent('TiledTile')) {
  166. tempNode[i].removeComponent('TiledTile');
  167. }
  168. tempNode[i].destroy();
  169. }
  170. this.selectedTargetIndex = [];
  171. //清空选中的节点的数组
  172. this.selectedTarget = [];
  173. },
  174. _isShowMoveSelectFrame() {
  175. this.isMoveState = false;
  176. this.MoveStartNode.active = false;
  177. this.MoveEndNode.active = true;
  178. this._SelectHighwayTiled(this._EndPosition);
  179. },
  180. _SelectHighwayTiled(tiledPos) {
  181. let endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(tiledPos);
  182. this.node.setPosition(endPos);
  183. if (this.isMoveState) return;
  184. if (ClearType.Shovel === this.clearType) {
  185. let buildIndex = GlobalD.TiledMap.getIndex(tiledPos);
  186. //铲子类型
  187. if (GlobalD.game.onGetHighwayFromIndex(buildIndex)) {
  188. let tempNode = this.HighwayLayer.node.children;
  189. let length = tempNode.length;
  190. for (let i = length - 1; i >= 0; i--) {
  191. let tiledTile = tempNode[i].getComponent('TiledTile');
  192. let tiledVector2 = new cc.Vec2(tiledTile.x, tiledTile.y);
  193. let tiledIndex = GlobalD.TiledMap.getIndex(tiledVector2);
  194. if (tiledIndex === buildIndex) {
  195. // cc.log(this.selectedTargetIndex,tiledIndex)
  196. if (GlobalD.TiledMap.getIndexArrayAt(tiledVector2, this.selectedTargetIndex)) {
  197. // cc.log('存在目标数组了!');
  198. return;
  199. }
  200. let highwayTemp = cc.instantiate(this.removeTipPrefab);
  201. highwayTemp.parent = this.buildLayer.node;
  202. let tiledTile = highwayTemp.addComponent('TiledTile');
  203. tiledTile.x = tiledVector2.x;
  204. tiledTile.y = tiledVector2.y;
  205. //记录选中的index
  206. this.selectedTargetIndex.push(tiledIndex);
  207. //记录要删除的节点
  208. this.selectedTarget.push(tempNode[i]);
  209. return;
  210. }
  211. }
  212. }
  213. }
  214. },
  215. onConfirmClearHighway() {
  216. if (this.isMoveState) {
  217. this._isShowMoveSelectFrame();
  218. return;
  219. }
  220. // cc.log('选中的节点1:',this.selectedTarget);
  221. let _length = this.selectedTarget.length;
  222. for (let i = _length - 1; i >= 0; i--) {
  223. let tiledTile = this.selectedTarget[i].getComponent('TiledTile');
  224. let tiledVector2 = new cc.Vec2(tiledTile.x, tiledTile.y);
  225. let tiledIndex = GlobalD.TiledMap.getIndex(tiledVector2);
  226. //删除节点
  227. this.selectedTarget[i].destroy();
  228. //地图设置可行走区域公路设置
  229. AStar.setMapSolid(tiledTile.x, tiledTile.y, 1);
  230. //清除公路占位信息
  231. let occupyArray = GlobalD.game.OccupyArray;
  232. let occupyLength = occupyArray.length;
  233. for (let i = occupyLength - 1; i >= 0; i--) {
  234. if (tiledIndex === occupyArray[i].y) {
  235. occupyArray.splice(i, 1);
  236. break;
  237. }
  238. }
  239. //ManageGame里面的index
  240. let allHighway = GlobalD.game.AllHighwayStylesAndIndex;
  241. let allHighwayLength = GlobalD.game.AllHighwayStylesAndIndex.length;
  242. for (let i = allHighwayLength - 1; i >= 0; i--) {
  243. if (tiledIndex === allHighway[i].highwayInfoIndex) {
  244. allHighway.splice(i, 1);
  245. break;
  246. }
  247. }
  248. }
  249. // cc.log('选中的节点:',this.selectedTarget);
  250. this._CancelClearHighway();
  251. }
  252. // update (dt) {},
  253. });