Browse Source

1.版本修改
2.资源优化

slambb 3 years ago
parent
commit
80bc1d4e9b
100 changed files with 12706 additions and 3647 deletions
  1. 97 5
      assets/Map/MyCity_05.tmx
  2. BIN
      assets/Prefabs/Login/login/shennongStartBgNew.png
  3. 29 8
      assets/Prefabs/Login/loginPrefab/loading.prefab
  4. 12 12
      assets/Prefabs/NBuildings/Labour/Labour_205_Holy_Farmland.prefab
  5. 216 284
      assets/Prefabs/NBuildings/Labour/Labour_206_Holy_Animal.prefab
  6. 16 71
      assets/Prefabs/StoreContainer.prefab
  7. 5 4
      assets/Prefabs/UI/DragonFarmlandSeedNode.prefab
  8. 4894 0
      assets/Prefabs/UI/lease/LandAnimalInfo.prefab
  9. 1 1
      assets/Prefabs/UI/lease/LandAnimalInfo.prefab.meta
  10. 3877 0
      assets/Prefabs/UI/lease/LeaseAnimalInfoPrefabs.prefab
  11. 8 0
      assets/Prefabs/UI/lease/LeaseAnimalInfoPrefabs.prefab.meta
  12. 320 213
      assets/Prefabs/UI/seed/HolyFarmlandFruit.prefab
  13. 231 107
      assets/Prefabs/UI/seed/HolyFarmlandSeed.prefab
  14. 0 0
      assets/Prefabs/diamond.prefab
  15. 0 0
      assets/Prefabs/diamond.prefab.meta
  16. 0 0
      assets/Prefabs/gameToast.prefab
  17. 0 0
      assets/Prefabs/gameToast.prefab.meta
  18. 7 2
      assets/Scene/Login.fire
  19. 342 260
      assets/Scene/MyCityScene - 004.fire
  20. 1 1
      assets/Script/Dog/DogContainer.js
  21. 3 9
      assets/Script/Lease/CntInfo.js
  22. 125 0
      assets/Script/Lease/LandAnimalTextInfo.js
  23. 1 1
      assets/Script/Lease/LandAnimalTextInfo.js.meta
  24. 131 0
      assets/Script/Lease/LeaseAnimalPlantInfo.js
  25. 9 0
      assets/Script/Lease/LeaseAnimalPlantInfo.js.meta
  26. 2 1
      assets/Script/Lease/LeaseInfo.js
  27. 41 42
      assets/Script/ManagerControl.js
  28. 39 26
      assets/Script/Network/dapp.js
  29. 40 24
      assets/Script/Network/netUtils.ts
  30. 176 21
      assets/Script/UI/BuildingView.js
  31. 1 1
      assets/Script/UI/CollectHarvest.js
  32. 15 1
      assets/Script/UI/Content_seed.js
  33. 186 879
      assets/Script/UI/ManageBuildings.js
  34. 77 45
      assets/Script/UI/ManageSeedNode.js
  35. 70 22
      assets/Script/UI/StoreView.js
  36. 2 9
      assets/Script/Unit/TiledMap/TiledMap.js
  37. 4 12
      assets/Script/adpp/ManageDapp.js
  38. 167 0
      assets/Script/adpp/integralInfo.js
  39. 9 0
      assets/Script/adpp/integralInfo.js.meta
  40. 3 9
      assets/Script/adpp/inviteInfo.js
  41. 753 0
      assets/Script/build/LeaseAnimalInfo.js
  42. 9 0
      assets/Script/build/LeaseAnimalInfo.js.meta
  43. 34 47
      assets/Script/build/LeaseFarmlandInfo.js
  44. 154 0
      assets/Script/build/WorkingBuildingAnimal.js
  45. 9 0
      assets/Script/build/WorkingBuildingAnimal.js.meta
  46. 1 1
      assets/Script/build/buildingsInfo.js
  47. 61 254
      assets/Script/build/buildingsTouch.js
  48. 0 94
      assets/Script/loginjs.js
  49. 4 4
      assets/Script/public/Constants.js
  50. 149 705
      assets/Script/public/GameData.js
  51. 33 14
      assets/Script/public/GameStates.js
  52. 2 0
      assets/Script/public/Globals.js
  53. 1 0
      assets/Script/public/ManageGolden.js
  54. 27 323
      assets/Script/public/ManageUI.js
  55. 0 3
      assets/Script/tool/UtilsWX.js
  56. BIN
      assets/UI/NAnimal/field/AnimalLock.png
  57. 13 13
      assets/UI/NAnimal/field/AnimalLock.png.meta
  58. BIN
      assets/UI/NAnimal/field/brand_farm.png
  59. 7 7
      assets/UI/NAnimal/field/brand_farm.png.meta
  60. BIN
      assets/UI/NAnimal/field/brand_pasture.png
  61. 7 7
      assets/UI/NAnimal/field/brand_pasture.png.meta
  62. BIN
      assets/UI/NOther/integralButton.png
  63. 14 14
      assets/UI/NOther/integralButton.png.meta
  64. BIN
      assets/UI/NOther/integralText.png
  65. 13 13
      assets/UI/NOther/integralText.png.meta
  66. BIN
      assets/UI/NOther/integral_bg.png
  67. 36 0
      assets/UI/NOther/integral_bg.png.meta
  68. BIN
      assets/UI/NOther/integral_button.png
  69. 36 0
      assets/UI/NOther/integral_button.png.meta
  70. BIN
      assets/UI/NOther/integral_package.png
  71. 13 13
      assets/UI/NOther/integral_package.png.meta
  72. BIN
      assets/UI/NOther/integral_package_c.png
  73. 36 0
      assets/UI/NOther/integral_package_c.png.meta
  74. BIN
      assets/UI/NOther/integral_red.png
  75. 14 14
      assets/UI/NOther/integral_red.png.meta
  76. 2 2
      assets/UI/NOther/labelBg2.png.meta
  77. BIN
      assets/UI/NScene/Fruits/BroccoliSeed.png
  78. BIN
      assets/UI/NScene/Fruits/Broccoli_Withered.png
  79. 36 0
      assets/UI/NScene/Fruits/Broccoli_Withered.png.meta
  80. BIN
      assets/UI/NScene/Fruits/CabbageSeed.png
  81. BIN
      assets/UI/NScene/Fruits/Cabbage_Withered.png
  82. 10 10
      assets/UI/NScene/Fruits/Cabbage_Withered.png.meta
  83. BIN
      assets/UI/NScene/Fruits/CarrotSeed.png
  84. BIN
      assets/UI/NScene/Fruits/Carrot_Withered.png
  85. 10 10
      assets/UI/NScene/Fruits/Carrot_Withered.png.meta
  86. BIN
      assets/UI/NScene/Fruits/EggplantSeed.png
  87. BIN
      assets/UI/NScene/Fruits/Eggplant_Withered.png
  88. 36 0
      assets/UI/NScene/Fruits/Eggplant_Withered.png.meta
  89. BIN
      assets/UI/NScene/Fruits/LentilSeed.png
  90. BIN
      assets/UI/NScene/Fruits/Lentil_Withered.png
  91. 9 9
      assets/UI/NScene/Fruits/Lentil_Withered.png.meta
  92. BIN
      assets/UI/NScene/Fruits/PepperSeed.png
  93. BIN
      assets/UI/NScene/Fruits/Pepper_Withered.png
  94. 10 10
      assets/UI/NScene/Fruits/Pepper_Withered.png.meta
  95. BIN
      assets/UI/NScene/Fruits/PotatoSeed.png
  96. BIN
      assets/UI/NScene/Fruits/Potato_Withered.png
  97. 10 10
      assets/UI/NScene/Fruits/Potato_Withered.png.meta
  98. BIN
      assets/UI/NScene/Fruits/Rice.png
  99. BIN
      assets/UI/NScene/Fruits/RiceSeed.png
  100. BIN
      assets/UI/NScene/Fruits/SquashSeed.png

+ 97 - 5
assets/Map/MyCity_05.tmx

@@ -1,5 +1,5 @@
 <?xml version="1.0" encoding="UTF-8"?>
-<map version="1.2" tiledversion="1.2.1" orientation="isometric" renderorder="right-down" width="44" height="44" tilewidth="165" tileheight="96" infinite="0" nextlayerid="177" nextobjectid="309">
+<map version="1.2" tiledversion="1.2.1" orientation="isometric" renderorder="right-down" width="44" height="44" tilewidth="165" tileheight="96" infinite="0" nextlayerid="177" nextobjectid="320">
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   <grid orientation="orthogonal" width="1" height="1"/>
   <tile id="0">
@@ -138,10 +138,102 @@
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  </layer>
  <objectgroup id="167" name="initBreed">
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-  <object id="284" name="4" x="2061.16" y="778.836" width="591.709" height="624.291"/>
+  <object id="319" name="seawater_03" x="3489.99" y="841.749" width="606.727" height="624.291">
+   <properties>
+    <property name="InitX" type="int" value="42"/>
+    <property name="InitY" type="int" value="15"/>
+    <property name="tiledX" type="int" value="7"/>
+    <property name="tiledY" type="int" value="7"/>
+   </properties>
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+  <object id="318" name="seawater_02" x="2722.55" y="839.489" width="606.727" height="624.291">
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+    <property name="InitY" type="int" value="15"/>
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+    <property name="InitY" type="int" value="15"/>
+    <property name="tiledX" type="int" value="7"/>
+    <property name="tiledY" type="int" value="7"/>
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+  <object id="316" name="freshwater_03" x="3488.72" y="1612.71" width="606.727" height="624.291">
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+    <property name="InitY" type="int" value="23"/>
+    <property name="tiledX" type="int" value="7"/>
+    <property name="tiledY" type="int" value="7"/>
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+    <property name="InitY" type="int" value="23"/>
+    <property name="tiledX" type="int" value="7"/>
+    <property name="tiledY" type="int" value="7"/>
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+  <object id="315" name="freshwater_02" x="2721.28" y="1610.45" width="606.727" height="624.291">
+   <properties>
+    <property name="InitX" type="int" value="34"/>
+    <property name="InitY" type="int" value="23"/>
+    <property name="tiledX" type="int" value="7"/>
+    <property name="tiledY" type="int" value="7"/>
+   </properties>
+  </object>
+  <object id="310" name="farm_03" x="3491.85" y="3165.36" width="606.727" height="624.291">
+   <properties>
+    <property name="InitX" type="int" value="42"/>
+    <property name="InitY" type="int" value="39"/>
+    <property name="tiledX" type="int" value="7"/>
+    <property name="tiledY" type="int" value="7"/>
+   </properties>
+  </object>
+  <object id="309" name="farm_02" x="2724.42" y="3163.11" width="606.727" height="624.291">
+   <properties>
+    <property name="InitX" type="int" value="34"/>
+    <property name="InitY" type="int" value="39"/>
+    <property name="tiledX" type="int" value="7"/>
+    <property name="tiledY" type="int" value="7"/>
+   </properties>
+  </object>
+  <object id="279" name="farm_01" x="1959.71" y="3168.9" width="606.727" height="624.291">
+   <properties>
+    <property name="InitX" type="int" value="26"/>
+    <property name="InitY" type="int" value="39"/>
+    <property name="tiledX" type="int" value="7"/>
+    <property name="tiledY" type="int" value="7"/>
+   </properties>
+  </object>
+  <object id="313" name="pasture_03" x="3492.75" y="2378.39" width="606.727" height="624.291">
+   <properties>
+    <property name="InitX" type="int" value="42"/>
+    <property name="InitY" type="int" value="31"/>
+    <property name="tiledX" type="int" value="7"/>
+    <property name="tiledY" type="int" value="7"/>
+   </properties>
+  </object>
+  <object id="312" name="pasture_02" x="2725.31" y="2376.13" width="606.727" height="624.291">
+   <properties>
+    <property name="InitX" type="int" value="34"/>
+    <property name="InitY" type="int" value="31"/>
+    <property name="tiledX" type="int" value="7"/>
+    <property name="tiledY" type="int" value="7"/>
+   </properties>
+  </object>
+  <object id="311" name="pasture_01" x="1960.61" y="2381.93" width="606.727" height="624.291">
+   <properties>
+    <property name="InitX" type="int" value="26"/>
+    <property name="InitY" type="int" value="31"/>
+    <property name="tiledX" type="int" value="7"/>
+    <property name="tiledY" type="int" value="7"/>
+   </properties>
+  </object>
  </objectgroup>
  <objectgroup id="67" name="initLand">
   <object id="226" name="24" x="1189.13" y="2472.33">

BIN
assets/Prefabs/Login/login/shennongStartBgNew.png


+ 29 - 8
assets/Prefabs/Login/loginPrefab/loading.prefab

@@ -24,7 +24,7 @@
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     "_components": [],
     "_prefab": {
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     "_opacity": 255,
     "_color": {
@@ -88,11 +88,11 @@
     "_active": true,
     "_components": [
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     "_opacity": 255,
     "_color": {
@@ -159,11 +159,11 @@
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     "_opacity": 255,
     "_color": {
@@ -331,10 +331,13 @@
     "_components": [
       {
         "__id__": 8
+      },
+      {
+        "__id__": 9
       }
     ],
     "_prefab": {
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+      "__id__": 10
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     "_opacity": 255,
     "_color": {
@@ -346,8 +349,8 @@
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     "_contentSize": {
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+      "width": 147.84,
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     "_anchorPoint": {
       "__type__": "cc.Vec2",
@@ -416,6 +419,24 @@
     "_N$cacheMode": 0,
     "_id": ""
   },
+  {
+    "__type__": "cc.LabelOutline",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
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+    "_enabled": true,
+    "_color": {
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+      "r": 160,
+      "g": 87,
+      "b": 45,
+      "a": 255
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+    "_width": 1,
+    "_id": ""
+  },
   {
     "__type__": "cc.PrefabInfo",
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+ 12 - 12
assets/Prefabs/NBuildings/Labour/Labour_205_Holy_Farmland.prefab

@@ -508,7 +508,7 @@
       "__id__": 1
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     "_children": [],
-    "_active": true,
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@@ -1293,7 +1293,7 @@
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     "_contentSize": {
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@@ -1305,8 +1305,8 @@
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@@ -1360,8 +1360,8 @@
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@@ -1414,8 +1414,8 @@
     "_dstBlendFactor": 771,
     "_string": "普通土地",
     "_N$string": "普通土地",
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-    "_lineHeight": 20,
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@@ -1469,7 +1469,7 @@
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@@ -2349,7 +2349,7 @@
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@@ -5121,10 +5121,10 @@
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File diff suppressed because it is too large
+ 216 - 284
assets/Prefabs/NBuildings/Labour/Labour_206_Holy_Animal.prefab


+ 16 - 71
assets/Prefabs/StoreContainer.prefab

@@ -110,7 +110,7 @@
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@@ -2338,8 +2338,8 @@
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@@ -2801,7 +2801,7 @@
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@@ -2811,7 +2811,7 @@
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@@ -3158,7 +3158,7 @@
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@@ -3168,7 +3168,7 @@
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@@ -9883,8 +9883,8 @@
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@@ -9895,15 +9895,15 @@
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@@ -9939,7 +9939,7 @@
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@@ -20435,6 +20435,9 @@
     "StoreScrollView": {
       "__id__": 55
     },
+    "Content": {
+      "__id__": 56
+    },
     "Seed": {
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@@ -20482,64 +20485,6 @@
     "seedPrefab": {
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File diff suppressed because it is too large
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     "consumeType": 0,
     "showConsumeType": 0,
     "bgSprite": {
-      "__id__": 6
+      "__id__": 7
     },
     "NumLabel": {
-      "__id__": 22
+      "__id__": 25
     },
     "NameLabel": {
-      "__id__": 10
+      "__id__": 13
     },
     "clickEvents": [
       {
-        "__id__": 59
+        "__id__": 63
       }
     ],
     "_id": ""
@@ -2186,10 +2306,14 @@
     },
     "SpawnPoint": null,
     "seedType": 0,
+    "mallType": 0,
     "goodsSeedInfo": null,
     "seedSpriteFrame": null,
     "fruitSpriteFrame": null,
     "myIndex": -1,
+    "plantButtonText": {
+      "__id__": 32
+    },
     "_id": ""
   },
   {

+ 0 - 0
assets/resources/prefab/diamond.prefab → assets/Prefabs/diamond.prefab


+ 0 - 0
assets/resources/prefab/diamond.prefab.meta → assets/Prefabs/diamond.prefab.meta


+ 0 - 0
assets/resources/prefab/gameToast.prefab → assets/Prefabs/gameToast.prefab


+ 0 - 0
assets/resources/prefab/gameToast.prefab.meta → assets/Prefabs/gameToast.prefab.meta


+ 7 - 2
assets/Scene/Login.fire

@@ -183,7 +183,7 @@
       "array": [
         0,
         0,
-        524.8113946933698,
+        470.4108976548273,
         0,
         0,
         0,
@@ -344,7 +344,7 @@
       "__id__": 2
     },
     "_children": [],
-    "_active": true,
+    "_active": false,
     "_components": [
       {
         "__id__": 8
@@ -458,7 +458,9 @@
     "addCount": 0,
     "apiCount": 0,
     "progressTag": false,
+    "gotoNext": false,
     "gameProgress": 0,
+    "currentProgress": 0,
     "startButtonPrefab": {
       "__uuid__": "c61f5a09-1679-4e7e-ba8d-4ea62653f263"
     },
@@ -577,6 +579,9 @@
       "__id__": 13
     },
     "_enabled": true,
+    "gameToastPrefab": {
+      "__uuid__": "5ace49cb-84f4-4500-80fc-e85bd122c48e"
+    },
     "_id": "b2WrvEb0JJyqgFC2JkbiwD"
   },
   {

File diff suppressed because it is too large
+ 342 - 260
assets/Scene/MyCityScene - 004.fire


+ 1 - 1
assets/Script/Dog/DogContainer.js

@@ -146,7 +146,7 @@ cc.Class({
         this._resetDogState();
 
         GlobalD.GameData.onGetEquipmentListState(data, (value) => {
-            console.log(value);
+            // console.log(value);
             let _list = value.data;
 
             for (let i = 0; i < _list.length; i++) {

+ 3 - 9
assets/Script/Lease/CntInfo.js

@@ -53,9 +53,7 @@ cc.Class({
             return;
         }
         if (this.inputInviteValue > GlobalD.GameData.CNTDrawBalance) {
-            GlobalD.GameData.showToast(cc.find('Canvas/UICamera'), "提现的cnt不足!", 2, () => {
-                console.log("finish toast!");
-            });
+            GlobalD.GameData.showToast(cc.find('Canvas/UICamera'), "提现的cnt不足!", 2);
             return;
         }
         if (this.isOutCnt) {
@@ -87,13 +85,9 @@ cc.Class({
 
 
 
-                GlobalD.GameData.showToast(cc.find('Canvas/UICamera'), "成功提现!", 1, () => {
-                    console.log("finish toast!");
-                });
+                GlobalD.GameData.showToast(cc.find('Canvas/UICamera'), "成功提现!", 1);
             } else {
-                GlobalD.GameData.showToast(cc.find('Canvas/UICamera'), err, 2, () => {
-                    console.log("finish toast!");
-                });
+                GlobalD.GameData.showToast(cc.find('Canvas/UICamera'), err, 2);
             }
         });
     }

+ 125 - 0
assets/Script/Lease/LandAnimalTextInfo.js

@@ -0,0 +1,125 @@
+
+cc.Class({
+    extends: cc.Component,
+
+    properties: {
+        //土地id
+        landId: {
+            default: null,
+            type: cc.Label,
+            serializable: true,
+        },
+        //单价
+        price: {
+            default: null,
+            type: cc.Label,
+            serializable: true,
+        },
+        //租期
+        date: {
+            default: null,
+            type: cc.Label,
+            serializable: true,
+        },
+        //开始时间
+        startTime: {
+            default: null,
+            type: cc.Label,
+            serializable: true,
+        },
+        //结束
+        endTime: {
+            default: null,
+            type: cc.Label,
+            serializable: true,
+        },
+
+        //介绍
+        describe: {
+            default: null,
+            type: cc.Label,
+            serializable: true,
+        },
+
+        //输入节点
+        inputContainer: {
+            default: null,
+            type: cc.Node,
+            serializable: true
+        },
+
+        inputValue: {
+            default: 0,
+            visible: false,
+            serializable: false
+        },
+
+        _landId: {
+            default: 0,
+            visible: false,
+            serializable: false
+        },
+
+        _leaseAnimalInfoScript:null,
+
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    // onLoad () {},
+
+    // start () {
+
+    // },
+    setInfo(id, price, date, start, end, multiple, describe,leaseAnimalInfoScript) {
+        this.landId.string = id + " 号";
+        this._landId = id;
+        this.price.string = price + " CNT";
+        this.date.string = date;
+        this.startTime.string = start;
+        this.endTime.string = end;
+        this.inputContainer.getComponent(cc.EditBox).string = multiple;
+        this.inputValue = multiple;
+        this.describe.string = describe;
+        this._leaseAnimalInfoScript = leaseAnimalInfoScript;
+    },
+
+    inputEditValue(value, e) {
+        var numberTemp = new RegExp("^[A-Za-z0-9]+$");
+        let limitValue = 100;
+        //动态设置一个上限
+
+        if (numberTemp.test(value)) {
+            if (Number(value) >= 1 && Number(value) <= limitValue) {
+                this.inputValue = Number(value);
+            } else if (Number(value) > limitValue) {
+                //限制只能输入100
+                this.inputValue = limitValue;
+                this.inputContainer.getComponent(cc.EditBox).string = this.inputValue;
+            } else {
+                this.inputValue = 1;
+                this.inputContainer.getComponent(cc.EditBox).string = this.inputValue;
+            }
+        } else {
+            this.inputValue = 1;
+            this.inputContainer.getComponent(cc.EditBox).string = this.inputValue;
+            console.log("请输入整数的倍数", this.inputValue);
+        }
+    },
+
+    onUpdateMultiple() {
+        GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "修改倍数中..", 2);
+        let data = { configLandId: this._landId, multiple: Number(this.inputValue) }
+        GlobalD.GameData.onMultipleAnimalLand(data, (value) => {
+            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "修改倍数成功!", 1);
+            //刷新倍数
+            this.inputContainer.getComponent(cc.EditBox).string = value.data.leaseMultiple;
+            //修改对象的倍数显示
+            this._leaseAnimalInfoScript.leaseLandInfo.leaseMultiple = value.data.leaseMultiple;
+        })
+    },
+
+    onclose() {
+        this.node.destroy();
+    }
+});

+ 1 - 1
assets/Script/loginjs.js.meta → assets/Script/Lease/LandAnimalTextInfo.js.meta

@@ -1,6 +1,6 @@
 {
   "ver": "1.0.8",
-  "uuid": "23a71a47-74da-4442-a020-1c2d2e33311d",
+  "uuid": "5eed73a8-ed17-42e9-922b-b9aa0c166ff5",
   "isPlugin": false,
   "loadPluginInWeb": true,
   "loadPluginInNative": true,

+ 131 - 0
assets/Script/Lease/LeaseAnimalPlantInfo.js

@@ -0,0 +1,131 @@
+/**
+ * 租赁
+ */
+cc.Class({
+    extends: cc.Component,
+
+    properties: {
+
+        inputValue: {
+            default: 1,
+            visible: false
+        },
+
+        //1 对应3个月,2对应1年,3对应5年
+        toggleInputValue: {
+            default: '2',
+            visible: false
+        },
+        totalPriceLabel: {
+            default: null,
+            type: cc.Label,
+            serializable: true
+        },
+        totalPriceValue: {
+            default: 0,
+            visible: false
+        },
+
+        ToastParent: {
+            default: null,
+            type: cc.Node,
+            serializable: true
+        },
+        //输入节点
+        inputContainer: {
+            default: null,
+            type: cc.Node,
+            serializable: true
+        },
+
+        toggle1: {
+            default: null,
+            type: cc.Toggle,
+            serializable: true
+        },
+
+        toggle2: {
+            default: null,
+            type: cc.Toggle,
+            serializable: true
+        },
+
+        toggle3: {
+            default: null,
+            type: cc.Toggle,
+            serializable: true
+        },
+
+        //这个显示的时候,拦截输入
+        blockInput: {
+            default: null,
+            type: cc.Node,
+            serializable: true
+        },
+        leaseAnimalLandInfoNode: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+            visible: false,
+            toolTip: "操作的土地对象,初始化时候传入"
+        },
+        //轮询土地状态
+        AutoGetLandData: null,
+    },
+
+    onOpenInfo() {
+        this.node.active = true;
+
+    },
+
+    /*
+     * 显示面板时候,设置一下初始化数据
+     */
+    onInitLeaseInfo() {
+        this.totalPriceLabel.string = 1;
+        this.inputValue = 1;
+        this.inputContainer.getComponent(cc.EditBox).string = this.inputValue;
+    },
+
+    inputEditValue(value, e) {
+        var numberTemp = new RegExp("^[A-Za-z0-9]+$");
+        let limitValue = 100;
+        //动态设置一个上限
+
+        if (numberTemp.test(value)) {
+            if (Number(value) >= 1 && Number(value) <= limitValue) {
+                this.inputValue = Number(value);
+            } else if (Number(value) > limitValue) {
+                //限制只能输入100
+                this.inputValue = limitValue;
+                this.inputContainer.getComponent(cc.EditBox).string = this.inputValue;
+            } else {
+                this.inputValue = 1;
+                this.inputContainer.getComponent(cc.EditBox).string = this.inputValue;
+            }
+        } else {
+            this.inputValue = 1;
+            this.inputContainer.getComponent(cc.EditBox).string = this.inputValue;
+            console.log("请输入整数的倍数", this.inputValue);
+        }
+    },
+
+    //租赁支付
+    onLeaseInfo() {
+        // console.log(this.leaseAnimalLandInfoNode);
+        let _leaseAnimalInfo = this.leaseAnimalLandInfoNode.getComponent("LeaseAnimalInfo");
+
+        console.log("租赁时候", _leaseAnimalInfo.configLandInfo);
+        GlobalD.GameData.onPlayAnimalLand({ configLandId: _leaseAnimalInfo.configLandInfo.id }, (value) => {
+            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "土地购买成功!", 2);
+            //解锁土地操作
+            let _landData = value.data.LandInfo;
+            _leaseAnimalInfo.setLeaseLandInfo(_landData, true);
+        });
+
+    },
+    onClose() {
+        this.node.destroy();
+    }
+
+});

+ 9 - 0
assets/Script/Lease/LeaseAnimalPlantInfo.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "f88b9d71-a975-4c65-aeb7-dcd604cad7bb",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 2 - 1
assets/Script/Lease/LeaseInfo.js

@@ -229,7 +229,8 @@ cc.Class({
                 };
                 this.schedule(this.AutoGetLandData, 5);
             } else {
-                console.log(err)
+                console.log(err);
+                GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), err, 1);
             }
         });
         // GlobalD.dapp.bindParent(_self.inputInviteValue).then((data) => {

+ 41 - 42
assets/Script/ManagerControl.js

@@ -71,17 +71,16 @@ cc.Class({
         var isTouch = false
         var self = this, parent = this.node.parent; this.MainCamera = GlobalD.game.MainCamera; this.Canvas = GlobalD.game.Canvas;
         self.target = self.MainCamera.node;
-        self.target.setScale(1.2);
+        self.target.setScale(1);
         // self.target.setScale(1.2);
-        self.MainCamera.zoomRatio = 1.2;//0.7;
+        self.MainCamera.zoomRatio = 1;//0.7;
         self.myx = 432 / self.MainCamera.zoomRatio;
         self.myy = 768 / self.MainCamera.zoomRatio;
 
         this.node.on(cc.Node.EventType.TOUCH_END, function (event) {
-            console.log("ManagerControl Touch end!", self.isUICameraMove);
             //设置为不移动
             self.cameraMoveType = cameraMoveType.none;
-            // self.isUICameraMove = false;
+            self.isUICameraMove = false;
             if (self.isUICameraMove) {
                 //这里处理一下ui重置效果,
                 GlobalD.game._ManageUIScript.onResetUI();
@@ -98,7 +97,7 @@ cc.Class({
         this.node.on(cc.Node.EventType.TOUCH_CANCEL, function (event) {
             //设置为不移动
             self.cameraMoveType = cameraMoveType.none;
-            // self.isUICameraMove = false;
+            self.isUICameraMove = false;
 
         }, this);
 
@@ -121,43 +120,43 @@ cc.Class({
         self.node.on(cc.Node.EventType.TOUCH_MOVE, function (event) {
             if (self.UIMask && self.UIMask.active || self.isTaskInProgress) return;
             if (self._isBuildingMove) {
-                // cc.log(event.touch.getDelta());
-                //如果是编辑建筑物时候
-                let uiTouchPos = event.touch.getLocation();
-                // cc.log(uiTouchPos);
-                if (uiTouchPos.x <= self.boundarylimitValue) {
-                    // cc.log('屏幕左边', self.cameraMoveType);
-                    if (self.cameraMoveType != cameraMoveType.moveLeft) {
-                        self._currentDelta = event.touch.getDelta();
-                    }
-                    self.cameraMoveType = cameraMoveType.moveLeft;
-                } else if (uiTouchPos.y <= self.boundarylimitValue) {
-                    // cc.log('屏幕下边');
-                    if (self.cameraMoveType != cameraMoveType.moveDown) {
-                        self._currentDelta = event.touch.getDelta();
-                    }
-                    self.cameraMoveType = cameraMoveType.moveDown;
-
-                } else if (uiTouchPos.x >= self.node.width - self.boundarylimitValue) {
-                    // cc.log('屏幕右边');
-                    if (self.cameraMoveType != cameraMoveType.moveRight) {
-                        self._currentDelta = event.touch.getDelta();
-                    }
-                    self.cameraMoveType = cameraMoveType.moveRight;
-
-                } else if (uiTouchPos.y >= self.node.height - self.boundarylimitValue) {
-                    // cc.log('屏幕上边');
-                    if (self.cameraMoveType != cameraMoveType.moveUp) {
-                        self._currentDelta = event.touch.getDelta();
-                    }
-                    self.cameraMoveType = cameraMoveType.moveUp;
-
-                } else {
-                    if (self.cameraMoveType != cameraMoveType.none) {
-                        self._currentDelta = 0;
-                    }
-                    self.cameraMoveType = cameraMoveType.none;
-                }
+                // // cc.log(event.touch.getDelta());
+                // //如果是编辑建筑物时候
+                // let uiTouchPos = event.touch.getLocation();
+                // // cc.log(uiTouchPos);
+                // if (uiTouchPos.x <= self.boundarylimitValue) {
+                //     // cc.log('屏幕左边', self.cameraMoveType);
+                //     if (self.cameraMoveType != cameraMoveType.moveLeft) {
+                //         self._currentDelta = event.touch.getDelta();
+                //     }
+                //     self.cameraMoveType = cameraMoveType.moveLeft;
+                // } else if (uiTouchPos.y <= self.boundarylimitValue) {
+                //     // cc.log('屏幕下边');
+                //     if (self.cameraMoveType != cameraMoveType.moveDown) {
+                //         self._currentDelta = event.touch.getDelta();
+                //     }
+                //     self.cameraMoveType = cameraMoveType.moveDown;
+
+                // } else if (uiTouchPos.x >= self.node.width - self.boundarylimitValue) {
+                //     // cc.log('屏幕右边');
+                //     if (self.cameraMoveType != cameraMoveType.moveRight) {
+                //         self._currentDelta = event.touch.getDelta();
+                //     }
+                //     self.cameraMoveType = cameraMoveType.moveRight;
+
+                // } else if (uiTouchPos.y >= self.node.height - self.boundarylimitValue) {
+                //     // cc.log('屏幕上边');
+                //     if (self.cameraMoveType != cameraMoveType.moveUp) {
+                //         self._currentDelta = event.touch.getDelta();
+                //     }
+                //     self.cameraMoveType = cameraMoveType.moveUp;
+
+                // } else {
+                //     if (self.cameraMoveType != cameraMoveType.none) {
+                //         self._currentDelta = 0;
+                //     }
+                //     self.cameraMoveType = cameraMoveType.none;
+                // }
                 return
             };
 

+ 39 - 26
assets/Script/Network/dapp.js

@@ -5,6 +5,7 @@ cc.Class({
     extends: cc.Component,
 
     properties: {
+        gameToastPrefab: cc.Prefab
     },
 
     // LIFE-CYCLE CALLBACKS:
@@ -14,11 +15,21 @@ cc.Class({
         cc.game.addPersistRootNode(this.node);
     },
     //在Login.js 里面引用
-    onDappInit(){
-        async function dappInit() {
+    onDappInit() {
+        async function dappInit(gameToastPrefab) {
+            function initGameToast(msg) {
+                let _pause = cc.instantiate(gameToastPrefab);
+                let _uiCamera = cc.find("Canvas/MainCamera");
+                _pause.parent = _uiCamera ? _uiCamera : cc.find("Canvas");
+                _pause.zIndex = 999;
+                let DetailLabel = _pause.getChildByName('DetailLabel');
+                DetailLabel.getComponent(cc.Label).string = msg;
+            }
+
+
             let _loginNode = cc.find("Canvas").getComponent("Login");
             //初始化 dapp 和 utils 个数
-            _loginNode.showLoading(9);
+            _loginNode.showLoading(10);
 
             const dappUrl = window['dappUrl'];
             console.log("初始化 dappInit:" + dappUrl);
@@ -110,10 +121,10 @@ cc.Class({
                                 // console.log("playerPullInfo pass1:" + flag + '-' + value.code + '-' + value.msg);
                                 if (flag && 0 === value.code && value.flag) {
                                     // console.log("playerPullInfo pass2:" + flag + '-' + value.code + '-' + value.msg);
-                                    let _playerData = JSON.parse(playerPullInfoTemp.data.playerData);
                                     //记录读取的数据到内存里面
                                     // 正常游戏
-                                    userData.readData = _playerData;
+                                    console.log("playerPullInfoTemp:", playerPullInfoTemp);
+                                    userData.readData = playerPullInfoTemp.data;
                                     // utils.init(GlobalD.Dapp.UserInfo.id, (data) => {
                                     //     console.log('utils ws:' + data);
                                     // }, _self);
@@ -138,10 +149,23 @@ cc.Class({
                                                         // console.log("获取土地", flag, value);
                                                         if (flag && 0 === value.code && value.flag && null != value.data) {
                                                             GlobalD.ConfigLevel = value.data;
-                                                            _loginNode.makePreloadScene();
+
+                                                            _loginNode.updateLoading(10, "初始化租赁信息...");
+                                                            utils.get(utils.api.getAnimalTimes, {}, (flag, value) => { //10
+                                                                // console.log("getAnimalTimes", flag, value);
+                                                                if (flag && 0 === value.code && value.flag) {
+                                                                    GlobalD.animalTimes = value.data;
+
+                                                                    _loginNode.makePreloadScene();
+                                                                } else {
+                                                                    console.error("读取到Times错误?");
+                                                                    initGameToast(value.msg);
+                                                                }
+                                                            })
+
                                                         } else {
                                                             console.error("读取到土地等级配置错误?");
-                                                            this.initGameToast(value.msg);
+                                                            initGameToast(value.msg);
                                                         }
                                                     })
                                                     //跳转游戏
@@ -157,23 +181,23 @@ cc.Class({
                                                     // });
 
                                                 } else {
-                                                    this.initGameToast(value.msg);
+                                                    initGameToast(value.msg);
                                                     console.error("读取到用户的土地错误?");
                                                 }
                                             })
                                         } else {
-                                            this.initGameToast(value.msg);
+                                            initGameToast(value.msg);
                                             console.error("未能读取到config土地?");
                                         }
                                     })
-                                }else{
+                                } else {
                                     console.error(flag, value);
-                                    this.initGameToast("拉取用户信息失败,重新刷新进入游戏!");
+                                    initGameToast("拉取用户信息失败,重新刷新进入游戏!");
                                 }
                             })
                         } else {
                             console.error(flag, value);
-                            this.initGameToast("登录校验信息失败,重新刷新进入游戏!");
+                            initGameToast("登录校验信息失败,重新刷新进入游戏!");
 
                         }
                     })
@@ -181,26 +205,15 @@ cc.Class({
                 } else {
                     //TODO 服务错误
                     console.error("dappInit userInfo 错误:" + err);
-                    this.initGameToast("获取链上用户信息失败,请刷新游戏!");
+                    initGameToast("获取链上用户信息失败,请刷新游戏!");
 
                 }
             } catch (err) {
                 console.error('catch到的错误:' + err) // 初始化失败,运行环境不是钱包环境
-                this.initGameToast(err);
+                initGameToast(err);
             }
         }
 
-        dappInit();
-    },
-
-    initGameToast(msg) {
-        cc.loader.loadRes("prefab/gameToast", (err, texture) => {
-            let _pause = cc.instantiate(texture);
-            let _uiCamera = cc.find("Canvas/MainCamera");
-            _pause.parent = _uiCamera ? _uiCamera : cc.find("Canvas");
-            _pause.zIndex = 999;
-            let DetailLabel = _pause.getChildByName('DetailLabel');
-            DetailLabel.getComponent(cc.Label).string = msg;
-        });
+        dappInit(this.gameToastPrefab);
     }
 });

+ 40 - 24
assets/Script/Network/netUtils.ts

@@ -26,9 +26,7 @@ var utils = {
         //平台账户相关信息
         userInfo: 'comUsers/getUserInfo',
         userSnbInfo: 'comUsers/getUserSnb',
-        //角色的信息和属性
-        playerInfo: 'comPlayers/getPlayerAndBattleAttribute',
-        playerPushInfo: 'comPlayers/playerPushInfo',
+        //角色的信息
         playerPullInfo: 'comPlayers/playerPullInfo',
         //获取玩家属性
         playerAttribute: 'comPlayersAttri/getPlayerAttribute',
@@ -49,9 +47,9 @@ var utils = {
          * 新增灾难部分接口
          */
         //灾难接口
-        disasterHistory:'comPlayerLand/getDisasterHistory',
+        disasterHistory: 'comPlayerLand/getDisasterHistory',
         //获取防护装备
-        getDisasterProtectedMap:'comPlayerLand/getDisasterMap',
+        getDisasterProtectedMap: 'comPlayerLand/getDisasterMap',
 
 
         //获取土地信息
@@ -75,7 +73,7 @@ var utils = {
         //一键偷取全部果实
         stealAllFruit: 'comPlayerGoods/stealAllFruit',
         //单个收取
-        stealFruit:'comPlayerGoods/stealFruit',
+        stealFruit: 'comPlayerGoods/stealFruit',
 
         //出售果实
         saleFruit: 'comPlayerGoods/saleFruit',
@@ -87,49 +85,67 @@ var utils = {
         snbList: 'comSnbTran/getList',
 
         //买狗和打狗棒
-        addEquipment:'comPlayerDog/addEquipment',
-        addFood:'comPlayerDog/addFood',
-        getEquipmentByType:'comPlayerDog/getEquipmentByType',
-        getListEquipment:'comPlayerDog/getListEquipment',
+        addEquipment: 'comPlayerDog/addEquipment',
+        addFood: 'comPlayerDog/addFood',
+        getEquipmentByType: 'comPlayerDog/getEquipmentByType',
+        getListEquipment: 'comPlayerDog/getListEquipment',
         //获取狗粮列表
-        getMallFoodList:'comMallFood/getMallFoodList',
+        getMallFoodList: 'comMallFood/getMallFoodList',
         //是否显示狗
-        setDogShowState:'comPlayerDog/setDogShowState',
+        setDogShowState: 'comPlayerDog/setDogShowState',
         //商城装备列表
-        getMallEquipmentList:'comMallOther/getMallEquipmentList',
+        getMallEquipmentList: 'comMallOther/getMallEquipmentList',
 
 
         /**
          * 模块10 返还snb
          */
         //说明:返回当前userId是否在领取SNB名单中,如果在名单中通过计算可算出进度
-        getCntToSnb:'comCntToSnb/get',
+        getCntToSnb: 'comCntToSnb/get',
         //说明:领取SNB接口,需要提前导入数据到com_cnt_to_snb表,点击领取按钮后,后端自动计算本次可领取的SNB数量,Status为0不可领取
-        receiveCntToSnb:'comCntToSnb/receive',
+        receiveCntToSnb: 'comCntToSnb/receive',
         /**
          * 审核snb
          */
         //获取申请的page
-        getSnbApplyPage:'comSnbApply/getPage',
+        getSnbApplyPage: 'comSnbApply/getPage',
         //提交申请
-        applySnbToCnt:'comSnbApply/applySnbToCnt',
+        applySnbToCnt: 'comSnbApply/applySnbToCnt',
         //校验申请
-        checkApplySnbToCnt:'comSnbApply/checkApplySnbToCnt',
+        checkApplySnbToCnt: 'comSnbApply/checkApplySnbToCnt',
 
         /**
          * 模块3:工具功能模块
          */
-        getTools:'land/tools',
+        getTools: 'land/tools',
         //使用工具
-        postUseLuckyTools:'land/tools',
+        postUseLuckyTools: 'land/tools',
 
-        getLevel:'land/level',
+        getLevel: 'land/level',
         //升级土地
-        postLandLevelUp:'land/level',
+        postLandLevelUp: 'land/level',
         //幸运值兑换snb
-        luckToSnb:'land/snb'
+        luckToSnb: 'land/snb',
+
+        /**
+         * 牧场区域
+         * 
+         */
+        //获取租赁机会,以金币形式表现
+        getAnimalTimes: 'comPlayerCultivate/getTimes',
+        //解锁某个土地 【牧场养殖渔场】
+        payAnimalLand:'comPlayerCultivate/payLand',
+        //喂养土地上的动物
+        buyAnimalFood:'comPlayerCultivate/buyAnimalFood',
+        //修改土地倍数
+        multipleAnimalLand:'comPlayerCultivate/multipleLand',
+
+        //兑换种子
+        playerScoreExchange: 'comPlayerScore/exchange',
+        //获取符合条件的种子
+        playerScoreSeeds:'comPlayerScore/getSeeds',
+
 
-        
     },
     /** 登录获取的token */
     token: null,

+ 176 - 21
assets/Script/UI/BuildingView.js

@@ -18,6 +18,12 @@ cc.Class({
       default: null,
       type: cc.Node,
     },
+
+    Content: {
+      default: null,
+      type: cc.Node,
+    },
+
     Seed: {
       default: null,
       type: cc.Node,
@@ -105,6 +111,14 @@ cc.Class({
       default: [],
       type: [cc.SpriteFrame],
     },
+    WitheredSpriteFrame: {
+      default: [],
+      type: [cc.SpriteFrame],
+    },
+    isHasUpdate: {
+      default: false,
+      visible: false
+    }
   },
   HiddenAll() {
     // if (this.Env.active) this.Env.active = false
@@ -123,31 +137,41 @@ cc.Class({
     //默认设置第一个节点为 最上面
     // this.EvnBtn.setSiblingIndex(10)
 
-    this.onUpdateList()
+    if (!this.isHasUpdate)
+      this.onUpdateList(true)
   },
 
-  onUpdateList() {
-    //先判断container下面是否存在Seed
-    // this.Seed.destroyAllChildren;
-    // console.log("this.Seed.children:", this.Seed.children);
-    //清除种子的预制
-    let _children = this.Seed.children
-    for (let i = _children.length - 1; i >= 0; i--) {
-      _children[i].destroy()
-    }
-    //清除仓库的预制
-    let _fruitChildren = this.Fruit.children
-    for (let i = _fruitChildren.length - 1; i >= 0; i--) {
-      _fruitChildren[i].destroy()
-    }
-    // console.log("this.Seed.children2:", this.Seed.children);
+  onUpdateList(isRefresh) {
+    this.isHasUpdate = true;
 
+    if (isRefresh)
+      GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "正在获取种子和果实...", 10);
     //获取种子和果实
     GlobalD.GameData.getWarehouseSeedAndFruit((vaule) => {
-      this.mySeedList = vaule.data.seed
-      this.myFruitList = vaule.data.fruit
 
-      //console.log(this.mySeedList, this.myFruitList);
+      //清除种子的预制
+      let _children = this.Seed.children
+      for (let i = _children.length - 1; i >= 0; i--) {
+        _children[i].destroy()
+      }
+      //清除仓库的预制
+      let _fruitChildren = this.Fruit.children
+      for (let i = _fruitChildren.length - 1; i >= 0; i--) {
+        _fruitChildren[i].destroy()
+      }
+
+      if (isRefresh)
+        GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "获取成功!", 1);
+
+      function compare(arg) {
+        return function (a, b) {
+          return a[arg] - b[arg];
+        }
+      }
+      this.mySeedList = vaule.data.seed.sort(compare('mallType'));
+      this.myFruitList = vaule.data.fruit.sort(compare('mallType'));
+
+      // console.log("getWarehouseSeedAndFruit:", this.mySeedList, this.myFruitList);
       for (let i = 0; i < this.mySeedList.length; i++) {
         //没有种子数量不显示
         if (this.mySeedList[i].amount < 1) continue
@@ -161,14 +185,17 @@ cc.Class({
         _seedScript.SNB = this.mySeedList[i].priceSnb
         _seedScript.Mature = '成熟期:' + this.mySeedList[i].maturity + '天,'
         _seedScript.Synopsis = this.mySeedList[i].seedDescribe
+        _seedScript.NumLabel.string = this.mySeedList[i].amount
+        _seedScript.NameLabel.string = this.mySeedList[i].name
 
         //设置一个生成点
         let _spawnScript = _seed.getComponent('Content_seed')
         _spawnScript.SpawnPoint = cc.find('Canvas/SpawnParent/SpawnPoint')
         _spawnScript.goodsSeedInfo = this.mySeedList[i] //这里传递一个生成的种子信息过去
+        //商城类型
+        _spawnScript.mallType = this.mySeedList[i].mallType;
+        _spawnScript.onUpdatePlantButtonText();
 
-        _seedScript.NumLabel.string = this.mySeedList[i].amount
-        _seedScript.NameLabel.string = this.mySeedList[i].name
         switch (this.mySeedList[i].picture) {
           case 'Cabbage':
             _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[0]
@@ -224,10 +251,73 @@ cc.Class({
 
             _spawnScript.seedSpriteFrame = this.seedSpriteFrame[8]
             break
+
+          //牧场种子
+          case 'cow':
+            _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[9]
+            _spawnScript.fruitSpriteFrame = this.fruitSpriteFrame[9]
+            _spawnScript.seedSpriteFrame = this.seedIconSpriteFrame[9]
+            break
+          case 'sheep':
+            _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[10]
+            _spawnScript.fruitSpriteFrame = this.fruitSpriteFrame[10]
+            _spawnScript.seedSpriteFrame = this.seedIconSpriteFrame[10]
+            break
+          case 'pig':
+            _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[11]
+            _spawnScript.fruitSpriteFrame = this.fruitSpriteFrame[11]
+            _spawnScript.seedSpriteFrame = this.seedIconSpriteFrame[11]
+            break
+          case 'chicken':
+            _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[12]
+            _spawnScript.fruitSpriteFrame = this.fruitSpriteFrame[12]
+            _spawnScript.seedSpriteFrame = this.seedIconSpriteFrame[12]
+            break
+          case 'duck':
+            _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[13]
+            _spawnScript.fruitSpriteFrame = this.fruitSpriteFrame[13]
+            _spawnScript.seedSpriteFrame = this.seedIconSpriteFrame[13]
+            break
+          case 'goose':
+            _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[14]
+            _spawnScript.fruitSpriteFrame = this.fruitSpriteFrame[14]
+            _spawnScript.seedSpriteFrame = this.seedIconSpriteFrame[14]
+            break
+          case 'carp':
+            _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[15]
+            _spawnScript.fruitSpriteFrame = this.fruitSpriteFrame[15]
+            _spawnScript.seedSpriteFrame = this.seedIconSpriteFrame[15]
+            break
+          case 'grassCarp':
+            _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[16]
+            _spawnScript.fruitSpriteFrame = this.fruitSpriteFrame[16]
+            _spawnScript.seedSpriteFrame = this.seedIconSpriteFrame[16]
+            break
+          case 'silver':
+            _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[17]
+            _spawnScript.fruitSpriteFrame = this.fruitSpriteFrame[17]
+            _spawnScript.seedSpriteFrame = this.seedIconSpriteFrame[17]
+            break
+          case 'seaFish':
+            _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[18]
+            _spawnScript.fruitSpriteFrame = this.fruitSpriteFrame[18]
+            _spawnScript.seedSpriteFrame = this.seedIconSpriteFrame[18]
+            break
+          case 'shrimp':
+            _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[19]
+            _spawnScript.fruitSpriteFrame = this.fruitSpriteFrame[19]
+            _spawnScript.seedSpriteFrame = this.seedIconSpriteFrame[19]
+            break
+          case 'crab':
+            _seedScript.bgSprite.spriteFrame = this.seedIconSpriteFrame[20]
+            _spawnScript.fruitSpriteFrame = this.fruitSpriteFrame[20]
+            _spawnScript.seedSpriteFrame = this.seedIconSpriteFrame[20]
           default:
             break
         }
       }
+
+
       for (let i = 0; i < this.myFruitList.length; i++) {
         //没有果实数量不显示
         if (this.myFruitList[i].amount + this.myFruitList[i].amountPart <= 0) continue
@@ -249,6 +339,7 @@ cc.Class({
         let _contentFruit = _fruit.getComponent('Content_fruit')
         _contentFruit.fruitInfo = this.myFruitList[i]
 
+        let _scale = cc.v2(0.9, 0.9);
         switch (this.myFruitList[i].picture) {
           case 'Cabbage':
             _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[0]
@@ -277,10 +368,68 @@ cc.Class({
           case 'Lentil':
             _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[8]
             break
+
+          //牧场产出,和果实共用
+          case 'cow':
+            _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[9]
+            _fruitScript.bgSprite.node.setScale(_scale);
+            break
+          case 'sheep':
+            _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[10]
+            _fruitScript.bgSprite.node.setScale(_scale);
+            break
+          case 'pig':
+            _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[11]
+            _fruitScript.bgSprite.node.setScale(_scale);
+            break
+          case 'chicken':
+            _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[12]
+            _fruitScript.bgSprite.node.setScale(_scale);
+            break
+          case 'duck':
+            _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[13]
+            _fruitScript.bgSprite.node.setScale(_scale);
+            break
+          case 'goose':
+            _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[14]
+            _fruitScript.bgSprite.node.setScale(_scale);
+            break
+          case 'carp':
+            _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[15]
+            _fruitScript.bgSprite.node.setScale(_scale);
+            break
+          case 'grassCarp':
+            _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[16]
+            _fruitScript.bgSprite.node.setScale(_scale);
+            break
+          case 'silver':
+            _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[17]
+            _fruitScript.bgSprite.node.setScale(_scale);
+            break
+          case 'seaFish':
+            _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[18]
+            _fruitScript.bgSprite.node.setScale(_scale);
+            break
+          case 'shrimp':
+            _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[19]
+            _fruitScript.bgSprite.node.setScale(_scale);
+            break
+          case 'crab':
+            _fruitScript.bgSprite.spriteFrame = this.fruitSpriteFrame[20]
+            _fruitScript.bgSprite.node.setScale(_scale);
           default:
             break
         }
       }
+
+      this.Seed.getComponent(cc.Layout).updateLayout();
+      this.Fruit.getComponent(cc.Layout).updateLayout();
+
+      if (this.Seed.active) {
+        this.Content.setContentSize(this.Seed.getContentSize());
+      } else if (this.Fruit.active) {
+        this.Content.setContentSize(this.Fruit.getContentSize());
+      }
     })
   },
 
@@ -393,6 +542,8 @@ cc.Class({
       this.SeedBtn.getComponent(cc.Sprite).spriteFrame =
         this.Selecteded_Seed_Sprite
       this.Seed.active = true
+      this.Seed.getComponent(cc.Layout).updateLayout();
+      this.Content.setContentSize(this.Seed.getContentSize());
 
       if (this.mySeedList.length > 0) {
         let Synopsis = this.mySeedList[0].seedDescribe;
@@ -409,6 +560,7 @@ cc.Class({
 
       this.SeedBtn.setSiblingIndex(10)
       //   this.SeedBtn.setContentSize(110, 100)
+
     }
     //果实
     else if ('5' == index) {
@@ -416,6 +568,8 @@ cc.Class({
       this.FruitBtn.getComponent(cc.Sprite).spriteFrame =
         this.Selecteded_Fruit_Sprite
       this.Fruit.active = true;
+      this.Fruit.getComponent(cc.Layout).updateLayout();
+      this.Content.setContentSize(this.Fruit.getContentSize());
 
       if (this.myFruitList.length > 0) {
         let Synopsis = this.myFruitList[0].fruitDescribe;
@@ -429,6 +583,7 @@ cc.Class({
 
       this.FruitBtn.setSiblingIndex(10)
       //   this.FruitBtn.setContentSize(110, 100)
+
     }
 
     //切换节点顺序

+ 1 - 1
assets/Script/UI/CollectHarvest.js

@@ -29,7 +29,7 @@ cc.Class({
     },
 
     playScale(){
-        console.log("play");
+        // console.log("play");
         this.node.stopAllActions();
         var s = cc.sequence(cc.scaleTo(0.5, 1.5),cc.scaleTo(0.5, 1));
         var repeat = cc.repeatForever(s);

+ 15 - 1
assets/Script/UI/Content_seed.js

@@ -21,6 +21,9 @@ cc.Class({
       type: cc.Enum(reGameStates.SeedType),
       serializable: true,
     },
+    //商城类型
+    mallType: { default: 0, tooltip: "类型,默认0是种子" },
+
     goodsSeedInfo: {
       default: null,
       tooltip: '设定一个背包种子信息',
@@ -36,11 +39,21 @@ cc.Class({
       tooltip: '果实',
     },
     myIndex: -1,
+
+    plantButtonText: {
+      default: null,
+      type:cc.Label,
+      tooltip: '按钮文字修改',
+    },
   },
   start() {
     this.StoreViewScp = cc.find("Canvas/UICamera/StoreContainer/StoreView").getComponent('StoreView')
     // console.log('11111111111=',this.StoreViewScp);
   },
+  onUpdatePlantButtonText(){
+    //修改文字
+    this.plantButtonText.string = 0 === this.mallType?"种植":"养殖";
+  },
   onCreateSeed() {
     let seedTemp = cc.instantiate(this.SeedPrefab)
     // console.log(seedTemp);
@@ -51,8 +64,9 @@ cc.Class({
     _ManageSeedNode.goodsSeedInfo = this.goodsSeedInfo
     _ManageSeedNode.seedSprite.spriteFrame = this.seedSpriteFrame
     _ManageSeedNode.fruitSpriteFrame = this.fruitSpriteFrame
+    _ManageSeedNode.upTarget = this.node;
+    _ManageSeedNode.mallType = this.mallType;
 
-    _ManageSeedNode.upTarget = this.node
 
     let tempPos = this.SpawnPoint.convertToNodeSpace(
       GlobalD.game.MainCamera.node

File diff suppressed because it is too large
+ 186 - 879
assets/Script/UI/ManageBuildings.js


+ 77 - 45
assets/Script/UI/ManageSeedNode.js

@@ -62,6 +62,11 @@ cc.Class({
             type: cc.Node,
             tooltip: "把当前操作的ui按钮传进来"
         },
+
+        mallType: {
+            default: 0,
+            tooltip: "类型,默认0是种子"
+        }
     },
 
     // LIFE-CYCLE CALLBACKS:
@@ -77,23 +82,38 @@ cc.Class({
         self.node.setPosition(startEndPos);
         self._EndPosition = startTiledPos;
 
-        if (reGameStates.SeedType.Normal === self.seedType) {
+        if(0 === self.mallType){
             let startIndex = GlobalD.TiledMap.getIndex(startTiledPos);
             let _targetBuildingsInfo = GlobalD.game.onGetBuildingsTiledMapUnitFromIndex(startIndex);
             if (_targetBuildingsInfo) {
-                self.labelTip.string = '播种到' + _targetBuildingsInfo.buildInfo.buildingName + '上';
+                self.labelTip.string = '播种到' + _targetBuildingsInfo.buildInfo.id + "号" + _targetBuildingsInfo.buildInfo.buildingName + '上';
                 self.targetBuildingsInfo = _targetBuildingsInfo;
             }
             else {
-                self.labelTip.string = self.labelTipString;
+                self.labelTip.string = "请移动到农田上!";
+                self.targetBuildingsInfo = null;
+            }
+        }else{
+            let startIndex = GlobalD.TiledMap.getIndex(startTiledPos);
+            let _targetBuildingsInfo = GlobalD.game.onGetBuildingsTiledMapUnitFromIndex(startIndex);
+            if (_targetBuildingsInfo) {
+                self.labelTip.string = "养殖在" + _targetBuildingsInfo.buildInfo.buildingName + '上';
+                self.targetBuildingsInfo = _targetBuildingsInfo;
+            }
+            else {
+                self.labelTip.string = "请移动到对应的养殖场上!";
                 self.targetBuildingsInfo = null;
             }
         }
+        
 
+        self.node.on(cc.Node.EventType.TOUCH_MOVE, function (event) {
 
+            // cc.log( "isUICameraMove:", GlobalD.GameControl.isUICameraMove);
 
-        self.node.on(cc.Node.EventType.TOUCH_MOVE, function (event) {
             GlobalD.GameControl._isBuildingMove = true;
+            GlobalD.GameControl.isUICameraMove = false;
+
             var delta = event.touch.getDelta();
             self._touchPosition.x += delta.x / GlobalD.game.MainCamera.zoomRatio;
             self._touchPosition.y += delta.y / GlobalD.game.MainCamera.zoomRatio;
@@ -107,24 +127,43 @@ cc.Class({
         }, self.node);
 
         self.node.on(cc.Node.EventType.TOUCH_START, function (event) {
+            // console.log("self.TOUCH_START:",  GlobalD.GameControl.isUICameraMove);
+
             self.isMoving = true;
             self._touchPosition = self.node.getPosition();
+
+            GlobalD.GameControl._isBuildingMove = false;
+            GlobalD.GameControl.isUICameraMove = false;
+
         }, self.node);
 
         self.node.on(cc.Node.EventType.TOUCH_END, function (event) {
+            // console.log("self._EndPosition:", self._EndPosition);
             //起始触摸位置
             GlobalD.GameControl._isBuildingMove = false;
+            GlobalD.GameControl.isUICameraMove = false;
+
             let buildIndex = GlobalD.TiledMap.getIndex(self._EndPosition);
             let _targetBuildingsInfo = GlobalD.game.onGetBuildingsTiledMapUnitFromIndex(buildIndex);
             if (_targetBuildingsInfo) {
-                if (_targetBuildingsInfo.buildInfo.buildType == reGameStates.BuildType.HolyFarmland) {
-                    self.labelTip.string = '播种到' + _targetBuildingsInfo.buildInfo.buildingName + '上';
-                    self.targetBuildingsInfo = _targetBuildingsInfo;
-                    self.targetBuildingsInfo.getComponent("LeaseFarmlandInfo").onSetGiveOutLight(true);
-                } else {
-                    self.labelTip.string = '请移动到农田上!';
-                    self.targetBuildingsInfo = null;
+                if(0 === self.mallType){
+                    if (_targetBuildingsInfo.buildInfo.buildType == reGameStates.BuildType.HolyFarmland) {
+                        self.labelTip.string = '播种到' + _targetBuildingsInfo.buildInfo.id + "号" + _targetBuildingsInfo.buildInfo.buildingName + '上';
+                        self.targetBuildingsInfo = _targetBuildingsInfo;
+                    } else {
+                        self.labelTip.string = '请移动到农田上!';
+                        self.targetBuildingsInfo = null;
+                    }
+                }else{
+                    if (_targetBuildingsInfo.buildInfo.buildType == reGameStates.BuildType.HolyAnimal) {
+                        self.labelTip.string = "养殖在" + _targetBuildingsInfo.buildInfo.buildingName + '上';
+                        self.targetBuildingsInfo = _targetBuildingsInfo;
+                    } else {
+                        self.labelTip.string = '请移动到对应的养殖场上!';
+                        self.targetBuildingsInfo = null;
+                    }
                 }
+               
 
             }
             else {
@@ -136,14 +175,21 @@ cc.Class({
         self.node.on(cc.Node.EventType.TOUCH_CANCEL, function (event) {
             //起始触摸位置
             GlobalD.GameControl._isBuildingMove = false;
+            GlobalD.GameControl.isUICameraMove = false;
+
+            // console.log("self.TOUCH_CANCEL:");
         }, self.node);
 
 
     },
     onCancleSelf() {
-        this.node.active = false;
+
+        //只要是编辑状态下。设为true
+        GlobalD.GameControl._isBuildingCanEdit = false;
 
         GlobalD.game._ManageUIScript.onBottomMenuView(true);
+
+        this.node.destroy();
     },
     /**
      * 
@@ -153,61 +199,46 @@ cc.Class({
     onSowOnTheGround() {
         //调用土地相关
         if (!this.targetBuildingsInfo) return;
-        // cc.log('this.targetBuildingsInfo', this.targetBuildingsInfo)
-        // this.targetBuildingsInfo.onClearSelfResetFromType();
-
         // 种植土地的信息
-        let _leaseFarmlandInfo = this.targetBuildingsInfo.getComponent("LeaseFarmlandInfo");
-        let leaseLandInfo = _leaseFarmlandInfo.leaseLandInfo;
-
+        let _leaselandInfoScript = null;
+        if (0 === this.mallType) {
+            // 种植土地的信息
+            _leaselandInfoScript = this.targetBuildingsInfo.getComponent("LeaseFarmlandInfo");
+        } else {
+            //养殖场的信息
+            _leaselandInfoScript = this.targetBuildingsInfo.getComponent("LeaseAnimalInfo");
+        }
+        console.log("_leaselandInfoScript:",_leaselandInfoScript);
+        if(!_leaselandInfoScript){
+            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "种子(幼苗)类型不对!", 2);
+            return;
+        }
+        let leaseLandInfo = _leaselandInfoScript.leaseLandInfo;
         if (leaseLandInfo == null) {
-            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "请先租赁土地!", 2, () => {
-                console.log("finish toast!");
-            });
+            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), 0 === this.mallType ? "请先租赁土地!" : "请先租赁养殖场", 2);
             //隐藏种子和显示UI
             this.node.active = false;
             GlobalD.game._ManageUIScript.onBottomMenuView(true);
             return;
         }
-
-        // console.log(leaseLandInfo);
-
-        let data = { landId: leaseLandInfo.configLandId, seedId: this.goodsSeedInfo.id };
-
+        let data = { landId: leaseLandInfo.configLandId, seedId: this.goodsSeedInfo.id, amount: 1 };
         GlobalD.GameData.onPlant(data, (value) => {
             //面板种子消耗减少1  
             if (0 === value.code) {
                 console.log('种子减少的类型名字', this.seedName);
                 console.log(value);
-                // GlobalD.game.MuinusBuilding(this.seedName);
-                //刷新本地列表对象,数量减去1
-                // console.log(this.upTarget);
-                // let NumLabel = this.upTarget.getComponent("Content_Button").NumLabel.getComponent(cc.Label);
-                // if (parseInt(NumLabel.string) <= leaseLandInfo.leaseMultiple) {
-                //     //这里只隐藏
-                //     this.upTarget.active = false;
-                // } else {
-                //     NumLabel.string = parseInt(NumLabel.string) - leaseLandInfo.leaseMultiple;
-                // }
-                //
                 var BuildingView = cc.find("Canvas/UICamera/BuildingContainer/BuildingView").getComponent("BuildingView");
                 BuildingView.onUpdateList();
-
                 //把种子的信息存储到当前的土地 plantInfo 上;
-                _leaseFarmlandInfo.setLeaseLandInfo(value.data,true);
-
+                _leaselandInfoScript.setLeaseLandInfo(value.data, true);
                 //刷新当前灾难ui
                 GlobalD.game._ManageUIScript.onShowDisater();
-
-                //开始种植,给一个初始的状态
-                // this.targetBuildingsInfo.onInitHolyFarmlandSeedFromGrow(1, this.fruitSpriteFrame);
-
                 GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "已成功种植!", 1);
             } else if (706 === value.code) {
                 //土地到期,没有更新刷新的处理刷新
                 GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 1);
                 //重置锁定状态显示
-                _leaseFarmlandInfo.onLockLand();
+                _leaselandInfoScript.onLockLand();
             } else {
                 //土地已经种植了
                 GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 1);
@@ -219,6 +250,7 @@ cc.Class({
         GlobalD.game._ManageUIScript.onBottomMenuView(true);
     },
 
+
     _SelectHighwayTiled(tiledPos) {
 
         let endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(tiledPos);

+ 70 - 22
assets/Script/UI/StoreView.js

@@ -8,6 +8,10 @@ cc.Class({
       default: null,
       type: cc.ScrollView
     },
+    Content: {
+      default: null,
+      type: cc.Node,
+    },
     Seed: {
       default: null,
       type: cc.Node,
@@ -57,17 +61,7 @@ cc.Class({
 
     seedPrefab: cc.Prefab,
 
-    seedSpriteFrame: {
-      default: [],
-      type: [cc.SpriteFrame],
-    },
-
     //商城的图标列表
-    mySeedIconList: {
-      default: [],
-      type: [cc.SpriteFrame],
-    },
-
     seedNodeArry: {
       default: [],
       type: [cc.Node],
@@ -209,7 +203,7 @@ cc.Class({
   },
   start() {
     //获取到仓库列表的脚本
-    this.buildingViewScript = this.buildingView.getComponent('BuildingView')
+    this.buildingViewScript = this.buildingView.getComponent('BuildingView');
     //默认设置第一个节点为 最上面
     this.SeedBtn.setSiblingIndex(10)
     // console.log('SNB=======', GlobalD.GameData.SNB)
@@ -240,7 +234,8 @@ cc.Class({
         // _seed.getChildByName("Name").getChildByName("Num").getComponent(cc.Label).strng = '';//'x'+this.mySeedList[i].amount;
 
         this.seedNodeArry.push(_seed)
-        _seed.parent = this.Seed
+        _seed.parent = this.Seed;
+        // this.Seed.addChild(_seed);
         let _seedScript = _seed.getComponent('Content_Button')
         _seedScript.Name = this.mySeedList[i].name
         _seedScript.Price = ''
@@ -257,42 +252,86 @@ cc.Class({
         _seedScript.NameLabel.string = this.mySeedList[i].name
         switch (this.mySeedList[i].picture) {
           case 'Cabbage':
-            _seedScript.bgSprite.spriteFrame = this.mySeedIconList[0] //this.seedSpriteFrame[0];
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[0];
             break
           case 'Potato':
-            _seedScript.bgSprite.spriteFrame = this.mySeedIconList[1] //this.seedSpriteFrame[1];
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[1];
             break
           case 'Carrot':
-            _seedScript.bgSprite.spriteFrame = this.mySeedIconList[2] //this.seedSpriteFrame[2];
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[2];
             break
           case 'Broccoli':
-            _seedScript.bgSprite.spriteFrame = this.mySeedIconList[3] //this.seedSpriteFrame[3];
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[3];
             break
           case 'Tomato':
-            _seedScript.bgSprite.spriteFrame = this.mySeedIconList[4] //this.seedSpriteFrame[4];
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[4];
             break
           case 'Squash':
-            _seedScript.bgSprite.spriteFrame = this.mySeedIconList[5] //this.seedSpriteFrame[5];
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[5];
             break
           case 'Eggplant':
-            _seedScript.bgSprite.spriteFrame = this.mySeedIconList[6] //this.seedSpriteFrame[6];
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[6];
             break
           case 'Pepper':
-            _seedScript.bgSprite.spriteFrame = this.mySeedIconList[7] //this.seedSpriteFrame[7];
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[7];
             break
           case 'Lentil':
-            _seedScript.bgSprite.spriteFrame = this.mySeedIconList[8] //this.seedSpriteFrame[8];
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[8];
+            break
+
+          //牧场种子
+          case 'cow':
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[9] 
+            break
+          case 'sheep':
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[10] 
+            break
+          case 'pig':
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[11] 
+            break
+          case 'chicken':
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[12] 
+            break
+          case 'duck':
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[13] 
+            break
+          case 'goose':
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[14] 
+            break
+          case 'carp':
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[15] 
+            break
+          case 'grassCarp':
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[16] 
+            break
+          case 'silver':
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[17] 
+            break
+          case 'seaFish':
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[18] 
+            break
+          case 'shrimp':
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[19] 
+            break
+          case 'crab':
+            _seedScript.bgSprite.spriteFrame = this.buildingViewScript.seedIconSpriteFrame[20] 
             break
           default:
             break
         }
         this.mySeedList[i].bgSpriteFrame = _seedScript.bgSprite.spriteFrame;
       }
+
+      //第一次设置种子父布局高度
+      this.Seed.getComponent(cc.Layout).updateLayout();
+      if (this.Seed.active) {
+        this.Content.setContentSize(this.Seed.getContentSize());
+      } 
     })
     //获取装备列表
     GlobalD.GameData.onGetMallEquipmentList((vaule) => {
       this.equipmentList = vaule.data
-      console.log('this.equipmentList=', this.equipmentList);
+      // console.log('this.equipmentList=', this.equipmentList);
       for (let i = 0; i < this.equipmentList.length; i++) {
         let _equip = cc.instantiate(this.equipPrefab)
 
@@ -343,6 +382,11 @@ cc.Class({
         }
         this.equipmentList[i].bgSpriteFrame = _equipScript.bgSprite.spriteFrame;
       }
+      //更新装备布局
+      this.EquipmentCotainer.getComponent(cc.Layout).updateLayout();
+      if (this.EquipmentCotainer.active) {
+        this.Content.setContentSize(this.EquipmentCotainer.getContentSize());
+      }
     })
 
 
@@ -363,6 +407,8 @@ cc.Class({
       this.SeedBtn.getComponent(cc.Sprite).spriteFrame =
         this.Selecteded_Seed_Sprite
       this.Seed.active = true
+      this.Seed.getComponent(cc.Layout).updateLayout();
+      this.Content.setContentSize(this.Seed.getContentSize());
       if (this.seedNodeArry.length != 0) {
         this.SelectedFrame.parent = this.seedNodeArry[0]
       }
@@ -386,6 +432,8 @@ cc.Class({
       this.EquipmentBtn.getComponent(cc.Sprite).spriteFrame =
         this.Selecteded_EquipmentBtn_Sprite
       this.EquipmentCotainer.active = true;
+      this.EquipmentCotainer.getComponent(cc.Layout).updateLayout();
+      this.Content.setContentSize(this.EquipmentCotainer.getContentSize());
       this.scrollViewNode.active = true
       this.seedBottomLabel.active = true
       this.seedsView.active = true

+ 2 - 9
assets/Script/Unit/TiledMap/TiledMap.js

@@ -99,7 +99,7 @@ cc.Class({
 
     //统一派送 结束事件
     _touchEndFunction() {
-        console.log('TiledMap_Touch_End');
+        // console.log('TiledMap_Touch_End');
         this.node.dispatchEvent(new cc.Event.EventCustom('TiledMap_Touch_End', true));
     },
 
@@ -155,14 +155,7 @@ cc.Class({
     onGetBreedList() {
         //获取tiled的配置点
         let initBreedInfo = this._tiledMap.getObjectGroup('initBreed').getObjects();
-        let _initTiledPos = new Array(initBreedInfo.length);
-        for (let i = 0; i < initBreedInfo.length; i++) {
-            let _x = initBreedInfo[i].x + this.node.getPosition().x;
-            let _y = initBreedInfo[i].y + this.node.getPosition().y;
-            let _backV2 = this._tilePosFromLocation(new cc.Vec2(_x, _y));
-            _initTiledPos[Number(initBreedInfo[i].name) - 1] = new cc.Vec2(_backV2.x, _backV2.y);
-        }
-        return _initTiledPos;
+        return initBreedInfo;
     },
 
     /**

+ 4 - 12
assets/Script/adpp/ManageDapp.js

@@ -298,14 +298,10 @@ cc.Class({
                 //成功设置村长状态,并且更新
                 GlobalD.Dapp.UserInfo.agent_level = 1;
                 this.InitAvatarInfo();
-                GlobalD.GameData.showToast(this.ToastParent, "申请成功!", 3, () => {
-                    console.log("finish toast!");
-                });
+                GlobalD.GameData.showToast(this.ToastParent, "申请成功!", 2);
             } else {
                 console.log(err) // 申请失败
-                GlobalD.GameData.showToast(this.ToastParent, err, 3, () => {
-                    console.log("finish toast!");
-                });
+                GlobalD.GameData.showToast(this.ToastParent, err, 3);
             }
         })
 
@@ -339,14 +335,10 @@ cc.Class({
             console.log("任职镇长:", JSON.stringify(data));
             if (data.err === null) {
                 console.log(data.res) // 申请提交成功,等待审核
-                GlobalD.GameData.showToast(_self.ToastParent, data.res, 3, () => {
-                    console.log("finish toast!");
-                });
+                GlobalD.GameData.showToast(_self.ToastParent, data.res, 2);
             } else {
                 console.log(data.err) // 申请失败
-                GlobalD.GameData.showToast(_self.ToastParent, data.err, 3, () => {
-                    console.log("finish toast!");
-                });
+                GlobalD.GameData.showToast(_self.ToastParent, data.err, 3);
             }
         })
 

+ 167 - 0
assets/Script/adpp/integralInfo.js

@@ -0,0 +1,167 @@
+/**
+ * 积分兑换种子
+ */
+cc.Class({
+    extends: cc.Component,
+
+    properties: {
+        inputValue: {
+            default: 1,
+            visible: false
+        },
+        //输入节点
+        inputContainer: {
+            default: null,
+            type: cc.Node,
+            serializable: true
+        },
+        //1 对应第一个种子,2对应第二个种子,3对应第三个种子
+        toggleInputValue: {
+            default: '0',
+            visible: false,
+            serializable:false
+        },
+        seeds: {
+            default: [],
+            visible: false
+        },
+
+        seedsIcon: {
+            default: [],
+            type: [cc.Sprite]
+        },
+
+        buildingView: cc.Node,
+
+        availableCNT: {
+            default: null,
+            type: cc.Label
+        },
+
+        consumeCNT: {
+            default: null,
+            type: cc.Label
+        }
+
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    onLoad() {
+        this.buildingViewScript = this.buildingView.getComponent('BuildingView');
+        //获取一个随机种子
+        GlobalD.GameData.onGetPlayerSeeds((value) => {
+            console.log("onGetPlayerSeeds:", value);
+            if (0 === value.code && value.flag) {
+                this.availableCNT.string = value.data.score.oldTotalCnt + "/" + value.data.score.totalCount;
+                this.seeds = value.data.seeds;
+                for (let i = 0; i < 3; i++) {
+                    if (i >= this.seeds.length) return;
+                    switch (this.seeds[i].picture) {
+                        case 'Cabbage':
+                            this.seedsIcon[i].spriteFrame = this.buildingViewScript.seedIconSpriteFrame[0];
+                            break
+                        case 'Potato':
+                            this.seedsIcon[i].spriteFrame = this.buildingViewScript.seedIconSpriteFrame[1];
+                            break
+                        case 'Carrot':
+                            this.seedsIcon[i].spriteFrame = this.buildingViewScript.seedIconSpriteFrame[2];
+                            break
+                        case 'Broccoli':
+                            this.seedsIcon[i].spriteFrame = this.buildingViewScript.seedIconSpriteFrame[3];
+                            break
+                        case 'Tomato':
+                            this.seedsIcon[i].spriteFrame = this.buildingViewScript.seedIconSpriteFrame[4];
+                            break
+                        case 'Squash':
+                            this.seedsIcon[i].spriteFrame = this.buildingViewScript.seedIconSpriteFrame[5];
+                            break
+                        case 'Eggplant':
+                            this.seedsIcon[i].spriteFrame = this.buildingViewScript.seedIconSpriteFrame[6];
+                            break
+                        case 'Pepper':
+                            this.seedsIcon[i].spriteFrame = this.buildingViewScript.seedIconSpriteFrame[7];
+                            break
+                        case 'Lentil':
+                            this.seedsIcon[i].spriteFrame = this.buildingViewScript.seedIconSpriteFrame[8];
+                            break
+                        default:
+                            console.error("兑换种子信息错误?");
+                            break
+                    }
+                }
+
+                this._updatePrice();
+            }
+        })
+    },
+
+    // start() {
+
+    // },
+    onToggleInput(value, evnentData) {
+        // console.log(value.isChecked, evnentData);
+        this.toggleInputValue = evnentData;
+
+        this._updatePrice();
+    },
+
+
+    onOpenInfo() {
+        this.node.active = true;
+    },
+
+    onClose() {
+        this.node.active = false;
+    },
+
+
+    inputEditValue(value, e) {
+        var numberTemp = new RegExp("^[A-Za-z0-9]+$");
+        let limitValue = 10;
+        if (numberTemp.test(value)) {
+            if (Number(value) >= 1 && Number(value) <= limitValue) {
+                this.inputValue = Number(value);
+            } else if (Number(value) > limitValue) {
+                //限制只能输入100
+                this.inputValue = limitValue;
+                this.inputContainer.getComponent(cc.EditBox).string = this.inputValue;
+            } else {
+                this.inputValue = 1;
+                this.inputContainer.getComponent(cc.EditBox).string = this.inputValue;
+            }
+        } else {
+            this.inputValue = 1;
+            this.inputContainer.getComponent(cc.EditBox).string = this.inputValue;
+            console.log("请输入整数的倍数", this.inputValue);
+        }
+        this._updatePrice();
+    },
+
+    _updatePrice() {
+        let currtSeed = this.seeds[Number(this.toggleInputValue)];
+        this.consumeCNT.string = '消耗积分:' + this.inputValue * currtSeed.priceCnt;
+    },
+
+
+    onExchangeSeed() {
+        let data = { amount: this.inputValue, seedId: this.seeds[Number(this.toggleInputValue)].id }
+        GlobalD.GameData.onGetPlayerScore(data, (value) => {
+            // console.log("onGetPlayerScore:", value);
+            if (0 === value.code && value.flag) {
+                // this.seeds = value;
+                this.availableCNT.string = value.data.score.oldTotalCnt + "/" + value.data.score.totalCount;
+                //更新仓库
+                this.buildingViewScript.onUpdateList();
+
+                GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 2);
+            } else {
+                GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 2);
+            }
+
+
+
+        });
+    }
+
+});

+ 9 - 0
assets/Script/adpp/integralInfo.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "1c59aee8-8069-4b0b-a2dd-6af457dbb52d",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 3 - 9
assets/Script/adpp/inviteInfo.js

@@ -99,9 +99,7 @@ cc.Class({
             } else {
                 //TODO 服务错误
                 console.log(data.err)
-                GlobalD.GameData.showToast(this.ToastParent, data.err, 3, () => {
-                    console.log("finish toast!");
-                });
+                GlobalD.GameData.showToast(this.ToastParent, data.err, 3);
             }
         })
     },
@@ -128,15 +126,11 @@ cc.Class({
                 //如果存在父节点,隐藏输入框
                 _self.inputContainer.active = false;
 
-                GlobalD.GameData.showToast(_self.ToastParent, "绑定成功!", 3, () => {
-                    console.log("finish toast!");
-                });
+                GlobalD.GameData.showToast(_self.ToastParent, "绑定成功!", 2);
             } else {
                 //TODO 服务错误
                 console.log(data.err)
-                GlobalD.GameData.showToast(_self.ToastParent, "绑定失败!", 3, () => {
-                    console.log("finish toast!");
-                });
+                GlobalD.GameData.showToast(_self.ToastParent, "绑定失败!", 2);
             }
         })
     },

+ 753 - 0
assets/Script/build/LeaseAnimalInfo.js

@@ -0,0 +1,753 @@
+import date from "../Unit/date.js"
+var reGameStates = require('GameStates');
+
+/**
+ * 操作租赁土地的相关业务
+ */
+cc.Class({
+    extends: cc.Component,
+
+    properties: {
+        leasePanelPrefabs: {
+            default: null,
+            type: cc.Prefab,
+            serializable: true,
+        },
+
+        //主信息面板
+        infoBox: cc.Node,
+
+        //时间计算对象
+        showTimeOut: { default: null, visible: false },
+
+        /**
+         * 显示天数部分
+         */
+        upSliderNode: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+        },
+        numLabel: {
+            default: null,
+            type: cc.Label,
+            serializable: true,
+            toolTip: "显示养的数量,这里对应的是租赁倍数"
+        },
+        leaseDate: {
+            default: null,
+            type: cc.Label,
+            serializable: true,
+            toolTip: "剩余天数/总天数"
+        },
+
+
+        levelLabel: {
+            default: null,
+            type: cc.Label,
+            serializable: true,
+            toolTip: "显示当前土地级别"
+        },
+
+
+        /**
+         * 成熟期部分
+         */
+        midSliderNode: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+        },
+        midDate: {
+            default: null,
+            type: cc.Label,
+            serializable: true,
+            toolTip: "剩余天数/总天数"
+        },
+
+        midAnimal: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+            toolTip: "养殖时候节点显示部分"
+        },
+
+
+        midSliderProgressNode: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+            toolTip: "进度条"
+        },
+
+
+        notLeased: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+        },
+
+        //初始化时候对应的土地的id
+        initConfigLandId: -1,
+
+        // configLandId: 1
+        // createTime: "2022-01-10 21:25:30"
+        // id: 1
+        // isLease: 1
+        // isPlant: 0
+        // landDescribe: "土地1xxx"
+        // leaseMultiple: 1
+        // leaseTime: "2022-01-10 21:25:17"
+        // name: "土地1"
+        // plantMature: 0
+        // plantStart: "2022-01-10 21:25:22"
+        // updateTime: "2022-01-10 21:25:33"
+        // userId: "4"
+        // 已经租赁的土地信息
+        leaseLandInfo: {
+            default: null,
+            visible: false
+        },
+
+        // createTime: "2022-01-10 21:25:30"
+        // id: 4
+        // initMultiple: 1
+        // isInit: 1
+        // isLease: 0
+        // isPlant: 0
+        // landDescribe: "一倍土地"
+        // leaseMultiple: 1
+        // leaseTime: "2022-01-10 21:25:17"
+        // name: "土地4"
+        // plantMature: 0
+        // plantStart: "2022-01-10 21:25:22"
+        // posX: 19
+        // posY: 10
+        // sizeX: 2
+        // sizeY: 2
+        // updateTime: "2022-01-10 21:25:33"
+        // 未初始化时候的土地信息
+        configLandInfo: {
+            default: null,
+            visible: false
+        },
+
+        showLandInfo: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+            toolTip: "显示土地信息"
+        },
+        landInfoPrefabs: {
+            default: null,
+            type: cc.Prefab,
+            serializable: true,
+        },
+
+        // 已经种植的作物信息
+        plantInfo: {
+            default: null,
+            visible: false
+        },
+        showPlantInfo: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+            toolTip: "显示种植信息"
+        },
+        plantInfoPrefabs: {
+            default: null,
+            type: cc.Prefab,
+            serializable: true,
+        },
+
+        //收获阶段
+
+        harvestNode: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+        },
+
+        stealHarvestNode: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+        },
+
+        isHarvest: false,
+
+        /**
+         * 成熟时候显示的图片
+         */
+        harvestSprite: {
+            default: null,
+            type: cc.SpriteFrame,
+        },
+        _workingBuildingAnimal: null,
+
+        //时间计算对象
+        timeInterval: null,
+
+        //是否显示showHarvest
+        isShowHarvest: false,
+        isShowIndex: 0,
+
+        //检查土地是否到期
+        isCheckLandState: false,
+
+
+        _buildingView: null,
+
+        //是否是自己的土地,记录一下
+        bSelfLand: true,
+
+        //
+        giveOutLightNode: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+        },
+        envBg: {
+            default: null,
+            type: cc.Node,
+            serializable: true,
+        },
+        envBgSpriteFrameList: {
+            default: [],
+            type: cc.SpriteFrame,
+        },
+
+        currentAnimalType: {
+            default: reGameStates.AnimalType.None,
+            type: cc.Enum(reGameStates.AnimalType),
+            toolTip: '当前的养殖动物类型'
+        }
+    },
+
+    // LIFE-CYCLE CALLBACKS:
+
+    onLoad() {
+        this._workingBuildingAnimal = this.node.getComponent("WorkingBuildingAnimal");
+        this._buildingView = cc.find("Canvas/UICamera/BuildingContainer/BuildingView").getComponent("BuildingView");
+
+    },
+
+    start() {
+        this.harvestNode.on(cc.Node.EventType.TOUCH_START, () => {
+            if (GlobalD.GameData.isOnAddFruit) return;
+            console.log("点击收获");
+            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "收获中..", 5);
+            let data = { landId: this.leaseLandInfo.configLandId };
+            //果实收入仓库,重置土地种植信息
+            GlobalD.GameData.onAddFruit(data, (value) => {
+                // console.log(value);
+                if (0 === value.code) {
+                    //收成后处理相关状态
+                    this.harvestNode.active = false;
+                    //隐藏养殖
+                    this.midAnimal.active = false;
+                    this._workingBuildingAnimal.onResetAnimal();
+                    //更新仓库列表
+                    this._buildingView.onUpdateList();
+                    if (value.data.isWithered) {
+                        GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.data.msg, 2);
+                    } else {
+                        // "收获成功!"
+                        if (value.data.lossAmount > 0) {
+                            console.log("loss amount:" + value.data.lossAmount);
+                            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "收获成功!损失了" + value.data.lossAmount + "个果实", 2);
+                        } else {
+                            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.data.msg, 2);
+                        }
+                    }
+
+                    this.isShowHarvest = false;
+                    this.isShowIndex = 0;
+                    if (this.timeInterval) {
+                        clearInterval(this.timeInterval);
+                        this.timeInterval = null;
+                    }
+                } else if (706 === value.code) {
+                    //土地到期,没有更新刷新的处理刷新
+                    GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 1);
+                    //重置锁定状态显示
+                    this.onLockLand();
+
+                } else {
+                    GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 1);
+                }
+            });
+        })
+
+        this.stealHarvestNode.on(cc.Node.EventType.TOUCH_START, () => {
+            //改成单个收取果实
+            if (GlobalD.GameData.isOnAddFruit) return;
+            let data = { otherUserId: GlobalD.OtherUserInfo.userId, otherLandId: this.leaseLandInfo.configLandId };
+            //偷取果实收入仓库,重置土地种植信息
+            GlobalD.GameData.onStealFruit(data, (value) => {
+                if (0 === value.code) {
+                    //收成后处理相关状态
+                    this.onHideStealHarvest();
+                    let _manageUI = cc.find("GameNode/ManageUI");
+                    _manageUI.getComponent("ManageUI").onInitStealViewSuccessPrefab(value.data);
+                    //更新仓库列表
+                    this._buildingView.onUpdateList();
+
+                    //更新snb
+                    GlobalD.GameData.SetSNB(value.data.snb + value.data.snbPart);
+                } else {
+                    GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 1);
+                }
+            });
+        })
+    },
+    onSwitchEnvBgFromLevel(agent_level) {
+        this.envBg.getComponent(cc.Sprite).spriteFrame = this.envBgSpriteFrameList[agent_level];
+    },
+    onSpawnLeasePanel() {
+        let leasePanel = cc.instantiate(this.leasePanelPrefabs);
+        let parent = cc.find('Canvas/UICamera/DAPPContainer');
+        leasePanel.parent = parent;
+        leasePanel.setPosition(0, 0);
+        //把操作对象传入
+        let leasePanelScript = leasePanel.getComponent("LeaseAnimalPlantInfo");
+        leasePanelScript.leaseAnimalLandInfoNode = this;
+        leasePanelScript.onInitLeaseInfo();
+    },
+    onLevelUpLand() {
+        if (this.leaseLandInfo == null) {
+            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "租赁土地不存在!", 1);
+            return;
+        }
+        let data = {
+            configLandId: this.leaseLandInfo.configLandId
+        }
+        GlobalD.GameData.onPostLandLevelUp(data, (value) => {
+            //设置土地等级
+            if (0 === value.code) {
+                GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 2);
+                if (value.flag) {
+                    console.log(value);
+                    this.levelLabel.string = value.data.name;
+                    this.leaseLandInfo.landLevel = value.data.id;
+                    this.onSwitchEnvBgFromLevel(this.leaseLandInfo.landLevel - 1);
+                }
+            }
+        });
+
+    },
+
+    /**
+     * 解锁土地操作
+     */
+    onUnlockLand() {
+        //直接删除此节点
+        if (this.notLeased) {
+            this.notLeased.active = false;
+
+            this.midSliderNode.active = true;
+        }
+
+    },
+    /**
+     * 获取锁定状态
+     */
+    onGetUnlockLandState() {
+        return this.notLeased.active;
+    },
+
+    /**
+     * 重新锁定
+     */
+    onLockLand() {
+
+        //显示按钮
+        if (this.notLeased) {
+            this.notLeased.active = true;
+        }
+
+        //隐藏养殖
+        this.midAnimal.active = false;
+        this._workingBuildingAnimal.onResetAnimal();
+
+        //清除当前租赁数据
+        this.leaseLandInfo = null;
+        this.isShowHarvest = false;
+        this.isShowIndex = 0;
+        if (this.timeInterval) {
+            clearInterval(this.timeInterval);
+            this.timeInterval = null;
+        }
+
+        //去除提示框
+        this.upSliderNode.parent.active = false;
+        this.midSliderNode.active = false;
+        this.harvestNode.active = false;
+
+        this.stealHarvestNode.active = false;
+
+        //重置养殖场状态
+        this._workingBuildingAnimal.onResetAnimal();
+
+        this.onSetInfoBoxActive(false);
+
+    },
+    //设置config的土地信息
+    setConfigLandInfo(value) {
+        this.configLandInfo = value;
+        // console.log("configLandInfo:",value);
+    },
+
+    /**
+     * 设置其他用户租赁的土地信息
+     * 比如去其他用户家里偷取物品,目前统一在这处理
+     */
+    setLeaseLandInfo(value, bSelf) {
+        // console.log("土地信息是,bSelf:", bSelf);
+        if (!value) {
+            console.log("已租赁土地状态为空:", value);
+            return;
+        }
+
+        this.onSetInfoBoxActive(false);
+
+        //设置意思显示相关
+        this.isShowHarvest = false;
+        this.isShowIndex = 0;
+        //重新设置租赁检测状态
+        this.isCheckLandState = false;
+        this.leaseLandInfo = value;
+
+        this.midAnimal.active = false;
+
+        //先解绑一下信息
+        this.showLandInfo.off(cc.Node.EventType.TOUCH_START, this._showLandInfo, this);
+        this.showPlantInfo.off(cc.Node.EventType.TOUCH_START, this._showPlantInfo, this);
+
+        //每个作物直接实时计算时间
+        if (this.timeInterval) {
+            clearInterval(this.timeInterval);
+            this.timeInterval = null;
+        }
+        //删除解锁图标
+        this.onUnlockLand();
+
+        this.bSelfLand = bSelf;
+
+        // console.log("animal leaseLandInfo:", this.leaseLandInfo);
+        //更新一下土地信息
+        this.updateLandState(bSelf);
+
+    },
+
+    updateLandState(bSelf) {
+        //如果是种植状态并且有返回种植信息
+        if (1 === this.leaseLandInfo.isPlant && this.leaseLandInfo.seedInfo) {
+            //这里处理的是养殖场
+            //todo 处理枯萎状态
+
+            switch (this.leaseLandInfo.seedInfo.picture) {
+                case "cow":
+                    this.currentAnimalType = reGameStates.AnimalType.Cow;
+                    break;
+                case "sheep":
+                    this.currentAnimalType = reGameStates.AnimalType.Sheep;
+                    break;
+                case "pig":
+                    this.currentAnimalType = reGameStates.AnimalType.Pig;
+                    break;
+                case "chicken":
+                    this.currentAnimalType = reGameStates.AnimalType.Chicken;
+                    break;
+                case "duck":
+                    this.currentAnimalType = reGameStates.AnimalType.Duck;
+                    break;
+                case "goose":
+                    this.currentAnimalType = reGameStates.AnimalType.Goose;
+                    break;
+                case "carp":
+                    this.currentAnimalType = reGameStates.AnimalType.Carp;
+                    break;
+                case "grassCarp":
+                    this.currentAnimalType = reGameStates.AnimalType.GrassCarp;
+                    break;
+                case "silver":
+                    this.currentAnimalType = reGameStates.AnimalType.Silver;
+                    break;
+                case "seaFish":
+                    this.currentAnimalType = reGameStates.AnimalType.SeaFish;
+                    break;
+                case "shrimp":
+                    this.currentAnimalType = reGameStates.AnimalType.Shrimp;
+                    break;
+                case "crab":
+                    this.currentAnimalType = reGameStates.AnimalType.Crab;
+                    break;
+            }
+            //显示养殖
+            this.midAnimal.active = true;
+            //显示进度条
+            this.midSliderProgressNode.active = bSelf;
+
+            this.numLabel.string = 'x' + this.leaseLandInfo.leaseMultiple;
+
+            // 进度条按小时计算
+            let _maturityAllHour = this.leaseLandInfo.seedInfo.maturity * 24
+            let _remainAllHour = this.leaseLandInfo.plantDaysRemaining * 24 + this.leaseLandInfo.plantHoursRemaining;
+            //计算剩余时间显示(进度条)
+            let _midProccess = _maturityAllHour === 0 ? 0 : _remainAllHour / _maturityAllHour;
+            this.midSliderProgressNode.getComponent(cc.ProgressBar).progress = _midProccess;
+            /**
+              * 绑定生成显示信息面板,种植信息
+              */
+            this.showPlantInfo.on(cc.Node.EventType.TOUCH_START, this._showPlantInfo, this);
+        }
+
+        //显示剩余天数
+        this.upSliderNode.parent.active = bSelf;
+        // this.multipleLabel.string = this.leaseLandInfo.leaseMultiple;
+        //  进去条按天算
+        let sliderProgressScript = this.upSliderNode.getComponent("slider_progress");
+        let _proccess = this.leaseLandInfo.leaseDays === 0 ? 0 : this.leaseLandInfo.leaseDaysRemaining / this.leaseLandInfo.leaseDays;
+        sliderProgressScript.onSetProcgress(_proccess);
+
+        // console.log(this.leaseLandInfo.configLandId,this.leaseLandInfo.landLevel);
+        //设置土地等级,根据土地等级显示土地状态
+        if (this.leaseLandInfo.landLevel != null && GlobalD.ConfigLevel != null) {
+            this.onSwitchEnvBgFromLevel(this.leaseLandInfo.landLevel - 1);
+            let _configLevelArray = GlobalD.ConfigLevel;
+            for (let i = 0; i < _configLevelArray.length; i++) {
+                if (this.leaseLandInfo.landLevel == _configLevelArray[i].id) {
+                    this.levelLabel.string = _configLevelArray[i].name;
+                }
+            }
+        }
+
+        /**
+         * 绑定生成显示信息面板,现在土地信息
+         */
+        this.showLandInfo.on(cc.Node.EventType.TOUCH_START, this._showLandInfo, this);
+
+        let lastUpdateTime = Date.now();
+        let elapsedTime = 0;
+        let updateFrequency = 1; //ms
+        this.timeInterval = setInterval(() => {
+            let currentTime = Date.now();
+            let deltaTime = currentTime - lastUpdateTime;
+            elapsedTime += deltaTime;
+            if (elapsedTime >= updateFrequency) {
+                elapsedTime -= updateFrequency;
+                let _leaseDaysMill = this.leaseLandInfo.leaseDaysMill - elapsedTime;
+                let _plantDaysMill = this.leaseLandInfo.plantDaysMill - elapsedTime;
+                lastUpdateTime = currentTime;
+                // 更新计时显示
+                let [_lDay, _lHour, _lMinutes, _lSeconds] = date.remainFromMillisecond(_leaseDaysMill);
+                //todo 处理了 this.leaseLandInfo.leaseDaysRemaining
+                if (0 !== _lDay) {
+                    this.leaseDate.string = "剩" + _lDay + "天/" + this.leaseLandInfo.leaseDays + "天";
+                } else if (0 !== _lHour) {
+                    this.leaseDate.string = "剩" + _lHour + "时/" + this.leaseLandInfo.leaseDays + "天";
+                } else if (0 !== _lMinutes) {
+                    this.leaseDate.string = "剩" + _lMinutes + "分/" + this.leaseLandInfo.leaseDays + "天";
+                } else {
+                    this.leaseDate.string = "剩" + _lSeconds + "秒/" + this.leaseLandInfo.leaseDays + "天";
+                }
+                //todo 如果租赁时间到了,重新锁定
+                //重置锁定状态显示
+                if (!this.isCheckLandState) {
+                    if (_leaseDaysMill <= 0) {
+                        this.isCheckLandState = true;
+                        //检查一次土地
+                        this.onCheckLand(this.leaseLandInfo.configLandId);
+                    }
+                }
+
+                if (1 === this.leaseLandInfo.isPlant && this.leaseLandInfo.seedInfo) {
+                    //获得服务器种植日期毫秒
+                    let [_pDay, _pHour, _pMinutes, _pSeconds] = date.remainFromMillisecond(_plantDaysMill);
+                    //todo 处理了 this.leaseLandInfo.plantDaysRemaining
+                    if (0 !== _pDay) {
+                        //否则显示天和小时
+                        this.midDate.string = "剩" + _pDay + "天" + _pHour + "时";
+                    } else if (0 !== _pHour) {
+                        this.midDate.string = "剩" + _pHour + "时" + _pMinutes + "分";
+                    } else {
+                        this.midDate.string = "剩" + _pMinutes + "分" + _pSeconds + "秒";
+                    }
+                    if (!this.isShowHarvest) {
+                        if (_plantDaysMill <= 0) {
+                            this.isShowHarvest = true;
+                            this.isShowIndex = 3;
+                            //如果传回的毫秒是小于零,说明成熟了
+                            //成熟阶段
+                            // this._workingBuildingAnimal.onSetGrow(this.currentAnimalType, 3, false);
+                            this.midAnimal.active = false;
+                            //成熟时候需要判断是否是收成状态
+                            //如果是自己的,显示收成
+                            //显示收成时候,需要处理一个枯萎状态,枯萎状态不能收成
+                            if (bSelf) {
+                                this.harvestNode.getChildByName("harvest").getComponent(cc.Sprite).spriteFrame = this._workingBuildingAnimal.onGetMatureBreed(this.leaseLandInfo.withered, this.currentAnimalType);
+                                console.log(this.harvestNode.getChildByName("harvest").getComponent(cc.Sprite).spriteFrame);
+                                this.onShowHarvest();
+                            } else {
+                                //存在可偷的状态才设置这个图标,
+                                if (1 === this.leaseLandInfo.canSteal) {
+                                    this.stealHarvestNode.getChildByName("harvest").getComponent(cc.Sprite).spriteFrame = this._workingBuildingAnimal.onGetMatureBreed(this.leaseLandInfo.withered, this.currentAnimalType);
+                                    this.onShowStealHarvest();
+                                }
+                            }
+                        } else {
+                            let _maturityHour = this.leaseLandInfo.seedInfo.maturity * 24
+                            let _ratio = (_pDay * 24 + _pHour) / _maturityHour;
+                            if (_ratio > 0.5 && 1 !== this.isShowIndex) {
+                                this.isShowIndex = 1;
+                                this._workingBuildingAnimal.onSetGrow(this.currentAnimalType, 0, !this.leaseLandInfo.animalEat);
+                                console.log("_ratio:" + _ratio + "=" + this.leaseLandInfo.configLandId + ",状态:" + this.isShowIndex);
+                            } else if (_ratio <= 0.5 && _ratio >= 0 && 2 !== this.isShowIndex) {
+                                this.isShowIndex = 2;
+                                this._workingBuildingAnimal.onSetGrow(this.currentAnimalType, 1, !this.leaseLandInfo.animalEat);
+                                console.log("_ratio:" + _ratio + "=" + this.leaseLandInfo.configLandId + ",状态:" + this.isShowIndex);
+                            }
+                        }
+                    }
+
+                }
+            }
+        });
+    },
+
+    _showLandInfo() {
+        let leasePanel = cc.instantiate(this.landInfoPrefabs);
+        let parent = cc.find('Canvas/UICamera/DAPPContainer');
+        leasePanel.parent = parent;
+        leasePanel.setPosition(0, 0);
+        let leasePanelScript = leasePanel.getComponent("LandAnimalTextInfo");
+        let _date = date.datedifference(this.leaseLandInfo.createTime, this.leaseLandInfo.leaseTime);
+        let { configLandId, rentalExpenses, createTime, leaseTime, leaseMultiple, landDescribe } = this.leaseLandInfo;
+        leasePanelScript.setInfo(configLandId, rentalExpenses, _date + "天", createTime, leaseTime, leaseMultiple, landDescribe, this);
+    },
+
+    _showPlantInfo() {
+        let leasePanel = cc.instantiate(this.plantInfoPrefabs);
+        let parent = cc.find('Canvas/UICamera/DAPPContainer');
+        leasePanel.parent = parent;
+        leasePanel.setPosition(0, 0);
+        let leasePanelScript = leasePanel.getComponent("PlantInfo");
+        let _harvest = this.leaseLandInfo.seedInfo.harvestQuantity + "x" + this.leaseLandInfo.leaseMultiple + "个";
+        //price,maturity,plantStart,harvestQuantity,describe
+        let { name, priceSnb, maturity, seedDescribe } = this.leaseLandInfo.seedInfo;
+        leasePanelScript.setInfo(name, priceSnb, maturity + "天", this.leaseLandInfo.plantStart, _harvest, seedDescribe);
+    },
+
+
+    //检查土地状态
+    onCheckLand(configLandId) {
+        GlobalD.GameData.getLandState({
+            landId: configLandId,
+            callback: (value) => {
+                console.log("检查土地数据:" + JSON.stringify(value.msg));
+                //这里只判断土地是否过期
+                if (706 === value.code) {
+                    //土地到期,没有更新刷新的处理刷新
+                    GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), configLandId + "号," + value.msg, 2);
+                    //重置锁定状态显示
+                    this.onLockLand();
+                }
+            }
+        });
+    },
+
+
+    /**
+     * 场景有多个收获预制时候,用GameData限制
+     * 点击之后,重置土地信息, 并且收入进仓库果实列表中去
+     * 需要防多次触发
+     */
+    onShowHarvest() {
+        this.harvestNode.active = true;
+    },
+
+
+    /**
+     * 场景有多个收获预制时候,用GameData限制
+     * 点击之后,偷取果实
+     * 需要防多次触发
+     */
+    onShowStealHarvest() {
+        this.stealHarvestNode.active = true;
+    },
+
+    onHideStealHarvest() {
+        this.stealHarvestNode.active = false;
+    },
+
+    /**
+     * 设置总体信息面板显示
+     * @param {boolean} bActive 
+     */
+    onSetInfoBoxActive(bActive) {
+
+        this.giveOutLightNode.active = bActive;
+
+        if (!this.bSelfLand) {
+            // console.log("其他用户的不用显示面板");
+            return;
+        }
+        if (this.leaseLandInfo) {
+            this.infoBox.active = bActive;
+            if (bActive) {
+                if (this.showTimeOut) {
+                    clearTimeout(this.showTimeOut);
+                    this.showTimeOut = null;
+                }
+                //自动隐藏面板
+                this.showTimeOut = setTimeout(() => {
+                    this.infoBox.active = false;
+                }, 5000)
+            }
+        }
+
+    },
+
+    /**
+     * 喂养
+     */
+    onBuyAnimalFood() {
+        if (!this.leaseLandInfo) {
+            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "土地未租赁!", 2);
+            return;
+        }
+        let data = { configLandId: this.leaseLandInfo.configLandId }
+        GlobalD.GameData.onBuyAnimalFood(data, (value) => {
+            if (0 === value.code && value.flag) {
+
+                // this.leaseLandInfo.animalEat = true;
+                // this._workingBuildingAnimal.onSetGrow(this.currentAnimalType, 1, !this.leaseLandInfo.animalEat);
+                this.setLeaseLandInfo(value.data, true);
+
+                GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 2);
+
+            } else {
+                GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 2);
+            }
+        });
+    },
+
+    //显示光圈提示
+    onSetGiveOutLight(bActive) {
+        this.giveOutLightNode.active = bActive;
+    },
+
+
+    onDestroy() {
+        if (this.timeInterval) {
+            clearInterval(this.timeInterval);
+            this.timeInterval = null;
+        }
+        if (this.showTimeOut) {
+            clearTimeout(this.showTimeOut);
+            this.showTimeOut = null;
+        }
+    }
+});

+ 9 - 0
assets/Script/build/LeaseAnimalInfo.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "11d8cc6f-2f09-4c87-a6f4-c92592d9e9bc",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 34 - 47
assets/Script/build/LeaseFarmlandInfo.js

@@ -234,15 +234,18 @@ cc.Class({
                     this._workingBuilding.onSetGrow(0, null);
                     //更新仓库列表
                     this._buildingView.onUpdateList();
-                    // "收获成功!"
-                    if (value.data.lossAmount > 0) {
-                        console.log("loss amount:" + value.data.lossAmount);
-                        GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "收获成功!损失了" + value.data.lossAmount + "个果实", 2);
+                    if (value.data.isWithered) {
+                        GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.data.msg, 2);
                     } else {
-                        GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "收获成功!", 2);
+                        // "收获成功!"
+                        if (value.data.lossAmount > 0) {
+                            console.log("loss amount:" + value.data.lossAmount);
+                            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "收获成功!损失了" + value.data.lossAmount + "个果实", 2);
+                        } else {
+                            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.data.msg, 2);
+                        }
                     }
 
-
                     this.isShowHarvest = false;
                     this.isShowIndex = 0;
                     if (this.timeInterval) {
@@ -266,12 +269,11 @@ cc.Class({
             // return;
             //改成单个收取果实
             if (GlobalD.GameData.isOnAddFruit) return;
-            console.log("点击收获");
-            GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "偷取果实中..", 5);
+            // console.log("点击收获");
             let data = { otherUserId: GlobalD.OtherUserInfo.userId, otherLandId: this.leaseLandInfo.configLandId };
             //偷取果实收入仓库,重置土地种植信息
             GlobalD.GameData.onStealFruit(data, (value) => {
-                console.log(value);
+                // console.log(value);
                 if (0 === value.code) {
                     //收成后处理相关状态
                     this.onHideStealHarvest();
@@ -287,8 +289,6 @@ cc.Class({
                 }
             });
         })
-        //如果是村长或者镇长,换地皮
-        this.onSwitchEnvBgFromLevel(GlobalD.Dapp.UserInfo.agent_level);
     },
     onSwitchEnvBgFromLevel(agent_level) {
         this.envBg.getComponent(cc.Sprite).spriteFrame = this.envBgSpriteFrameList[agent_level];
@@ -333,20 +333,22 @@ cc.Class({
     },
 
     onLevelUpLand() {
-        if(this.leaseLandInfo == null){
+        if (this.leaseLandInfo == null) {
             GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), "租赁土地不存在!", 1);
             return;
         }
         let data = {
             configLandId: this.leaseLandInfo.configLandId
         }
-        GlobalD.GameData.onPostLandLevelUp(data,(value) => {
+        GlobalD.GameData.onPostLandLevelUp(data, (value) => {
             //设置土地等级
             if (0 === value.code) {
                 GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), value.msg, 2);
-                if(value.flag){
+                if (value.flag) {
+                    console.log(value);
                     this.levelLabel.string = value.data.name;
                     this.leaseLandInfo.landLevel = value.data.id;
+                    this.onSwitchEnvBgFromLevel(this.leaseLandInfo.landLevel - 1);
                 }
             }
         });
@@ -443,6 +445,7 @@ cc.Class({
         this.bSelfLand = bSelf;
         //更新一下土地信息
         this.updateLandState(bSelf);
+
     },
 
     updateLandState(bSelf) {
@@ -450,41 +453,23 @@ cc.Class({
         if (1 === this.leaseLandInfo.isPlant && this.leaseLandInfo.seedInfo) {
             //种植信息
             //如果土地是租赁转态并且同时种植了 ,这里处理土地状态,显示种植信息
-            let _spriteFrame;
+            let _spriteIndex = 0;
+            //todo 处理枯萎状态
             switch (this.leaseLandInfo.seedInfo.picture) {
-                case "Cabbage":
-                    _spriteFrame = this._buildingView.fruitSpriteFrame[0];
-                    break;
-                case "Potato":
-                    _spriteFrame = this._buildingView.fruitSpriteFrame[1];
-                    break;
-                case "Carrot":
-                    _spriteFrame = this._buildingView.fruitSpriteFrame[2];
-                    break;
-                case "Broccoli":
-                    _spriteFrame = this._buildingView.fruitSpriteFrame[3];
-                    break;
-                case "Tomato":
-                    _spriteFrame = this._buildingView.fruitSpriteFrame[4];
-                    break;
-                case "Squash":
-                    _spriteFrame = this._buildingView.fruitSpriteFrame[5];
-                    break;
-                case "Eggplant":
-                    _spriteFrame = this._buildingView.fruitSpriteFrame[6];
-                    break;
-                case "Pepper":
-                    _spriteFrame = this._buildingView.fruitSpriteFrame[7];
-                    break;
-                case "Lentil":
-                    _spriteFrame = this._buildingView.fruitSpriteFrame[8];
-                    break;
-                default:
-                    break;
+                case "Cabbage": _spriteIndex = 0; break;
+                case "Potato": _spriteIndex = 1; break;
+                case "Carrot": _spriteIndex = 2; break;
+                case "Broccoli": _spriteIndex = 3; break;
+                case "Tomato": _spriteIndex = 4; break;
+                case "Squash": _spriteIndex = 5; break;
+                case "Eggplant": _spriteIndex = 6; break;
+                case "Pepper": _spriteIndex = 7; break;
+                case "Lentil": _spriteIndex = 8; break;
             }
+            //处理一个枯萎状态
+            let _spriteFrame = this.leaseLandInfo.withered ? this._buildingView.WitheredSpriteFrame[_spriteIndex] : this._buildingView.fruitSpriteFrame[_spriteIndex];
             //设置一个收获时候的图片
             this.harvestSprite = _spriteFrame;
-
             this.midSliderNode.active = bSelf;
             // 进度条按小时计算
             let _maturityAllHour = this.leaseLandInfo.seedInfo.maturity * 24
@@ -506,10 +491,12 @@ cc.Class({
         let _proccess = this.leaseLandInfo.leaseDays === 0 ? 0 : this.leaseLandInfo.leaseDaysRemaining / this.leaseLandInfo.leaseDays;
         sliderProgressScript.onSetProcgress(_proccess);
 
-        //设置土地等级
+        // console.log(this.leaseLandInfo.configLandId,this.leaseLandInfo.landLevel);
+        //设置土地等级,根据土地等级显示土地状态
         if (this.leaseLandInfo.landLevel != null && GlobalD.ConfigLevel != null) {
+            this.onSwitchEnvBgFromLevel(this.leaseLandInfo.landLevel - 1);
             let _configLevelArray = GlobalD.ConfigLevel;
-            for (let i = 0; i< _configLevelArray.length; i++) {
+            for (let i = 0; i < _configLevelArray.length; i++) {
                 if (this.leaseLandInfo.landLevel == _configLevelArray[i].id) {
                     this.levelLabel.string = _configLevelArray[i].name;
                 }

+ 154 - 0
assets/Script/build/WorkingBuildingAnimal.js

@@ -0,0 +1,154 @@
+var reGameStates = require('GameStates');
+
+//建筑物信息
+var animalInfo = cc.Class({
+    name: "animalInfo",
+    properties: {
+        //动物类型
+        animalType: {
+            default: reGameStates.AnimalType.None,
+            type: cc.Enum(reGameStates.AnimalType),
+        },
+        //动物类型id
+        id: {
+            default: -1,
+            visible: false
+        },
+
+        isItHungry: {
+            default: false,
+            tooltip: '是否饥饿',
+            visible: false
+        },
+
+        animalName: {
+            default: '',
+        },
+
+        justBreed: {
+            default: null,
+            type: cc.SpriteFrame,
+            tooltip: '初始养殖'
+        },
+        justBreedHungry: {
+            default: null,
+            type: cc.SpriteFrame,
+            tooltip: '初始养殖饥饿'
+        },
+        growBreed: {
+            default: null,
+            type: cc.SpriteFrame,
+            tooltip: '养殖成长'
+        },
+        growBreedHungry: {
+            default: null,
+            type: cc.SpriteFrame,
+            tooltip: '养殖成长中饥饿'
+        },
+        matureBreed: {
+            default: null,
+            type: cc.SpriteFrame,
+            tooltip: '养殖成熟状态'
+        }
+
+    }
+});
+
+cc.Class({
+    extends: cc.Component,
+
+    properties: {
+        animals: {
+            default: [],
+            type: animalInfo,
+            tooltip: '养殖动物配置'
+        },
+        currentAnimal: {
+            default: null,
+            type: animalInfo,
+            visible: false,
+            tooltip: '当前养殖的动物信息'
+        },
+        changeSprite: {
+            default: null,
+            type: cc.Sprite,
+            serializable: true,
+        },
+        foodChangeSprite: {
+            default: null,
+            type: cc.Sprite,
+            serializable: true,
+        },
+
+        foodFullSpriteFrame: {
+            default: null,
+            type: cc.SpriteFrame,
+            serializable: true,
+        },
+
+        foodEmptySpriteFrame: {
+            default: null,
+            type: cc.SpriteFrame,
+            serializable: true,
+        },
+    },
+    // start() {
+
+    // },
+
+    /**
+     * 设置成长状态
+     * @param {动物类型} animalType 
+     * @param {成长状态} growStage 
+     * @param {是否在饥饿状态} isItHungry 
+     */
+    onSetGrow(animalType, growStage, isItHungry) {
+
+        if (this.currentAnimal == null) {
+            for (let i = 0; i < this.animals.length; i++) {
+                if (this.animals[i].animalType == animalType) {
+                    this.currentAnimal = this.animals[i];
+                }
+            }
+        }
+        if (this.currentAnimal) {
+            if (growStage === 0) {
+                this.changeSprite.spriteFrame = isItHungry ? this.currentAnimal.justBreedHungry : this.currentAnimal.justBreed;
+                this.foodChangeSprite.spriteFrame = isItHungry ? this.foodEmptySpriteFrame : this.foodFullSpriteFrame;
+            } else if (growStage === 1) {
+                this.changeSprite.spriteFrame = isItHungry ? this.currentAnimal.growBreedHungry : this.currentAnimal.growBreed;
+                this.foodChangeSprite.spriteFrame = isItHungry ? this.foodEmptySpriteFrame : this.foodFullSpriteFrame;
+            } else {
+                this.changeSprite.spriteFrame = this.currentAnimal.matureBreed;
+            }
+        }
+    },
+
+    /**
+     * 获取成熟的spriteFrame
+     * @param {*} withered 
+     * @param {*} animalType 
+     * @returns 
+     */
+    onGetMatureBreed(withered, animalType) {
+        for (let i = 0; i < this.animals.length; i++) {
+            // console.log(animalType,this.animals[i].animalType);
+            if (this.animals[i].animalType == animalType) {
+                this.currentAnimal = this.animals[i];
+
+                //这里处理一个成熟的枯萎状态,暂时用成长过程的饥饿状态来展现
+                return withered ? this.currentAnimal.growBreedHungry : this.currentAnimal.matureBreed;
+            }
+        }
+    },
+
+    /**
+     * 重置成长状态
+     */
+    onResetAnimal() {
+        this.currentAnimal = null;
+        this.changeSprite.spriteFrame = null;
+        this.changeSprite.spriteFrame = this.foodEmptySpriteFrame;
+    }
+
+});

+ 9 - 0
assets/Script/build/WorkingBuildingAnimal.js.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "51e95878-474b-4c1a-986a-26e0e0a24a72",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 1 - 1
assets/Script/build/buildingsInfo.js

@@ -253,7 +253,7 @@ cc.Class({
         this._buildZone = this.buildZone.getComponent('buildZone');
 
         //设置空字符
-        this.title.string = '';
+        // this.title.string = '';
 
         // this.buildInfo.setCallBackinventory(function () {
         //     this.node.getComponent("buildingTips").setShowStockData(null,"x"+this.buildInfo._inventory);

+ 61 - 254
assets/Script/build/buildingsTouch.js

@@ -80,112 +80,83 @@ cc.Class({
 
 
     TouchStartFunction() {
-        // console.log("TouchStartFunction");
         this._touchPosition = this.node.getPosition();
-        GlobalD.GameControl._isBuildingMove = false;
         this._isMove = false;
-        this.unschedule(this.callback);
-        this.scheduleOnce(this.callback = function () {
-            //编辑器移动的话,返回
-            if (GlobalD.GameControl.isUICameraMove) return;
-            //进入编辑状态
-            // cc.log('进入编辑状态!',GlobalD.GameControl.isUICameraMove);
-            // this.onEditorStatus(false);
-            //按住可以编辑
-        }, this.touchTimer);
 
     },
-    //生成房屋时候的预制状态
-    // 编辑状态
-    onEditorStatus(isInstance) {
-
-        // cc.log('onEditorStatus', isInstance);
-        //如果是编辑状态下,返回
-        if (this._ifCanEdit) return;
-
-        //只要是编辑状态下。设为true
-        GlobalD.GameControl._isBuildingCanEdit = true;
-
-        this._isInstance = isInstance;
-        this._ifCanEdit = true;
-        this.node.on(cc.Node.EventType.TOUCH_MOVE, this.MoveFunction, this);
-        GlobalD.game._ManageUIScript.onEditorialBuildings(this.node);
-        GlobalD.game.onSetCurrentBuildingTarget(this.node);
-
-        if (!this.Draw)
-            this.Draw = this.node.getChildByName('Draw')
-        this.Draw.active = true;
-
-        if (isInstance) {
-            // cc.log(11111);
-            this._currentTiledValue = GlobalD.TiledMap._tilePosFromLocation(this.node.position);
-            let endPos = GlobalD.TiledMap._getTheMiddleLocationFromtilePos(this._currentTiledValue);
-            this.node.setPosition(endPos);
-            this._canNotBuild = GlobalD.game.areTheraOverlappingAreas(this._currentTiledValue, this.buildInfo.occupyArea, 1);
-
-        } else {// if (this._tileMap) 
-            // cc.log(22222);
-            this._currentTiledValue = this._tileMap._tilePosFromLocation(this._touchPosition);
-            this._canNotBuild = GlobalD.game.areTheraOverlappingAreas(this._currentTiledValue, this.buildInfo.occupyArea, 1);
-        }
 
-        if (task.virtualShadowPos)
-            this._canNotBuild = this._currentTiledValue.sub(task.virtualShadowPos).mag() == 0 ? false : true;
-
-        GlobalD.game.onSpawnEditorBuildingTip(this.Draw, this._currentTiledValue, this.buildInfo.occupyArea, this._canNotBuild, this.buildInfo.buildType);
-
-        this._OldIndex = this.node.zIndex;
-        //设置最高显示
-        this.node.zIndex = 1000;
-    },
     TouchCancelFunction() {
-        // console.log("TouchCancelFunction");
         this.unschedule(this.callback);
-        GlobalD.GameControl._isBuildingMove = false;
     },
     TouchEndFunction() {
         console.log("buildings touch end!");
-        // console.log("点击建筑物 之后",this.getOnClickTags());
-        if (this.getOnClickTags()) {
-            return;
-        }
-
-        GlobalD.GameControl._isBuildingMove = false;
-
+        // if (this.getOnClickTags()) {
+        //     return;
+        // }
+        // GlobalD.GameControl._isBuildingMove = false;
         this.unschedule(this.callback);
-        // cc.warn('touch End!');
-        if (this.isShowInfo) {
-            //关闭其他
-            let _landBuildingsInfo = this.node.parent.children;
-            for (let i = _landBuildingsInfo.length - 1; i >= 0; i--) {
-                let resetLandInfo = _landBuildingsInfo[i];
-                if (resetLandInfo.name == "Labour_205_Holy_Farmland") {
-                    let  _buildInfo = resetLandInfo.getComponent("buildingsInfo").buildInfo;
-                    let leaseFarmlandInfoScript = resetLandInfo.getComponent("LeaseFarmlandInfo");
-                    if (_buildInfo.id == this.buildInfo.id) {
-                        leaseFarmlandInfoScript.onSetInfoBoxActive(true);
-
-                        //显示工具ui
-                        GlobalD.game._ManageUIScript.onSwitchHideUI();
-                        //记录当前选中的buildInfo
-                        GlobalD.game.onSetCurrentSelectLeaseLandInfo(leaseFarmlandInfoScript.leaseLandInfo);
-                    } else {
-
-                        leaseFarmlandInfoScript.onSetInfoBoxActive(false);
-                    }
-                }
-
-            }
 
-        }
         // console.log("this.isShowBuildingInfo:", this.isShowBuildingInfo);
         //如果没有移动就判断点击
         if (!this._isMove
-            && this.isShowBuildingInfo
+            // && this.isShowBuildingInfo
             && !this._ifCanEdit
             && !GlobalD.GameControl.isUICameraMove
-            && !GlobalD.GameControl._isBuildingCanEdit)
-            GlobalD.game._ManageUIScript.onShowBuildingInfo(this.buildInfo);
+            && !GlobalD.GameControl._isBuildingCanEdit) {
+            // GlobalD.game._ManageUIScript.onShowBuildingInfo(this.buildInfo);
+
+            if (this.isShowInfo) {
+                //关闭其他
+                let _landBuildingsInfo = this.node.parent.children;
+                for (let i = _landBuildingsInfo.length - 1; i >= 0; i--) {
+                    let resetLandInfo = _landBuildingsInfo[i];
+                    if (resetLandInfo.name == "Labour_205_Holy_Farmland") {
+                        let _buildInfo = resetLandInfo.getComponent("buildingsInfo").buildInfo;
+                        let leaseFarmlandInfoScript = resetLandInfo.getComponent("LeaseFarmlandInfo");
+                        if (_buildInfo.id == this.buildInfo.id) {
+
+                            //判断是否是自己的土地,和是否租赁的状态
+                            if (leaseFarmlandInfoScript && (leaseFarmlandInfoScript.leaseLandInfo == null || !leaseFarmlandInfoScript.bSelfLand)) {
+                                return;
+                            }
+                            //判断是否显示ui
+                            if (leaseFarmlandInfoScript && 1 === leaseFarmlandInfoScript.leaseLandInfo.isPlant && leaseFarmlandInfoScript.leaseLandInfo.seedInfo) {
+                                //显示工具ui
+                                GlobalD.game._ManageUIScript.onSwitchHideUI();
+                            }
+                            leaseFarmlandInfoScript.onSetInfoBoxActive(true);
+                            //记录当前选中的buildInfo
+                            GlobalD.game.onSetCurrentSelectLeaseLandInfo(leaseFarmlandInfoScript.leaseLandInfo);
+                        } else {
+
+                            leaseFarmlandInfoScript.onSetInfoBoxActive(false);
+                        }
+                    } else if (resetLandInfo.name == "Labour_206_Holy_Animal") {
+                        //牧场
+                        let _buildInfo = resetLandInfo.getComponent("buildingsInfo").buildInfo;
+                        let leaseAnimalInfoScript = resetLandInfo.getComponent("LeaseAnimalInfo");
+                        if (_buildInfo.id == this.buildInfo.id) {
+
+                            //判断是否是自己的土地,和是否租赁的状态
+                            if (leaseAnimalInfoScript && (leaseAnimalInfoScript.leaseLandInfo == null || !leaseAnimalInfoScript.bSelfLand)) {
+                                return;
+                            }
+                            leaseAnimalInfoScript.onSetInfoBoxActive(true);
+                            //记录当前选中的buildInfo
+                            GlobalD.game.onSetCurrentSelectLeaseLandInfo(leaseAnimalInfoScript.leaseLandInfo);
+                        } else {
+
+                            leaseAnimalInfoScript.onSetInfoBoxActive(false);
+                        }
+                    }
+
+
+
+                }
+
+            }
+        }
+
 
     },
     MoveFunction(event) {
@@ -214,7 +185,7 @@ cc.Class({
 
         }
         this._isMove = true;
-        GlobalD.GameControl._isBuildingMove = true;
+        // GlobalD.GameControl._isBuildingMove = true;
     },
     // 自动移动,在ManagerControl 里面调用
     onAutoMove(delta) {
@@ -244,170 +215,6 @@ cc.Class({
 
     },
 
-    /**
-     * 编辑房子时候
-     * 完成建造房子流程
-     */
-    onFinishEdit() {
-
-        GlobalD.GameControl._isBuildingCanEdit = false;
-        GlobalD.game.onClearCurrentBuildingTarget();
-        // cc.log(this._ifCanEdit, this._canNotBuild);
-        if (this._canNotBuild) {
-            //如果不可建造区域,跳回起始位置
-            this.onCancelEdit();
-            return;
-        }
-        //如果完成时候,还在初始化生成的状态,重置为false
-        if (this._isInstance) {
-            this._isInstance = false;
-            GlobalD.game._ManageUIScript.onBottomMenuView(true);
-
-            //只有初始化建筑建造成功才移除建筑数据
-            /**
-             * 操作记录的数据减少1
-             */
-            GlobalD.game.MuinusBuilding(this.buildInfo.buildingName);
-        }
-        if (!this._ifCanEdit) return;
-        //把物体定位到对应的坐标上去
-        if (this._currentTiledValue) {
-            //如果可以移动的话,更新一次位置
-            this.InitStartPos = this._currentTiledValue;
-            var endTiledPos = cc.v2(this._currentTiledValue.x, this._currentTiledValue.y);
-            var endPos = this._tileMap._getTheMiddleLocationFromtilePos(endTiledPos);
-            this.node.setPosition(endPos);
-            let isHas = GlobalD.game.doesItExistArray(this.buildInfo.id);
-            if (!isHas) {
-                //起始坐标,占位范围,是否占位
-                GlobalD.game.addBuildTiled(this.buildInfo.id, this._currentTiledValue, this.buildInfo.occupyArea);
-                this.buildInfo.startTilePos = this._currentTiledValue;
-                GlobalD.game.addBuilding(this._buildingsInfo);
-            } else {//如果已经存在,更新新位置
-                //可以移动
-                let isMove = true;
-                GlobalD.game.updateBuildOccupy(isMove, this.buildInfo.id, this._currentTiledValue, this.buildInfo.occupyArea);
-                this.buildInfo.startTilePos = this._currentTiledValue;
-                GlobalD.game.updateBuilding(this._buildingsInfo);
-            }
-        }
-
-        //完成后从新设置状态
-        this.Draw.active = false;
-        this._ifCanEdit = false;
-        this.node.off(cc.Node.EventType.TOUCH_MOVE, this.MoveFunction, this);
-
-        // cc.log('this.Draw.active', this.Draw.active);
-        // cc.log('this._buildingsInfo='+this._buildingsInfo.buildInfo.EnglishName);
-
-        //设置影响力
-        GlobalD.game.onFinishAddEditorBuildingsEffect(this._buildingsInfo);
-
-        if (task.TaskIconCountClick >= 13)
-            return;
-        //引导 开始 建造 农舍 确定之后
-        if (task.taskCursor == 0 && this.node.name == "Env_101_house_low") {
-            task.taskShare();
-            task.onShadowArchitectureReset();
-
-        }
-
-        if (this.node.name == "Labour_201_Farmland") {
-            task.Farming();
-            task.onShadowArchitectureReset();
-        }
-
-
-        // if (this.node.name == "Labour_204_Factory") {
-        //     //盖一个工厂
-        //     task.taskfactory();
-        // }
-        // if (this.node.name == "Shops_30101_ColdDrinkStall") {
-        //     //盖一个便利店
-        //     task.taskConvenienceStore();
-        // }
-        // //
-        // if (this.node.name == "Spe_402_GreenBelt") {
-
-        //     task.taskGreenBeltShare();
-        // }
-        // if (this.node.name == "Env_101_house_low") {
-        //     task.taskFarmhouse();
-        // }
-        UtilsWX.getAllBuild();
-    },
-
-
-
-    onTaskBuild() {
-        // console.log(this._canNotBuild, task.isMushBuildState);
-        if (task.isMushBuildState && this._canNotBuild) {
-            //如果不可建造区域
-            if (this.node.name == "Env_101_house_low" || this.node.name == "Labour_201_Farmland") {
-                // task.onTaskBuildAHouseMask();
-                cc.loader.loadRes('resUI/ShowNotEnoughMoney', function (err, texture) {
-                    var prefab = cc.instantiate(texture);
-                    prefab.getComponent('ShowNotEnoughMoney').Text('请在指定位置建造!');
-                    // this.node.addChild(prefab);
-                    cc.find('Canvas').getChildByName('UICamera').addChild(prefab);
-                }.bind(this));
-            }
-            return false;
-        }
-
-        return true;
-    },
-
-
-    onCancelEdit() {
-
-        GlobalD.GameControl._isBuildingCanEdit = false;
-
-        this.node.zIndex = this._OldIndex;
-        // cc.log('onCancelEdit');
-        GlobalD.game.onClearCurrentBuildingTarget();
-
-        if (this._isInstance) {
-            // cc.log('删除1');
-            //清除底部的提示,放回对象池
-            GlobalD.game.onClearSpawnEditorBuildingTip();
-            GlobalD.game._ManageUIScript.onBottomMenuView(true);
-            //如果是预制生成的,取消生成的时候,删除预制
-            this.scheduleOnce(() => {
-                this.node.destroy();
-            }, 0)
-        } else {
-            // cc.log('删除2');
-            this.Draw.active = false;
-            this._ifCanEdit = false;
-            // cc.log(' buildingsInfo.buildInfo.InitStartPos', this.InitStartPos);
-            this.node.off(cc.Node.EventType.TOUCH_MOVE, this.MoveFunction, this);
-            var endTiledPos = cc.v2(this.InitStartPos.x, this.InitStartPos.y);
-            var endPos = this._tileMap._getTheMiddleLocationFromtilePos(endTiledPos);
-            this.node.setPosition(endPos);
-        }
-
-    },
-
-
-    /**
-     * 需要添加碰撞体
-   * 不规则多边形触摸测试
-   * @param {触摸点} point 
-   * @param {监听} listener 
-   */
-    polygonHitTest(point, listener) {
-        var polygonCollider = this.getComponent(cc.PolygonCollider);
-        if (polygonCollider) {
-            point = this.convertToNodeSpace(point);
-            point.x -= this.getContentSize().width / 2;
-            point.y -= this.getContentSize().height / 2;
-            return cc.Intersection.pointInPolygon(point, polygonCollider.points);
-        } else {
-            return this._oldHitTest(point, listener);
-        }
-    },
-
     /**
      * 判断是否可以被优先点击
      * @returns {*}

+ 0 - 94
assets/Script/loginjs.js

@@ -1,94 +0,0 @@
-
-cc.Class({
-    extends: cc.Component,
-
-    properties: {
-
-    },
-
-    // LIFE-CYCLE CALLBACKS:
-
-    onLoad() {
-        cc.audioEngine.stopAll();
-        this.progressTag = false;
-        this.oldprogressTag = -99;
-        cc.loader.onProgress = function (completeCount, totalCount) {
-            if (this.progressTag) {
-                this.progress = (1 * completeCount / totalCount).toFixed(1);
-                // console.log("进度条",this.progress + '%',this.progressNode);
-                if (this.progressNode != null) {
-                    this.progressNode.getComponent(cc.ProgressBar).progress = this.progress;
-                }
-
-            }
-        }.bind(this);
-
-        // console.log('准备去游戏 准备跳转到下个页面');
-        UtilsPrefabs
-            .init(this.node)
-            .addPrefabs(UtilsPrefabs.PrefabsName[2], null, function (node) {
-
-                UtilsWX.wxgameLogin(function (res) {
-                    // console.log('获取玩家信息 准备跳转到下个页面',res);
-                    UtilsWX.wxlogin(res, function () {
-                        UtilsWX.removeUserInfoButton();
-                        this.showLoadDialog();
-                    }.bind(this), function () {
-                        console.log('访问自己后台服务器登录账号错误');
-                    }.bind(this));
-
-
-                }.bind(this))
-
-                if (cc.sys.platform != cc.sys.WECHAT_GAME) {
-                    this.showLoadDialog();
-                }
-            }.bind(this));
-    },
-
-    showLoadDialog: function () {
-        //开局初始化的数据
-        this.getNetworkData((res) => {
-            cc.log('初始化数据1',res);
-
-            //获取网络数据后处理
-            if (res.code == 0) {
-                //记录读取的数据到内存里面
-                userData.readData = res.data.userdata;
-            } else {
-                userData.readData = null;
-            }
-            UtilsPrefabs
-                .init(this.node)
-                .addPrefabs(UtilsPrefabs.PrefabsName[3], null, function (node) {
-                    node.y = -500;
-                    var bgbar = UtilsPrefabs.getNode("bgbar", node);
-                    this.progressNode = UtilsPrefabs.getNode("progress", bgbar);
-                    this.progressTag = true;
-                }.bind(this));
-    
-                cc.director.loadScene('MyCityScene - 004', function () {
-
-                    this.progressTag = false;
-
-                }.bind(this));
-
-        });
-
-
-    },
-
-    getNetworkData: function (callback) {
-        var data = [];
-        data["openid"] = userData.openId;
-        // data["userdata"] = JSON.stringify(datas);
-
-        httpUtils.Post(httpUtils.getUserData, data, function (data) {
-
-            callback(data);
-        }.bind(this), function (data) {
-            // console.log("失败", data);
-            callback(data);
-        }.bind(this));
-    },
-});

+ 4 - 4
assets/Script/public/Constants.js

@@ -11,11 +11,11 @@ const MapNodeY = 5000;
 const MoveX = 1800//1500;//2700;
 const MoveY = 0//-600;//250;
 
-const MoveLeftX = 2000;
-const MoveRightX = 1700;
+const MoveLeftX = 2600;
+const MoveRightX = 1950;
 
-const MoveUpY = 300;
-const MoveDownY = -50;
+const MoveUpY = 740;
+const MoveDownY = 340;
 
 //TileMap的长和宽是 32 ,Astar
 const TileMapWith = 32;

+ 149 - 705
assets/Script/public/GameData.js

@@ -40,9 +40,13 @@ cc.Class({
             type: cc.Integer,
         },
 
-        //读取数据
-        readData: {
-            default: null,
+
+        Golden: {
+            default: 0,
+            visible: false,
+        },
+        Diamond: {
+            default: 0,
             visible: false,
         },
 
@@ -58,6 +62,16 @@ cc.Class({
             default: 0,
             visible: false,
         },
+
+        /**
+         * 土地租赁机会,替换 Golden 显示
+         */
+        animalTimes: {
+            default: 0,
+            visible: false,
+        },
+
+
         /**
          * 用户属性
          */
@@ -98,7 +112,7 @@ cc.Class({
          */
         isPlayingCnt: false,
         isPlayingSnb: false,
-        isPlayingLucky:false,
+        isPlayingLucky: false,
 
 
         /**
@@ -112,127 +126,60 @@ cc.Class({
         //是否申请
         isApplying: false,
         //自动存储数据
-        AutoSaveData: null
+        AutoSaveData: null,
+
+        gameToastPrefab: cc.Prefab
 
     },
     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
-        // }
+        this.toast = cc.instantiate(this.gameToastPrefab);
+        this.toast.parent = cc.find("Canvas/UICamera");
+        this.toast.zIndex = 999;
+        this.toast.active = false;
     },
-    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;
-        }.bind(this));
 
+    start() {
         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) {
-            //读取可领取的snb
-            this.onGetCntToSnb((value) => {
-                // console.log("当前用户转换的snb", value);
-                if (value.data != null) {
-                    this.ManageUI.getComponent("ManageUI").onSetVillageReceivesSNBViewInfo(value.data);
-                }
-
-            })
 
-            //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
+        //读取可领取的snb
+        this.onGetCntToSnb((value) => {
+            // console.log("当前用户转换的snb", value);
+            if (value.data != null) {
+                this.ManageUI.getComponent("ManageUI").onSetVillageReceivesSNBViewInfo(value.data);
             }
-            //登录时候已经初始化好snb了
-            this.SNB = GlobalD.UserInfo.snb + GlobalD.UserInfo.snbPart;
-            // console.log("this.SNB==", this.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
-            /**
-             * remove version: todo 去除自动存储
-             */
-            // 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();
+        })
+
+        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
         }
 
-    },
-    /**
-     * 处理用户生成的场景,新增处理跳转其他用户界面,
-     * 其他用户界面 不同点:
-     * 1.土地信息:显示对应用户的土地信息
-     * 2.界面按钮:显示对应用户所需要的操作按钮
-     */
-    InitSceneInfo() {
-        //根据顺序生成
-        //remove version:todo  去除初始化时间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();
+        //登录时候已经初始化好snb了
+        this.SetSNB(GlobalD.UserInfo.snb + GlobalD.UserInfo.snbPart);
+
+        this.SetDiamond(userData.readData.diamond);
+        //初始化一个租赁币
+        this.SetAnimalTimes(GlobalD.animalTimes);
+
         //领取ui
         this.ManageUI.getComponent("ManageUI").DiamondNowlabel.string = this.GetDiamond() + '/30000'
         //设置体力值
         this.SetStrength(GlobalD.PlayerAttribute.currentStrength);
         //设置幸运值
         this.SetLucky(GlobalD.PlayerAttribute.lucky);
-        // todo 去除公路 Barrier
-        // 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
@@ -244,320 +191,9 @@ cc.Class({
          *            3.隐藏当前用户菜单,显示对应农场按钮
          */
         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
-         * remove version:todo 去除生成公路
-         */
-        // 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
-        * 
-        */
-        // remove version:todo 去除生成公人
-        // cc.find('GameNode/ManageWorker').getComponent('ManageWorker').InitWorkerAI();
-        /**
-         * remove version:todo 去除新手教程
-         */
-        //初始化新手教学
-        // let _BFirstLoadGame = this.readData ? this.readData.BFirstLoadGame : 0;
-        // 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);
-        }
+        this.ManageUI.getComponent('ManageUI').Init();
     },
 
     //GET / SET /Plus
@@ -595,29 +231,19 @@ cc.Class({
     GetDiamond: function () {
         return parseInt(this.Diamond);
     },
-    SetDiamond: function (num, bPush) {
+    SetDiamond: function (num) {
         let LastMoney = this.Diamond;
         this.Diamond = num;
         let CurrentMoney = num;
-
         this.ManageUI.getComponent("ManageUI").DiamondNowlabel.string = this.Diamond + '/30000'
-
         this.ManageUI.getComponent('ManageUI').DiamondChangeCallBack(this.GetDiamond(), LastMoney, CurrentMoney);
-
-        console.log("Diamond:", bPush);
-        if (bPush) {
-            //每次砖石操作。更新一次数据
-            this.pushData(true);
-        }
-
-
     },
     PlusDiamond: function (num) {
         if (this.Diamond + num < 0) {
-            this.SetDiamond(0, true);
+            this.SetDiamond(0);
         }
         else {
-            this.SetDiamond(this.Diamond + num, true);
+            this.SetDiamond(this.Diamond + num);
         }
     },
 
@@ -639,6 +265,16 @@ cc.Class({
         this.ManageUI.getComponent('ManageUI').SNBChangeCallBack(this.SNB);
     },
 
+    //租赁次数
+    GetAnimalTimes: function () {
+        return parseFloat(this.animalTimes);
+    },
+    SetAnimalTimes: function (Num) {
+        this.animalTimes = Num;
+        this.ManageUI.getComponent('ManageUI').AnimalTimesChangeCallBack(this.animalTimes);
+    },
+
+
     GetStrength: function () {
         return parseFloat(this.strength);
     },
@@ -797,238 +433,6 @@ cc.Class({
         this.LotteryTimes += num;
     },
 
-
-    //初始化道路
-    onSpawnHighway() {
-        // 获取InitPoint层
-        let InitPos = this._tiledMap.getLayer('InitPoint');
-        InitPos.enabled = false;
-        console.log("onSpawnHighway");
-        //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(_tiledPos)) {
-                    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);
-
-                    highwayTemp.getComponent('HighwayInfo').onChangeHighwayStyles(reGameStates.HighwayType.none);
-                    //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, (flag, playerPushInfoTemp) => {
-                // console.log('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
@@ -1052,7 +456,7 @@ cc.Class({
                     let _playerData = JSON.parse(value.data.playerData);
                     console.log("兑换后的钻石:", _playerData.Diamond);
                     //更新本地钻石数据
-                    this.SetDiamond(_playerData.Diamond, false);
+                    this.SetDiamond(_playerData.Diamond);
 
                 }
                 callback(value);
@@ -1102,7 +506,8 @@ cc.Class({
     getOtherUserLandList(otherUserId, callback) {
         this.showToast(cc.find("Canvas/UICamera"), "载入玩家数据中..", 5);
         utils.get(utils.api.userLandAndCanStealList, { otherUserId: otherUserId }, (flag, value) => {
-            console.log(otherUserId + ",获取其他用户土地数据:", value);
+            // console.log(otherUserId + ",获取其他用户土地数据:", value);
+            this.hideToast();
             if (flag && 0 === value.code) {
                 GlobalD.OtherLeaseland = value.data;
                 //todo 获取数据成功,进入切换流程,设置 false,处理其他用户对应的土地
@@ -1382,7 +787,7 @@ cc.Class({
             return;
         }
         this.isPlayingCnt = true;
-        this.showToast(cc.find("Canvas/UICamera"), "支付处理中...", 5);
+        this.showToast(cc.find("Canvas/UICamera"), "支付处理中...", 60);
 
         GlobalD.dapp.payCnt(cntAmount, payType, itemType).then((data) => {
             const [err, tx] = data;
@@ -1396,14 +801,15 @@ cc.Class({
                     // 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);
                 });
-                this.showToast(cc.find("Canvas/UICamera"), "支付成功!", 5, () => {
-                    this.showToast(cc.find("Canvas/UICamera"), "区块确认中,请耐心等待!", 120);
-                });
+                this.showToast(cc.find("Canvas/UICamera"), "支付成功!", 10);
+                setTimeout(() => {
+                    this.showToast(cc.find("Canvas/UICamera"), "区块确认中,请耐心等待!", 120)
+                }, 3100)
 
 
             } else {
                 console.log(err)
-                GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), err, 2);
+                this.showToast(cc.find("Canvas/UICamera"), err, 2);
             }
 
             if (callback) {
@@ -1433,7 +839,7 @@ cc.Class({
         }
         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);
+            this.showToast(cc.find("Canvas/UICamera"), "神农呗数量不足!", 2);
             return;
         }
         this.showToast(cc.find("Canvas/UICamera"), "区块确认中,请耐心等待!", 10);
@@ -1455,10 +861,10 @@ cc.Class({
                     // 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!", 2);
+                this.showToast(cc.find("Canvas/UICamera"), "区块确认中,请耐心等待!", 2);
             } else {
                 console.log(err)
-                GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), err, 2);
+                this.showToast(cc.find("Canvas/UICamera"), err, 2);
             }
 
             if (callback) {
@@ -1490,21 +896,15 @@ cc.Class({
             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!");
-        });
+        this.showToast(cc.find("Canvas/UICamera"), "收益正在提现中", 10);
         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!");
-                });
+                this.showToast(cc.find("Canvas/UICamera"), "提现成功!", 1);
             } else {
-                GlobalD.GameData.showToast(cc.find("Canvas/UICamera"), err, 1, () => {
-                    console.log("finish toast!");
-                });
+                this.showToast(cc.find("Canvas/UICamera"), err, 1);
             }
             if (callback) {
                 callback(data);
@@ -1619,16 +1019,6 @@ cc.Class({
     onSwitchAddressBg(_level) {
         //设置背景
         GlobalD.TiledMap.setMapInfo(_level);
-        //设置土地
-        let _landBuildingsInfo = this.BuildingsParent.children;
-        for (let i = _landBuildingsInfo.length - 1; i >= 0; i--) {
-            let resetLandInfo = _landBuildingsInfo[i];
-            if (resetLandInfo.name == "Labour_205_Holy_Farmland") {
-                let leaseFarmlandInfoScript = resetLandInfo.getComponent("LeaseFarmlandInfo");
-                leaseFarmlandInfoScript.onSwitchEnvBgFromLevel(_level);
-            }
-        }
-
     },
 
     /**
@@ -1701,7 +1091,7 @@ cc.Class({
      * @param {*} callback 
      */
     onPostLuckToSnb(data, callback) {
-        if(this.isPlayingLucky)return;
+        if (this.isPlayingLucky) return;
         this.isPlayingLucky = true;
         this.showToast(cc.find("Canvas/UICamera"), "兑换SNB中", 2);
         utils.post(utils.api.luckToSnb, data, (flag, value) => {
@@ -1719,51 +1109,105 @@ cc.Class({
                 this.showToast(cc.find("Canvas/UICamera"), value.msg, 2);
                 callback(value);
             }
-             else {
+            else {
                 this.showToast(cc.find("Canvas/UICamera"), value.msg, 2);
             }
 
         })
     },
 
+    /**
+     * 获取可租赁牧场的次数
+     */
+    onGetAnimalTimes() {
+        utils.get(utils.api.getAnimalTimes, {}, (flag, value) => {
+            console.log("getAnimalTimes", flag, value);
+            if (flag && 0 === value.code && value.flag) {
+                this.SetAnimalTimes(value.data);
+            }
+
+            this.showToast(cc.find("Canvas/UICamera"), value.msg, 2);
+        })
+    },
+
+    onPlayAnimalLand(data, callback) {
+        utils.post(utils.api.payAnimalLand, data, (flag, value) => {
+            console.log("payAnimalLand", flag, value);
+            if (flag && 0 === value.code && value.flag) {
+                this.SetAnimalTimes(value.data.times);
+                if (callback)
+                    callback(value);
+            } else {
+                this.showToast(cc.find("Canvas/UICamera"), value.msg, 2);
+            }
+        })
+    },
+    onMultipleAnimalLand(data, callback) {
+        console.log(data);
+        utils.post(utils.api.multipleAnimalLand, data, (flag, value) => {
+            console.log("multipleAnimalLand", flag, value);
+            if (flag && 0 === value.code && value.flag) {
+                callback(value);
+            } else {
+                this.showToast(cc.find("Canvas/UICamera"), value.msg, 2);
+            }
+        })
+    },
+    
+
+    //喂养动物
+    onBuyAnimalFood(data, callback) {
+        utils.post(utils.api.buyAnimalFood, data, (flag, value) => {
+            console.log("buyAnimalFood", flag, value);
+            if (flag)
+                callback(value);
+
+        })
+    },
+    //积分兑换种子
+    onGetPlayerScore(data, callback) {
+        utils.post(utils.api.playerScoreExchange, data, (flag, value) => {
+            if (flag)
+                callback(value);
+        })
+    },
+    //返回十天期的当前种子
+    onGetPlayerSeeds(callback) {
+        utils.get(utils.api.playerScoreSeeds, {}, (flag, value) => {
+            if (flag)
+                callback(value);
+        })
+    },
+
     //获取一个toast
     getToast() {
         return this.toast;
     },
     hideToast() {
+        this.toast.active = false;
         if (this.scheduleObj) {
             this.unschedule(this.scheduleObj);
             this.scheduleObj = null;
         }
-        this.toastCallback = null;
     },
-    showToast(parent, content, time, callback) {
+    showToast(parent, content, time) {
         if (this.toast) {
-            //如果有旧的callback,返回callback
-            if (this.toastCallback) {
-                this.toastCallback();
-                this.toastCallback = null;
-            }
-            this.toastCallback = callback;
-
             if (this.scheduleObj) {
                 this.unschedule(this.scheduleObj);
                 this.scheduleObj = null;
             }
             this.scheduleObj = this.scheduleOnce(() => {
                 this.toast.active = false
-                if (this.toastCallback != null && this.toastCallback != undefined) {
-                    this.toastCallback();
-                }
             }, time);
             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;
+
+            // console.log(content, time)
         } else {
-            console.error("Toast 加载出错!");
+            console.error("Toast 尚未初始化!");
         }
     },
 

+ 33 - 14
assets/Script/public/GameStates.js

@@ -59,27 +59,30 @@ var BuildType = cc.Enum({
     Special: -1,
 
     //神农小镇 种子土地
-    HolyFarmland:-1,
+    HolyFarmland: -1,
 
     //场景障碍物类型,装扮
-    DressUp:-1
+    DressUp: -1,
+
+    //神农小镇 养殖场
+    HolyAnimal: -1
 });
 
 /**
  * 神龙小镇的种子类型
  * todo 后续可能根据DragonTownFarmland 需要种子的类型来确定播种
  */
-var SeedType =  cc.Enum({
+var SeedType = cc.Enum({
     //Normal -- 默认对应 DragonTownFarmland
-    Normal:0,
-    Cabbage:1,
-    Potato:2,
-    Carrot:3,
-    Broccoli:4,
-    Tomato:5,
-    Squash:6,
-    Eggplant:7,
-    Pepper:8
+    Normal: 0,
+    Cabbage: 1,
+    Potato: 2,
+    Carrot: 3,
+    Broccoli: 4,
+    Tomato: 5,
+    Squash: 6,
+    Eggplant: 7,
+    Pepper: 8
 
 });
 
@@ -154,7 +157,22 @@ var goods = cc.Class({
     }
 });
 
-
+//动物类型
+var AnimalType = cc.Enum({
+    None: -1,
+    Cow: -1,
+    Sheep: -1,
+    Pig: -1,
+    Chicken: -1,
+    Duck: -1,
+    Goose: -1,
+    Carp: -1,
+    GrassCarp: -1,
+    Silver: -1,
+    SeaFish: -1,
+    Shrimp: -1,
+    Crab: -1,
+});
 
 
 cc.Class({
@@ -168,7 +186,8 @@ cc.Class({
         goodsMaterialClass,
         AI_Animation_Type,
         HighwayType,
-        SeedType
+        SeedType,
+        AnimalType
     },
 });
 

+ 2 - 0
assets/Script/public/Globals.js

@@ -50,6 +50,8 @@ window.GlobalD = {
     NaturalPack: null,
     BeastPack: null,
 
+    //租赁币
+    animalTimes:0,
 
     /**
      * DApp 相关信息操作

+ 1 - 0
assets/Script/public/ManageGolden.js

@@ -18,6 +18,7 @@ cc.Class({
       default: null,
       type: cc.Node,
     },
+
   },
   InitManageGlodenUI() {
     this.GoldenLabel.getComponent(cc.Label).string = this.formatPrice(

+ 27 - 323
assets/Script/public/ManageUI.js

@@ -7,13 +7,7 @@ cc.Class({
   properties: {
     //左上角按钮列表
     LeftMenu: cc.Node,
-    //编辑建筑物时候的ui显示
-    EditorialBuildings: cc.Node,
-    //记录编辑按钮的父对象
-    _thisEditBuildingsParent: cc.Node,
-    _Cancellation: cc.Button,
-    _Comfirmation: cc.Button,
-    _buildTarget: cc.Node,
+
     //显示建筑的详细信息
     //建筑面板
     BuildingInfoView: cc.Node,
@@ -69,6 +63,7 @@ cc.Class({
     Diamondlabel: cc.Node,
     CNTlabel: cc.Node,
     SNBlabel: cc.Node,
+    TimesLabel: cc.Node,
     Strengthlabel: cc.Node,
     Luckylabel: cc.Node,
 
@@ -90,6 +85,8 @@ cc.Class({
 
     listUserInfoNode: cc.Node,
 
+    integralInfo:cc.Node,
+
     //商店面的介绍模板
     mallContent_Name: cc.Label,
     mallContent_Price: cc.Label,
@@ -147,26 +144,7 @@ cc.Class({
     isShowTopButton: { default: false, visible: true, serializable: false },
   },
   onLoad() {
-    cc.game.setFrameRate(30)
-    // cc.director.preloadScene('Login', function () { }.bind(this))
-    if (this.EditorialBuildings) {
-      this._thisEditBuildingsParent = this.EditorialBuildings.parent
-      this._Cancellation = this.EditorialBuildings.getChildByName(
-        'Cancellation'
-      ).getComponent(cc.Button)
-      this._Comfirmation = this.EditorialBuildings.getChildByName(
-        'Confirmation'
-      ).getComponent(cc.Button)
-    }
-    // task.managerUi = this
-    // var data1 = {
-    //   name: 'Whoareyou',
-    //   openId: userData.openId,
-    // }
-    // UtilsWX.postMessage(data1)
-    // UtilsWX.shareMenu()
-    // UtilsWX.initWXSubContextView(cc.find('Canvas/UICamera/wx'))
-    // UtilsWX.openWXSubContextView(false)
+    
   },
 
   isGame: function () {
@@ -238,18 +216,6 @@ cc.Class({
         cc.Node.EventType.TOUCH_MOVE 当手按下滑动时
         cc.Node.EventType.TOUCH_CANCEL 当手按下滑动后 抬起时
         */
-    if (this._Cancellation)
-      this._Cancellation.node.on(
-        cc.Node.EventType.TOUCH_END,
-        this.onCancellationEditor,
-        this
-      )
-    if (this._Comfirmation)
-      this._Comfirmation.node.on(
-        cc.Node.EventType.TOUCH_END,
-        this.onConfirmationEditor,
-        this
-      )
 
     /**
      * 绑定事件
@@ -257,46 +223,15 @@ cc.Class({
     this.onBindTiledMapTouchEnd();
   },
   Init() {
-    this._setLockBuildingColor()
-
-    let BuildingStateArray = GlobalD.GameData.GetBuildingLockStateArray()
-    for (let i = 0; i < BuildingStateArray.length; i++) {
-      if (BuildingStateArray[i] == 1) {
-        if (this.BuildingFrameArray[i]) this.OpenBuildingUILock(i, false)
-      }
-      if (this.BuildingFrameArray[i])
-        this.BuildingFrameArray[i]
-          .getChildByName('Lock')
-          .getChildByName('PriceBG')
-          .getChildByName('label')
-          .getComponent(cc.Label).string = this.FormatMoney(
-            AConfig.BuildingUnlockMoneyArray[i]
-          )
-    }
-
-    // *********** todo *************
-    //初始化,面板信息
-    //运营费用数组
-    let _runningCostArray = AConfig.RunningCostArray
-    for (let i = 0; i < _runningCostArray.length; i++) {
-      if (this.BuildingFrameArray[i]) {
-        let _contentButton =
-          this.BuildingFrameArray[i].getComponent('Content_Button')
-        _contentButton.Price = AConfig.RunningCostArray[i] //运营费用
-        //设置新的钻石价格
-        let _DiamondNumArray = GlobalD.GameData.GetDiamondNumArray()
-        _contentButton.DiamondPrice = _DiamondNumArray[i] //钻石费用
-      }
-    }
-
+    
     //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, value) => {
       //warn 这里需要增加对结果的判断
       if (0 === value.code) {
-        //没有兑换过和没有租赁过 todo 暂时隐藏
-        // if (!value.data.isExchange && !value.data.isLeased) {
-        //   this.DiamondGapViewShow()
-        // }
+        //没有兑换过和没有租赁过
+        if (!value.data.isExchange && !value.data.isLeased) {
+          // this.DiamondGapViewShow()
+        }
       }
     })
 
@@ -325,184 +260,11 @@ cc.Class({
       }
     })
   },
-  _setLockBuildingColor() {
-    let BuildingStateArray = GlobalD.GameData.GetBuildingLockStateArray()
-
-    for (let index = 0; index < BuildingStateArray.length; index++) {
-      if (this.BuildingFrameArray[index] && BuildingStateArray[index] == 0) {
-        this.BuildingFrameArray[index].color = new cc.Color(150, 150, 150, 150)
-        this.BuildingFrameArray[index].getChildByName(
-          'New Sprite(Splash)'
-        ).color = new cc.Color(0, 0, 0, 255)
-        this.BuildingFrameArray[index].getChildByName('Name').active = false
-      }
-    }
-  },
-  OpenBuildingUILock(Index, BLock) {
-    let Lock = (this.BuildingFrameArray[Index].getChildByName('Lock').active =
-      BLock)
-
-    let BuildingStateArray = GlobalD.GameData.GetBuildingLockStateArray()
-    if (!BLock && BuildingStateArray[Index] == 0) {
-      BuildingStateArray[Index] = 1
-      this.BuildingFrameArray[Index].color = new cc.Color(255, 255, 255, 255)
-      this.BuildingFrameArray[Index].getChildByName(
-        'New Sprite(Splash)'
-      ).color = new cc.Color(255, 255, 255, 255)
-      this.BuildingFrameArray[Index].getChildByName('Name').active = true
-      GlobalD.GameData.SetBuildingLockStateArray(BuildingStateArray)
-    }
-  },
-  OnUnLockBuilding(event, CustomEventData, callback) {
-    cc.loader.loadRes(
-      'prefab/UnlockBuiding',
-      function (err, texture) {
-        this.UnlockBuildingDialogView = cc.instantiate(texture)
-        this.BuildView.addChild(this.UnlockBuildingDialogView)
-
-        {
-          //CloseBtn
-          let close = this.UnlockBuildingDialogView.getChildByName('close')
-          let clickEventHandler = new cc.Component.EventHandler()
-          clickEventHandler.target = this.node
-          clickEventHandler.component = 'ManageUI'
-          clickEventHandler.handler = 'onClickCloseInUnlockBuilding'
-          let button = close.getComponent(cc.Button)
-          button.clickEvents.push(clickEventHandler)
-        }
-        {
-          //NoBtn
-          let NoBTN = this.UnlockBuildingDialogView.getChildByName('NoBTN')
-          let clickEventHandler = new cc.Component.EventHandler()
-          clickEventHandler.target = this.node
-          clickEventHandler.component = 'ManageUI'
-          clickEventHandler.handler = 'onClickNoBTNInUnlockBuilding'
-          let button = NoBTN.getComponent(cc.Button)
-          button.clickEvents.push(clickEventHandler)
-        }
-        {
-          //YesBtn
-          let YesBTN = this.UnlockBuildingDialogView.getChildByName('YesBTN')
-          let clickEventHandler = new cc.Component.EventHandler()
-          clickEventHandler.target = this.node
-          clickEventHandler.component = 'ManageUI'
-          clickEventHandler.handler = 'onClickYesBTNInUnlockBuilding'
-          clickEventHandler.customEventData = CustomEventData
-          let button = YesBTN.getComponent(cc.Button)
-          button.clickEvents.push(clickEventHandler)
-        }
-
-        //Close
-        if (callback != null) {
-          callback(this.UnlockBuildingDialogView)
-        }
-      }.bind(this)
-    )
-  },
-  onClickCloseInUnlockBuilding(event) {
-    this.UnlockBuildingDialogView.destroy()
-  },
-  onClickNoBTNInUnlockBuilding(event) {
-    this.UnlockBuildingDialogView.destroy()
-  },
-  onClickYesBTNInUnlockBuilding(event, CustomEventData) {
-    this.UnlockBuildingDialogView.destroy()
-
-    let Index = parseInt(CustomEventData)
-    let CostCoin = AConfig.BuildingUnlockMoneyArray[Index]
-    if (
-      GlobalD.GameData.GetDiamond() > CostCoin ||
-      GlobalD.GameData.GetDiamond() == CostCoin
-    ) {
-      GlobalD.GameData.PlusDiamond(-CostCoin)
-      this.OpenBuildingUILock(Index, false)
-
-      cc.loader.loadRes(
-        'prefab/show',
-        function (err, texture) {
-          this.ShowRewardsView = cc.instantiate(texture)
-          this.BuildView.addChild(this.ShowRewardsView)
-          let Rewards =
-            this.ShowRewardsView.getChildByName('GivePrize').getChildByName(
-              'Rewards'
-            )
-          Rewards.getComponent(cc.Sprite).spriteFrame = this.BuildingFrameArray[
-            Index
-          ].getChildByName('New Sprite(Splash)').getComponent(
-            cc.Sprite
-          ).spriteFrame
-
-          var Sunshine =
-            this.ShowRewardsView.getChildByName('GivePrize').getChildByName(
-              'Sunshine'
-            )
-          var GivePrize = this.ShowRewardsView.getChildByName('GivePrize')
-          Sunshine.scaleX = 0
-          Sunshine.scaleY = 0
-          GivePrize.scaleX = 0
-          GivePrize.scaleY = 0
-          Sunshine.stopAllActions()
-          GivePrize.stopAllActions()
-          this.scheduleOnce(function () {
-            var sc2 = cc.scaleTo(0.5, 0.8, 0.8)
-            Sunshine.runAction(sc2)
-            var sc3 = cc.scaleTo(0.5, 1.3, 1.3)
-            GivePrize.runAction(sc3)
-
-            var repeat = cc.repeatForever(cc.rotateBy(5.0, 360))
-            Sunshine.runAction(repeat)
-          }, 0.1)
-
-          //CloseBtn
-          let close = this.ShowRewardsView.getChildByName('close')
-          let clickEventHandler = new cc.Component.EventHandler()
-          clickEventHandler.target = this.node
-          clickEventHandler.component = 'ManageUI'
-          clickEventHandler.handler = 'OnShowRewardsViewClose'
-          let button = close.getComponent(cc.Button)
-          button.clickEvents.push(clickEventHandler)
-        }.bind(this)
-      )
 
-      return
-    }
-    //No Enough Diamond
-    cc.loader.loadRes(
-      'prefab/ShowNoMoney',
-      function (err, texture) {
-        this.ShowNoMoneyView = cc.instantiate(texture)
-        this.BuildView.addChild(this.ShowNoMoneyView)
-        let DetailLabel = this.ShowNoMoneyView.getChildByName('DetailLabel')
-        DetailLabel.getComponent(cc.Label).string = '钻石不够!'
-
-        this.scheduleOnce(
-          function () {
-            this.ShowNoMoneyView.destroy()
-          }.bind(this),
-          1
-        )
-      }.bind(this)
-    )
-  },
   OnShowRewardsViewClose(event, CustomEventData) {
     this.ShowRewardsView.destroy()
   },
 
-  //弹出购买提示
-  onPurchaseTips(_contentButton) {
-    // cc.log('是否用钻石购买建筑', _contentButton.node.name);
-
-    if (this.TipViewPrefab) {
-      let _TipView
-      _TipView = cc.instantiate(this.TipViewPrefab)
-      _TipView.parent = this.TipView
-      _TipView.setPosition(cc.v2(0, 0))
-      _TipView
-        .getComponent('TipView')
-        .onShowTip({ ContentButton: _contentButton, TipViewNode: this.TipView })
-      // cc.log(_TipView.name);
-    }
-  },
   //点击了建造列表里面的按钮时候改变样式
   onSetButtonState(Data, Synopsis) {
     cc.Component.EventHandler.emitEvents(Data.Target.clickEvents)
@@ -565,76 +327,7 @@ cc.Class({
       this.seedBottomSnbNode.active = true;
     }
   },
-  //编辑对应的建筑
-  onEditorialBuildings(mUI_buildTarget) {
-    if (!this.EditorialBuildings) {
-      cc.warn('EditorialBuildings is Null!')
-      return
-    }
-    this.EditorialBuildings.active = true
-    //重置上一个编辑建筑的状态
-    if (this._buildTarget && this._buildTarget.getComponent('buildingsTouch')) {
-      this._buildTarget.getComponent('buildingsTouch').onCancelEdit()
-    }
-    this._buildTarget = mUI_buildTarget
-    this.EditorialBuildings.parent = mUI_buildTarget
-    this.EditorialBuildings.setPosition(cc.v2(0, 0))
-  },
-  //取消编辑
-  onCancellationEditor() {
-    //获取建筑物上的组件
-    let buildTouch = this._buildTarget.getComponent('buildingsTouch')
-    let isTaskNext = buildTouch.onTaskBuild()
-    if (!isTaskNext) return
-    if (task.isMushBuildState) {
-      cc.loader.loadRes(
-        'resUI/ShowNotEnoughMoney',
-        function (err, texture) {
-          var prefab = cc.instantiate(texture)
-          prefab.getComponent('ShowNotEnoughMoney').Text("请点击'√'号")
-          this._buildTarget.addChild(prefab)
-        }.bind(this)
-      )
-      return
-    }
-    // if (buildTouch) {
-    buildTouch.onCancelEdit()
-    // }
-
-    this.EditorialBuildings.active = false
-    this.EditorialBuildings.parent = this._thisEditBuildingsParent
-    this.EditorialBuildings.setPosition(cc.v2(10000, 100))
-    this._buildTarget = null
-  },
-  //确定编辑(创建建筑物 对号)
-  onConfirmationEditor() {
-    //获取建筑物上的组件
-    let buildTouch = this._buildTarget.getComponent('buildingsTouch')
-    let isTaskNext = buildTouch.onTaskBuild()
-    if (!isTaskNext) return
-    // if (buildTouch) {
-    buildTouch.onFinishEdit()
-    // }
-
-    this.EditorialBuildings.active = false
-    this.EditorialBuildings.parent = this._thisEditBuildingsParent
-    this.EditorialBuildings.setPosition(cc.v2(10000, 100))
-
-    this._buildTarget = null
-  },
-
-  //如果相等的话返回true
-  verctor3IsEqual(vector1, vector2) {
-    let isEqual = false
-    let out = new cc.Vec3()
-    out.x = vector2.x - vector1.x
-    out.y = vector2.y - vector1.y
-    out.z = vector2.z - vector1.z
-    if (out.x == 0 && out.y == 0 && out.z == 0) {
-      isEqual = true
-    }
-    return isEqual
-  },
+ 
   //收起全部菜单
   onHideMenu() {
     // if (this.BuildView) {
@@ -709,6 +402,16 @@ cc.Class({
     this.listUserInfoNode.getComponent('userListInfo').onClose()
   },
 
+  /**
+   * 打开兑换积分界面
+   * @returns 
+   */
+  onIntegralInfo_Open() {
+    this.integralInfo.getComponent('integralInfo').onOpenInfo();
+  },
+
+
+
   //点击钻石兑换
   onButtonEvent_Exchange() {
     this.DiamondGapView.active = true
@@ -1005,11 +708,7 @@ cc.Class({
   },
 
   showFriend: function () {
-    // var data1 = {
-    //     name: "Whoareyou",
-    //     openId : userData.openId
-    // }
-    // UtilsWX.postMessage(data1);
+
     var data = {
       name: 'showFriend',
     }
@@ -1322,6 +1021,11 @@ cc.Class({
   SNBChangeCallBack: function (Num) {
     this.SNBlabel.getComponent(cc.Label).string = this.formatPrice(Num);
   },
+
+  AnimalTimesChangeCallBack: function (Num) {
+    this.TimesLabel.getComponent(cc.Label).string = this.formatPrice(Num);
+  },
+
   formatPrice(price) {
     return String(price).replace(/\d(?=(?:\d{3})+\b)/g, '$&,');
   },

+ 0 - 3
assets/Script/tool/UtilsWX.js

@@ -22,10 +22,7 @@ window.UtilsWX = {
     wxgameLogin: function (callbacks) {
         this.userLogin(function (callback) {
             this.getUserInfo(function (res) {
-                // userData.httpData.data = res.userInfo;
-                // console.log('登陆过的信息',res.userInfo)
                 userData.httpData.data = res.userInfo;
-                // this.wxlogin(res)
                 if (callbacks != null) {
                     callbacks(res);
                 }

BIN
assets/UI/NAnimal/field/AnimalLock.png


+ 13 - 13
assets/UI/NScene/Fruits/RiceSeed.png.meta → assets/UI/NAnimal/field/AnimalLock.png.meta

@@ -1,31 +1,31 @@
 {
   "ver": "2.3.5",
-  "uuid": "d0f2fd50-6416-4332-bd95-1282b481c7af",
+  "uuid": "9b20ba00-9940-464d-819d-83ae3edf16a5",
   "type": "sprite",
   "wrapMode": "clamp",
   "filterMode": "bilinear",
   "premultiplyAlpha": false,
   "genMipmaps": false,
   "packable": true,
-  "width": 276,
-  "height": 247,
+  "width": 159,
+  "height": 126,
   "platformSettings": {},
   "subMetas": {
-    "RiceSeed": {
+    "AnimalLock": {
       "ver": "1.0.4",
-      "uuid": "f6204e47-b244-4284-b113-0d091434ed74",
-      "rawTextureUuid": "d0f2fd50-6416-4332-bd95-1282b481c7af",
+      "uuid": "157e11f5-5443-4a4f-89f6-3a4a8fa61e34",
+      "rawTextureUuid": "9b20ba00-9940-464d-819d-83ae3edf16a5",
       "trimType": "auto",
       "trimThreshold": 1,
       "rotated": false,
       "offsetX": 0,
-      "offsetY": -0.5,
-      "trimX": 1,
-      "trimY": 1,
-      "width": 274,
-      "height": 246,
-      "rawWidth": 276,
-      "rawHeight": 247,
+      "offsetY": 0,
+      "trimX": 0,
+      "trimY": 0,
+      "width": 159,
+      "height": 126,
+      "rawWidth": 159,
+      "rawHeight": 126,
       "borderTop": 0,
       "borderBottom": 0,
       "borderLeft": 0,

BIN
assets/UI/NAnimal/field/brand_farm.png


+ 7 - 7
assets/UI/NAnimal/field/brand_farm.png.meta

@@ -1,6 +1,6 @@
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BIN
assets/UI/NAnimal/field/brand_pasture.png


+ 7 - 7
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@@ -1,6 +1,6 @@
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BIN
assets/UI/NOther/integralButton.png


+ 14 - 14
assets/UI/NScene/Fruits/LentilSeed.png.meta → assets/UI/NOther/integralButton.png.meta

@@ -1,31 +1,31 @@
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BIN
assets/UI/NOther/integralText.png


+ 13 - 13
assets/UI/NScene/Fruits/Rice.png.meta → assets/UI/NOther/integralText.png.meta

@@ -1,31 +1,31 @@
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BIN
assets/UI/NOther/integral_bg.png


+ 36 - 0
assets/UI/NOther/integral_bg.png.meta

@@ -0,0 +1,36 @@
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BIN
assets/UI/NOther/integral_button.png


+ 36 - 0
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@@ -0,0 +1,36 @@
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BIN
assets/UI/NOther/integral_package.png


+ 13 - 13
assets/UI/NScene/Fruits/PotatoSeed.png.meta → assets/UI/NOther/integral_package.png.meta

@@ -1,31 +1,31 @@
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BIN
assets/UI/NOther/integral_package_c.png


+ 36 - 0
assets/UI/NOther/integral_package_c.png.meta

@@ -0,0 +1,36 @@
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BIN
assets/UI/NOther/integral_red.png


+ 14 - 14
assets/UI/NScene/Fruits/SquashSeed.png.meta → assets/UI/NOther/integral_red.png.meta

@@ -1,31 +1,31 @@
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+ 2 - 2
assets/UI/NOther/labelBg2.png.meta

@@ -28,8 +28,8 @@
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BIN
assets/UI/NScene/Fruits/BroccoliSeed.png


BIN
assets/UI/NScene/Fruits/Broccoli_Withered.png


+ 36 - 0
assets/UI/NScene/Fruits/Broccoli_Withered.png.meta

@@ -0,0 +1,36 @@
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BIN
assets/UI/NScene/Fruits/CabbageSeed.png


BIN
assets/UI/NScene/Fruits/Cabbage_Withered.png


+ 10 - 10
assets/UI/NScene/Fruits/CarrotSeed.png.meta → assets/UI/NScene/Fruits/Cabbage_Withered.png.meta

@@ -1,6 +1,6 @@
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@@ -11,19 +11,19 @@
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BIN
assets/UI/NScene/Fruits/CarrotSeed.png


BIN
assets/UI/NScene/Fruits/Carrot_Withered.png


+ 10 - 10
assets/UI/NScene/Fruits/BroccoliSeed.png.meta → assets/UI/NScene/Fruits/Carrot_Withered.png.meta

@@ -1,6 +1,6 @@
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@@ -11,19 +11,19 @@
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BIN
assets/UI/NScene/Fruits/EggplantSeed.png


BIN
assets/UI/NScene/Fruits/Eggplant_Withered.png


+ 36 - 0
assets/UI/NScene/Fruits/Eggplant_Withered.png.meta

@@ -0,0 +1,36 @@
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BIN
assets/UI/NScene/Fruits/LentilSeed.png


BIN
assets/UI/NScene/Fruits/Lentil_Withered.png


+ 9 - 9
assets/UI/NScene/Fruits/PepperSeed.png.meta → assets/UI/NScene/Fruits/Lentil_Withered.png.meta

@@ -1,6 +1,6 @@
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@@ -11,19 +11,19 @@
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BIN
assets/UI/NScene/Fruits/PepperSeed.png


BIN
assets/UI/NScene/Fruits/Pepper_Withered.png


+ 10 - 10
assets/UI/NScene/Fruits/CabbageSeed.png.meta → assets/UI/NScene/Fruits/Pepper_Withered.png.meta

@@ -1,6 +1,6 @@
 {
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-  "uuid": "134d5175-3b49-4ab8-96b0-432af0d4fd29",
+  "uuid": "a33c1cd3-af5a-4f5e-b30a-be702214872a",
   "type": "sprite",
   "wrapMode": "clamp",
   "filterMode": "bilinear",
@@ -11,19 +11,19 @@
   "height": 268,
   "platformSettings": {},
   "subMetas": {
-    "CabbageSeed": {
+    "Pepper_Withered": {
       "ver": "1.0.4",
-      "uuid": "a153f47d-708e-42c1-84f3-f5557feab7f0",
-      "rawTextureUuid": "134d5175-3b49-4ab8-96b0-432af0d4fd29",
+      "uuid": "b7d2b807-1215-4c44-97d3-c14205b8cb24",
+      "rawTextureUuid": "a33c1cd3-af5a-4f5e-b30a-be702214872a",
       "trimType": "auto",
       "trimThreshold": 1,
       "rotated": false,
-      "offsetX": 2,
-      "offsetY": -10.5,
-      "trimX": 37,
-      "trimY": 49,
-      "width": 262,
-      "height": 191,
+      "offsetX": -9,
+      "offsetY": -6,
+      "trimX": 34,
+      "trimY": 42,
+      "width": 246,
+      "height": 196,
       "rawWidth": 332,
       "rawHeight": 268,
       "borderTop": 0,

BIN
assets/UI/NScene/Fruits/PotatoSeed.png


BIN
assets/UI/NScene/Fruits/Potato_Withered.png


+ 10 - 10
assets/UI/NScene/Fruits/EggplantSeed.png.meta → assets/UI/NScene/Fruits/Potato_Withered.png.meta

@@ -1,6 +1,6 @@
 {
   "ver": "2.3.5",
-  "uuid": "80ac7493-026a-47a8-a01c-213602659baf",
+  "uuid": "9ced60c2-49e7-4508-b2c1-de0252abc613",
   "type": "sprite",
   "wrapMode": "clamp",
   "filterMode": "bilinear",
@@ -11,19 +11,19 @@
   "height": 268,
   "platformSettings": {},
   "subMetas": {
-    "EggplantSeed": {
+    "Potato_Withered": {
       "ver": "1.0.4",
-      "uuid": "334e631f-3b86-421a-9916-38ca6b499262",
-      "rawTextureUuid": "80ac7493-026a-47a8-a01c-213602659baf",
+      "uuid": "89c9f3e3-7ba2-496b-ac8e-2ce4152406df",
+      "rawTextureUuid": "9ced60c2-49e7-4508-b2c1-de0252abc613",
       "trimType": "auto",
       "trimThreshold": 1,
       "rotated": false,
-      "offsetX": 10.5,
-      "offsetY": 12.5,
-      "trimX": 31,
-      "trimY": 0,
-      "width": 291,
-      "height": 243,
+      "offsetX": 0,
+      "offsetY": -0.5,
+      "trimX": 42,
+      "trimY": 48,
+      "width": 248,
+      "height": 173,
       "rawWidth": 332,
       "rawHeight": 268,
       "borderTop": 0,

BIN
assets/UI/NScene/Fruits/Rice.png


BIN
assets/UI/NScene/Fruits/RiceSeed.png


BIN
assets/UI/NScene/Fruits/SquashSeed.png


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