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- const Constants = require('Constants');
- var reGameStates = require('GameStates');
- cc.Class({
- extends: cc.Component,
- properties: {
- HighWay: {
- // ATTRIBUTES:
- default: [], // The default value will be used only when the component attaching
- // to a node for the first time
- type: cc.Prefab, // optional, default is typeof default
- serializable: true, // optional, default is true
- },
- _tiledMap: {
- default: null,
- type: cc.TiledMap,
- serializable: false,
- visible: false,
- },
- _MainCamera: {
- default: null,
- type: cc.Camera,
- serializable: false,
- visible: false,
- },
- //触摸一开始的位置
- _touchPosition: {
- default: new cc.Vec2(),
- visible: false,
- serializable: false
- },
- _StartPosition: {
- default: new cc.Vec2(),
- serializable: false
- },
- _EndPosition: {
- default: new cc.Vec2(),
- serializable: false
- },
- //上一个位置
- _LastPosition: {
- default: new cc.Vec2(),
- serializable: false
- },
- _highPath: {
- default: [],
- type: [cc.Node],
- visible: false,
- },
- selectTouch: {
- default: null,
- type: cc.Node,
- },
- buildingTouch: {
- default: null,
- type: cc.Node,
- },
- //如果只初始化一次的话
- // _isInitOnce: {
- // default: false,
- // visible: false,
- // }
- //如果自动移动
- isAutoMove: { default: false, visible: false },
- //是否创建斑马线
- isCreateZebra: { default: true, visible: false },
- // createStartTiledPos: null,
- },
- // LIFE-CYCLE CALLBACKS:
- onLoad() {
- this.highwayPool = new cc.NodePool();
- let initCount = 50;
- for (let i = 0; i < initCount; ++i) {
- let highway = cc.instantiate(this.HighWay[0]); // 创建节点
- this.highwayPool.put(highway); // 通过 putInPool 接口放入对象池
- }
- },
- start() {
- var self = this;
- self._MainCamera = GlobalD.game.MainCamera;
- self._tiledMap = GlobalD.TiledMap._tiledMap;
- //获取对应的地图层级
- this.buildLayer = this._tiledMap.getLayer('BuildsHighway');
- self._game = GlobalD.game;
- //初始化时候设置一下位置
- //后面只要点击生成铺路就需要重置一下
- let startTiledPos = GlobalD.TiledMap._tilePosFromLocation(self.node.getPosition());
- let startEndPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(startTiledPos);
- self.node.setPosition(startEndPos);
- //记录一下初始位置
- // self.createStartTiledPos = startTiledPos;
- self.node.on(cc.Node.EventType.TOUCH_MOVE, function (event) {
- // cc.log(event.touch.getDelta());
- GlobalD.GameControl._isBuildingMove = true;
- var delta = event.touch.getDelta();
- self._touchPosition.x += delta.x / self._MainCamera.zoomRatio;
- self._touchPosition.y += delta.y / self._MainCamera.zoomRatio;
- // self.node.setPosition(self._touchPosition);
- let tiledPos = GlobalD.TiledMap._tilePosFromLocation(self._touchPosition);
- //不相等的时候才绘制
- if (tiledPos.sub(self._EndPosition).mag() != 0) {
- // cc.log('tiledPostiledPostiledPos', tiledPos,self._EndPosition)
- self._EndPosition = tiledPos;
- if (self.buildingTouch.active) {
- if (self._StartPosition.x == self._EndPosition.x
- || self._StartPosition.y == self._EndPosition.y) {
- self.onCancelCreateHighway();
- self.onBuildingFromPath(self._StartPosition, self._EndPosition);
- let endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(tiledPos);
- self.node.setPosition(endPos);
- }
- } else {
- let endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(tiledPos);
- self.node.setPosition(endPos);
- }
- }
- //开启编辑UI
- // self._game._ManageUIScript.onEditorialBuildings(self.node);
- }, self.node);
- self.node.on(cc.Node.EventType.TOUCH_START, function (event) {
- // var touches = event.getTouches();
- // var touchLoc = touches[0].getLocation();
- self.isMoving = true;
- // if(!self._isInitOnce){
- // self._StartPosition = GlobalD.TiledMap._tilePosFromLocation(self.node.getPosition());
- // }
- //如果要选框就去掉这里
- // self.onInitStartPosition();
- self._touchPosition = self.node.getPosition();
- // cc.log('self._StartPosition', self._StartPosition, self._touchPosition);
- }, self.node);
- self.node.on(cc.Node.EventType.TOUCH_END, function (event) {
- //起始触摸位置
- GlobalD.GameControl._isBuildingMove = false;
- }, self.node);
- self.node.on(cc.Node.EventType.TOUCH_CANCEL, function (event) {
- //起始触摸位置
- GlobalD.GameControl._isBuildingMove = false;
- }, self.node);
- },
- // 自动移动,在ManagerControl 里面调用
- onAutoMove(delta) {
- this.isAutoMove = true;
- let self = this;
- self._touchPosition.x += delta.x;
- self._touchPosition.y += delta.y;
- let tiledPos = GlobalD.TiledMap._tilePosFromLocation(self._touchPosition);
- //不相等的时候才绘制
- if (tiledPos.sub(self._EndPosition).mag() != 0) {
- self._EndPosition = tiledPos;
- if (self.buildingTouch.active) {
- if (self._StartPosition.x == self._EndPosition.x
- || self._StartPosition.y == self._EndPosition.y) {
- self.onCancelCreateHighway();
- self.onBuildingFromPath(self._StartPosition, self._EndPosition);
- let endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(tiledPos);
- self.node.setPosition(endPos);
- }
- } else {
- let endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(tiledPos);
- self.node.setPosition(endPos);
- }
- }
- },
- onCancleAutoMove() {
- this.isAutoMove = false;
- },
- //隐藏时候铺路的状态
- onHideSetTouchState() {
- if (this.create1 || this.create2) {
- let _cancel1 = this.selectTouch.getChildByName('Cancel').getComponent(cc.Button);
- let _cancel2 = this.buildingTouch.getChildByName('Cancel').getComponent(cc.Button);
- _cancel1.interactable = true;
- _cancel1.enableAutoGrayEffect = false;
- _cancel2.interactable = true;
- _cancel2.enableAutoGrayEffect = false;
- if (this.create1)
- this.create1.stopAllActions();
- if (this.create2)
- this.create2.stopAllActions();
- }
- },
- //新手教程时候设置铺路状态
- onSetTouchState() {
- if (!task.virtualShadowPos) return;
- if (this.selectTouch.active) {
- let _cancel = this.selectTouch.getChildByName('Cancel').getComponent(cc.Button);
- _cancel.interactable = false;
- _cancel.enableAutoGrayEffect = true;
- this.create1 = this.selectTouch.getChildByName('Create');
- this.create1.stopAllActions();
- var s = cc.sequence(cc.scaleTo(0.6, 0.9), cc.scaleTo(0.9, 0.6));
- var repeat = cc.repeatForever(s);
- this.create1.runAction(repeat);
- } else {
- let _cancel = this.buildingTouch.getChildByName('Cancel').getComponent(cc.Button);
- _cancel.interactable = false;
- _cancel.enableAutoGrayEffect = true;
- this.create2 = this.buildingTouch.getChildByName('Create');
- this.create2.stopAllActions();
- var s = cc.sequence(cc.scaleTo(0.6, 0.9), cc.scaleTo(0.9, 0.6));
- var repeat = cc.repeatForever(s);
- this.create2.runAction(repeat);
- }
- },
- //切换状态
- onSwitchBuidingTouch() {
- //如果是新手指引的情况下,需要显示对应的遮挡模板
- if (task.virtualShadowPos) {
- let _curentTiled = GlobalD.TiledMap._tilePosFromLocation(this.node.getPosition());;
- if (_curentTiled.sub(task.virtualShadowPos).mag() !== 0) {
- // console.error('没有移动到指定位置:', _curentTiled, task.virtualShadowPos);
- cc.loader.loadRes('resUI/ShowNotEnoughMoney', function (err, texture) {
- var prefab = cc.instantiate(texture);
- prefab.getComponent('ShowNotEnoughMoney').Text('请移动到虚影的<起始>位置!');
- cc.find('Canvas').getChildByName('UICamera').addChild(prefab);
- }.bind(this));
- return;
- } else {
- // console.log(task.virtualTarget);
- let _taskHighway = task.getTaskNode('taskPrefabTiledTileHighway');
- if (_taskHighway) {
- _taskHighway.getChildByName('Arrow').active = false;
- _taskHighway.getChildByName('Hand1').active = true;
- }
- }
- }
- this.selectTouch.active = false;
- this.buildingTouch.active = true;
- //设置一下状态
- this.onSetTouchState();
- //设置斑马线
- this.isCreateZebra = true;
- // this._isInitOnce = true;
- // 记录编辑状态时候的初始位置
- this.onInitStartPosition();
- },
- // 重置下初始位置
- onInitStartPosition() {
- this._StartPosition = GlobalD.TiledMap._tilePosFromLocation(this.node.getPosition());
- // //如果是新手指引的情况下,需要显示对应的遮挡模板
- // if (task.isMushBuildState) {
- // let _confirmButton = this.HighwayBuildingNode.getChildByName('SelectTouch').getChildByName('Create');
- // let _taskNodes = [];
- // _taskNodes.push(_confirmButton);
- // task.onInitTaskMask(_taskNodes);
- // }
- },
- //相同一个点的时候点的时候
- onBuildingFromPathEqual(tiledPos) {
- // cc.log('onBuildingFromPathEqual');
- if (!GlobalD.TiledMap.getTiledTileAt(tiledPos.x, tiledPos.y)) {
- let highwayTemp = null;
- if (this.highwayPool.size() > 0) { // 通过 size 接口判断对象池中是否有空闲的对象
- highwayTemp = this.highwayPool.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
- highwayTemp = cc.instantiate(this.HighWay[0]);
- // cc.log('重新创建')
- }
- highwayTemp.parent = this.buildLayer.node;
- let tiledTile = highwayTemp.addComponent('TiledTile');
- tiledTile.x = tiledPos.x;
- tiledTile.y = tiledPos.y;
- }
- },
- //不同点的时候
- //在路径上面创建公路预制
- onBuildingFromPath(start_tiledPos, end_tiledPos) {
- //移动了就不创建斑马线了
- this.isCreateZebra = false;
- let _highwayStart = null;
- let isChangeHighwayStart = false;
- let spawnPos = 0;
- //最后一个点判断是否重合
- let EndPos = [];
- let tempMaxY = 0;
- let tempMinY = 0;
- if (start_tiledPos.y > end_tiledPos.y) {
- tempMaxY = start_tiledPos.y;
- tempMinY = end_tiledPos.y;
- } else {
- tempMaxY = end_tiledPos.y;
- tempMinY = start_tiledPos.y;
- }
- let tempY = end_tiledPos.y - start_tiledPos.y;
- for (let i = tempMinY; i <= tempMaxY; i++) {
- spawnPos = cc.v2(start_tiledPos.x, i);
- //写入index 数组
- GlobalD.TiledMap.setIndexArray(spawnPos, EndPos);
- // if (!GlobalD.TiledMap.getTiledTileAt(spawnPos.x, spawnPos.y))
- {
- // cc.log('绘制Y', spawnPos)
- let highwayTemp = null;
- if (this.highwayPool.size() > 0) { // 通过 size 接口判断对象池中是否有空闲的对象
- highwayTemp = this.highwayPool.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
- highwayTemp = cc.instantiate(this.HighWay[0]);
- // cc.log('重新创建')
- }
- highwayTemp.parent = this.buildLayer.node;
- let tiledTile = highwayTemp.addComponent('TiledTile');
- tiledTile.x = spawnPos.x;
- tiledTile.y = spawnPos.y;
- if (GlobalD.game.getManageGameIndexArrayAt(tiledTile)) {
- highwayTemp.getComponent('TipSprite').onSetRedSpriteFrame();
- }
- //没有重复的时候
- // cc.log('设置Y值:', reGameStates.HighwayType.moveY);
- highwayTemp.getComponent('HighwayInfo').onChangeHighwayStyles(reGameStates.HighwayType.moveY);
- //记录第一个临时节点
- if (!_highwayStart) {
- _highwayStart = highwayTemp;
- }
- }
- }
- let tempMaxX = 0;
- let tempMinX = 0;
- if (start_tiledPos.x > end_tiledPos.x) {
- tempMaxX = start_tiledPos.x;
- tempMinX = end_tiledPos.x;
- } else {
- tempMaxX = end_tiledPos.x;
- tempMinX = start_tiledPos.x;
- }
- for (let i = tempMinX; i <= tempMaxX; i++) {
- spawnPos = cc.v2(i, start_tiledPos.y + tempY);
- //这里判断最大最小点是否重合
- if (!GlobalD.TiledMap.getIndexArrayAt(spawnPos, EndPos)) {
- // cc.log('绘制x', spawnPos)
- let highwayTemp = null;
- if (this.highwayPool.size() > 0) { // 通过 size 接口判断对象池中是否有空闲的对象
- highwayTemp = this.highwayPool.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
- highwayTemp = cc.instantiate(this.HighWay[0]);
- // cc.log('重新创建')
- }
- // let highwayTemp = cc.instantiate(this.HighWay[0]);
- highwayTemp.parent = this.buildLayer.node;
- let tiledTile = highwayTemp.addComponent('TiledTile');
- tiledTile.x = spawnPos.x;
- tiledTile.y = spawnPos.y;
- // this._highPath.push(highwayTemp);
- if (GlobalD.game.getManageGameIndexArrayAt(tiledTile)) {
- highwayTemp.getComponent('TipSprite').onSetRedSpriteFrame();
- }
- highwayTemp.getComponent('HighwayInfo').onChangeHighwayStyles(reGameStates.HighwayType.moveX);
- if (_highwayStart && !isChangeHighwayStart) {
- // cc.log('修正第一个起始点。');
- isChangeHighwayStart = true;
- _highwayStart.getComponent('HighwayInfo').onChangeHighwayStyles(reGameStates.HighwayType.moveX);
- }
- }
- }
- },
- //取消创建
- //对象池回收
- onCancelCreateHighway() {
- //删除对应层的子节点
- let tempNode = this.buildLayer.node.children;
- 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();
- tempNode[i].getComponent('HighwayInfo').onChangeHighwayStyles(reGameStates.HighwayType.none);
- if (tempNode[i].getComponent('TiledTile')) {
- tempNode[i].removeComponent('TiledTile');
- }
- // 和初始化时的方法一样,将节点放进对象池,这个方法会同时调用节点的 removeFromParent
- this.highwayPool.put(tempNode[i]);
- }
- },
- //创建道路
- onCreateHighway() {
- //获取最后建造公路的层级
- this.HighwayLayer = this._tiledMap.getLayer('Highway');
- if (this.isCreateZebra) {
- // cc.log('创建斑马线,', this._StartPosition);
- //检测新手引导时候道路,不设计一个点
- if (task.isMushBuildState) {
- console.error('新手教程下不创建单个公路');
- cc.loader.loadRes('resUI/ShowNotEnoughMoney', function (err, texture) {
- var prefab = cc.instantiate(texture);
- prefab.getComponent('ShowNotEnoughMoney').Text('请移动到虚影的<终点>位置!');
- cc.find('Canvas').getChildByName('UICamera').addChild(prefab);
- }.bind(this));
- return;
- }
- let buildIndex = GlobalD.TiledMap.getIndex(this._StartPosition);
- if (GlobalD.game.onGetHighwayFromIndex(buildIndex)) {
- let tempNode = this.HighwayLayer.node.children;
- let length = tempNode.length;
- for (let i = length - 1; i >= 0; i--) {
- let tiledTile = tempNode[i].getComponent('TiledTile');
- let tiledVector2 = new cc.Vec2(tiledTile.x, tiledTile.y);
- let tiledIndex = GlobalD.TiledMap.getIndex(tiledVector2);
- if (tiledIndex === buildIndex) {
- let _highwayInfo = tempNode[i].getComponent('HighwayInfo');
- // cc.log(_highwayInfo);
- let _switchHighwayType = reGameStates.HighwayType.none;
- if (_highwayInfo.currenHighwayType == reGameStates.HighwayType.moveX) {
- _switchHighwayType = reGameStates.HighwayType.ZebraCrossingX;
- } else if (_highwayInfo.currenHighwayType == reGameStates.HighwayType.moveY) {
- _switchHighwayType = reGameStates.HighwayType.ZebraCrossingY;
- // cc.log('Y', _switchHighwayType)
- }
- //修改节点样式
- _highwayInfo.onChangeHighwayStyles(_switchHighwayType);
- //更新公路样式
- GlobalD.game.onUpdateDifferentRoadStyles({
- _highwayType: _switchHighwayType,
- _roadIndex: buildIndex,
- });
- break;
- }
- }
- } else {//没有就创建
- let tiledVector2 = this._StartPosition;
- let highwayTemp = cc.instantiate(this.HighWay[1]);
- highwayTemp.parent = this.HighwayLayer.node;
- let tiledTile = highwayTemp.addComponent('TiledTile');
- tiledTile.x = tiledVector2.x;
- tiledTile.y = tiledVector2.y;
- // cc.log('onCreateHighway');
- AStar.setMapSolid(tiledVector2.x, tiledVector2.y, 0);
- // _buildId ==0 是公路
- let _buildId = 0;
- let occupyTemp = cc.v2(_buildId, buildIndex);
- GlobalD.game.OccupyArray.push(occupyTemp);
- //添加公路样式
- GlobalD.game.onCreateDifferentRoadStyles({
- _buildId: _buildId,
- _highwayType: reGameStates.HighwayType.ZebraCrossingX,
- _roadIndex: buildIndex,
- _hightwayNode: highwayTemp
- });
- }
- } else {
- let tempNode = this.buildLayer.node.children;
- let length = tempNode.length;
- //检测新手引导时候道路,检测最后一个点
- //如果是新手指引的情况下,需要显示对应的遮挡模板
- if (task.virtualShadowPosEnd) {
- let _taskTiledTile = tempNode[length - 1].getComponent('TiledTile');
- if (task.virtualShadowPosEnd.sub(cc.v2(_taskTiledTile.x, _taskTiledTile.y)).mag() !== 0) {
- console.error('没有移动到终点位置:', cc.v2(_taskTiledTile.x, _taskTiledTile.y), task.virtualShadowPosEnd);
- cc.loader.loadRes('resUI/ShowNotEnoughMoney', function (err, texture) {
- var prefab = cc.instantiate(texture);
- prefab.getComponent('ShowNotEnoughMoney').Text('请移动到虚影的<终点>位置!');
- cc.find('Canvas').getChildByName('UICamera').addChild(prefab);
- }.bind(this));
- return;
- } else {
- //铺路教程成功
- //移除虚影路径
- task.removeTaskNode('taskPrefabTiledTileHighway');
- //设置任务状态
- task.onShadowArchitectureReset();
- dialogmanager.init(task.Canvas, function () {
- dialogmanager.paveEnd();
- }.bind(this));
- dialogmanager.setOnCloseDialog(function () {
- task.showManagerhide();
- // task.setListView(18);
- task._setTaskIconCountClick(1);
- setTimeout(() => {
- task.taskCallBack();
- }, 500);
- }.bind(this));
- }
- }
- for (let i = length - 1; i >= 0; i--) {
- let tiledTile = tempNode[i].getComponent('TiledTile');
- //获取临时对象里面的公路脚本信息
- let _highwayInfoTemp = tempNode[i].getComponent('HighwayInfo');
- let tiledVector2 = new cc.Vec2(tiledTile.x, tiledTile.y);
- //重复的道路模块不创建
- if (!GlobalD.game.getManageGameIndexArrayAt(tiledVector2)) {
- let highwayTemp = cc.instantiate(this.HighWay[1]);
- highwayTemp.parent = this.HighwayLayer.node;
- let tiledTile = highwayTemp.addComponent('TiledTile');
- tiledTile.x = tiledVector2.x;
- tiledTile.y = tiledVector2.y;
- // cc.log('onCreateHighway');
- AStar.setMapSolid(tiledVector2.x, tiledVector2.y, 0);
- let index = GlobalD.TiledMap.getIndex(tiledVector2);
- // _buildId ==0 是公路
- let _buildId = 0;
- let occupyTemp = cc.v2(_buildId, index);
- GlobalD.game.OccupyArray.push(occupyTemp);
- // cc.log('创建时候的值:', _highwayInfoTemp.currenHighwayType)
- // highwayTemp.getComponent('HighwayInfo').onChangeHighwayStyles(_highwayInfoTemp.currenHighwayType);
- //添加公路样式
- GlobalD.game.onCreateDifferentRoadStyles({
- _buildId: _buildId,
- _highwayType: _highwayInfoTemp.currenHighwayType,
- _roadIndex: index,
- _hightwayNode: highwayTemp
- });
- }
- else {
- // cc.log('有道路重复!', tiledVector2);
- let buildIndex = GlobalD.TiledMap.getIndex(tiledVector2);
- let tempNode = this.HighwayLayer.node.children;
- let length = tempNode.length;
- for (let i = length - 1; i >= 0; i--) {
- let tiledTile = tempNode[i].getComponent('TiledTile');
- let tiledVector2 = new cc.Vec2(tiledTile.x, tiledTile.y);
- let tiledIndex = GlobalD.TiledMap.getIndex(tiledVector2);
- if (tiledIndex === buildIndex) {
- let _highwayInfo = tempNode[i].getComponent('HighwayInfo');
- //修改节点样式
- _highwayInfo.onChangeHighwayStyles(_highwayInfoTemp.currenHighwayType);
- //更新公路样式
- GlobalD.game.onUpdateDifferentRoadStyles({
- _highwayType: _highwayInfoTemp.currenHighwayType,
- _roadIndex: buildIndex,
- });
- break;
- }
- }
- }
- }
- }
- //清空回收临时对象
- this.onCancelCreateHighway();
- //统一取消
- this.onHide();
- // if (this.isCreateZebra) {
- // this.onHide();
- // } else {
- // //成功创建后,重置下初始位置
- // this.onInitStartPosition();
- // }
- },
- //删除
- onDelete() {
- this.onCancelCreateHighway();
- this.highwayPool.clear();// 调用这个方法就可以清空对象池
- this.node.destroy();
- },
- //隐藏
- onHide() {
- this.onCancelCreateHighway();
- this.node.active = false;
- // this._isInitOnce = false;
- //绿色选中框选中要下面两个代码切换
- this.selectTouch.active = true;
- this.buildingTouch.active = false;
- GlobalD.game.onClearCurrentBuildingTarget();
- //显示铺路引导
- task.onTaskPaveRoadsMask();
- },
- onDisable() {
- //隐藏时候重置下状态
- this.onHideSetTouchState();
- //收起底部菜单栏
- GlobalD.game._ManageUIScript.onBottomMenuView(true);
- },
- onEnable() {
- // console.log(111);
- //修改按钮状态
- this.onSetTouchState();
- //收起底部菜单栏
- GlobalD.game._ManageUIScript.onBottomMenuView(false);
- }
- // update (dt) {},
- });
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