ManageTimer.js 12 KB

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  1. var reGameStates = require('GameStates');
  2. cc.Class({
  3. extends: cc.Component,
  4. properties: {
  5. //显示计算日期的label
  6. DateLabel: cc.Node,
  7. ManagerWorker: cc.Node,
  8. Tips: cc.Node,
  9. ManageAd: cc.Node,
  10. },
  11. Init(_BFirstLoadGame) {
  12. this.CurrentMonth = GlobalD.GameData.GameMonth;
  13. this.CurrentYear = GlobalD.GameData.GameYear;
  14. this.SetDate();
  15. //Update new day
  16. // this.DateLabel.getComponent(cc.Label).string = GlobalD.GameData.GameYear.toString() + '年 : ' + GlobalD.GameData.GameMonth.toString() + '月 : ' + GlobalD.GameData.GameDay.toString() + '日';
  17. var myDate = new Date();
  18. myDate.setFullYear(GlobalD.GameData.GameYear, GlobalD.GameData.GameMonth, GlobalD.GameData.GameDay);
  19. var tempGameMonth = myDate.getMonth();
  20. // var tempGameYear = myDate.getFullYear();
  21. this.schedule(function () {
  22. myDate.setDate(myDate.getDate() + 1);
  23. GlobalD.GameData.GameYear = myDate.getFullYear();
  24. GlobalD.GameData.GameMonth = myDate.getMonth();
  25. GlobalD.GameData.GameDay = myDate.getDate();
  26. cc.sys.localStorage.setItem('GameYear', GlobalD.GameData.GameYear);
  27. cc.sys.localStorage.setItem('GameMonth', GlobalD.GameData.GameMonth);
  28. cc.sys.localStorage.setItem('GameDay', GlobalD.GameData.GameDay);
  29. if (GlobalD.GameData.GameYear != 0) {
  30. this.DateLabel.getComponent(cc.Label).string = GlobalD.GameData.GameYear.toString() + '年 : ' + GlobalD.GameData.GameMonth.toString() + '月 : ' + GlobalD.GameData.GameDay.toString() + '日';
  31. }
  32. else if (GlobalD.GameData.GameMonth != 0) {
  33. this.DateLabel.getComponent(cc.Label).string = GlobalD.GameData.GameMonth.toString() + '月 : ' + GlobalD.GameData.GameDay.toString() + '日';
  34. }
  35. else {
  36. this.DateLabel.getComponent(cc.Label).string = GlobalD.GameData.GameDay.toString() + '日';
  37. }
  38. if (tempGameMonth != myDate.getMonth()) {
  39. tempGameMonth = myDate.getMonth();
  40. }
  41. //过了一个月
  42. if (this.CurrentMonth != GlobalD.GameData.GameMonth) {
  43. this.CurrentMonth = GlobalD.GameData.GameMonth;
  44. this.MonthEvent();
  45. }
  46. //过了一年
  47. if (this.CurrentYear != GlobalD.GameData.GameYear) {
  48. this.CurrentYear = GlobalD.GameData.GameYear;
  49. this.YearEvent();
  50. }
  51. }.bind(this), 5, cc.repeatForever());
  52. this._ManageAd = this.ManageAd.getComponent('ManageAd');
  53. if (task.TaskIconCountClick != 14)
  54. return;
  55. setTimeout(() => {
  56. // console.log('第一次登录:',_BFirstLoadGame);
  57. //第二次登录时候,拿时间数据,计算时差,大于两小时的可以给看登录视频领取奖励
  58. if (_BFirstLoadGame) {
  59. let oldDate = cc.sys.localStorage.getItem('loginRewardDate');
  60. // console.log('oldDate:',oldDate, new Date(oldDate));
  61. if (!oldDate) {
  62. //第二次登录没有记录时间的话
  63. var date2 = new Date(); //开始时间
  64. cc.sys.localStorage.setItem('loginRewardDate', date2);
  65. return;
  66. }
  67. var limitValue = 30;//分钟
  68. var limitDValue = limitValue * 60 * 1000;//分钟内的毫秒数
  69. var dateEnd = new Date(); //结束时间
  70. var dateDValue = dateEnd.getTime() - new Date(oldDate).getTime() //时间差的毫秒数
  71. //计算出小时数
  72. var leave1 = dateDValue % (24 * 3600 * 1000) //计算天数后剩余的毫秒数
  73. var hours = Math.floor(leave1 / (3600 * 1000))
  74. // console.log('当前时间:', hours);
  75. //计算出相差天数
  76. var days = Math.floor(dateDValue / (24 * 3600 * 1000))
  77. //计算相差分钟数
  78. var leave2 = leave1 % (3600 * 1000) //计算小时数后剩余的毫秒数
  79. var minutes = Math.floor(leave2 / (60 * 1000))
  80. //计算相差秒数
  81. var leave3 = leave2 % (60 * 1000) //计算分钟数后剩余的毫秒数
  82. var seconds = Math.round(leave3 / 1000)
  83. console.log(" 相差 " + days + "天 " + hours + "小时 " + minutes + " 分钟" + seconds + " 秒")
  84. //用毫秒数比较如果时间大于30分钟
  85. if (dateDValue >= limitDValue) {
  86. this.onloginGetVideoAd();
  87. } else {
  88. this._ManageAd.onPlayBannerAd();
  89. }
  90. } else {
  91. var date1 = new Date(); //开始时间
  92. //第一次登录记录时间
  93. cc.sys.localStorage.setItem('loginRewardDate', date1);
  94. // console.log('第一次登录记录时间:',date1);
  95. // this._ManageAd.onPlayBannerAd();
  96. }
  97. }, 500);
  98. },
  99. SetDate() {
  100. if (GlobalD.GameData.GameYear != 0) {
  101. this.DateLabel.getComponent(cc.Label).string = GlobalD.GameData.GameYear.toString() + '年 : ' + GlobalD.GameData.GameMonth.toString() + '月 : ' + GlobalD.GameData.GameDay.toString() + '日';
  102. }
  103. else if (GlobalD.GameData.GameMonth != 0) {
  104. this.DateLabel.getComponent(cc.Label).string = GlobalD.GameData.GameMonth.toString() + '月 : ' + GlobalD.GameData.GameDay.toString() + '日';
  105. }
  106. else {
  107. this.DateLabel.getComponent(cc.Label).string = GlobalD.GameData.GameDay.toString() + '日';
  108. }
  109. },
  110. //观看视频获取奖励
  111. onGetVideoAd() {
  112. //直接初始化,初始化一次
  113. //预加载广告
  114. // 'adunit-4f20955a953757b6',//视频激励广告3
  115. AD.loadVideoAdFromIndex('ManageTimer', 2, (res) => {
  116. console.log('预加载广告回调:', res);
  117. });
  118. this._ManageAd.onCloseBannerAd();
  119. UtilsPrefabs.videoAdPrefab();
  120. },
  121. //登录时观看视频
  122. onloginGetVideoAd() {
  123. //预加载广告
  124. // 'adunit-4f20955a953757b6',//视频激励广告3
  125. AD.loadVideoAdFromIndex('LoginReward', 4, (res) => {
  126. console.log('预加载广告回调:', res);
  127. });
  128. this._ManageAd.onCloseBannerAd();
  129. UtilsPrefabs.loginAdPrefab(() => {
  130. var date1 = new Date(); //开始时间
  131. //设置在本地记录看视频日期
  132. cc.sys.localStorage.setItem('loginRewardDate', date1);
  133. this._ManageAd.onPlayBannerAd();
  134. }, () => {
  135. this._ManageAd.onPlayBannerAd();
  136. });
  137. },
  138. MonthEvent() {
  139. //每月扣费
  140. this._AllBuildingRuningCost();
  141. this.WorkerSalary();
  142. this.GiveMoney();
  143. UtilsWX.getAllBuild();
  144. UtilsWX.openWXSubContextView(true);
  145. setTimeout(function () {
  146. UtilsWX.openWXSubContextView(false);
  147. }.bind(this), 5000)
  148. // this.YearEvent();
  149. GlobalD.GameData.PlusGolden(GlobalD.GameData.EveryGive[0]);
  150. GlobalD.GameData.PlusDiamond(GlobalD.GameData.EveryGive[1]);
  151. setTimeout(() => {
  152. //显示奖励
  153. this.onGetVideoAd();
  154. }, 6000);
  155. },
  156. YearEvent() {
  157. //每年上报告
  158. var data1 = {
  159. name: "Whoareme",
  160. openId: userData.openId,
  161. }
  162. UtilsWX.postMessage(data1);
  163. },
  164. WorkerSalary() {
  165. let ManagerWorkerScript = this.ManagerWorker.getComponent('ManageWorker');
  166. let Wages = ManagerWorkerScript.WorkerLVPropertyJSON[GlobalD.GameData.GetWorkerLV()].Wages;
  167. Wages = parseInt(Wages);
  168. // cc.log('Wages='+Wages);
  169. let CanPayNum = GlobalD.GameData.GetGolden() / Wages;
  170. // cc.log('CanPayNum1111='+CanPayNum);
  171. CanPayNum = parseInt(CanPayNum);
  172. // cc.log('CanPayNum2222='+CanPayNum);
  173. // cc.log('GetWorkerNum='+GlobalD.GameData.GetWorkerNum());
  174. GlobalD.GameData.PlusGolden(-(GlobalD.GameData.GetWorkerNum() * Wages));
  175. let PayPersonNum = CanPayNum - GlobalD.GameData.GetWorkerNum();
  176. // cc.log('PayPersonNum='+PayPersonNum);
  177. if (PayPersonNum > 0 || PayPersonNum == 0) return;
  178. let FirePersonNum = -PayPersonNum;
  179. ManagerWorkerScript.FirePerson(FirePersonNum);
  180. this.Tips.active = true;
  181. this.Tips.getChildByName('Detail').getComponent(cc.Label).string = ' ' + FirePersonNum + '名工人因发不出工资已经离职';
  182. this.scheduleOnce(
  183. function () {
  184. this.Tips.active = false;
  185. }, 2
  186. )
  187. },
  188. GiveMoney() {
  189. let ManagerWorkerScript = this.ManagerWorker.getComponent('ManageWorker');
  190. let Wages = ManagerWorkerScript.WorkerLVPropertyJSON[GlobalD.GameData.GetWorkerLV()].Wages;
  191. GlobalD.GameData.PlusGolden(parseInt(Wages));
  192. },
  193. onRuningCost() {
  194. this._AllBuildingRuningCost();
  195. // GlobalD.GameData.PlusGolden(-1000105);
  196. },
  197. onAddGolden() {
  198. GlobalD.GameData.PlusGolden(1000);
  199. GlobalD.GameData.PlusDiamond(1000);
  200. // GlobalD.GameData.SetWorkerLV(0);
  201. },
  202. //每个月扣除可销售的全部建筑的
  203. _AllBuildingRuningCost() {
  204. let buildsTildMapUnit = GlobalD.game.buildingsTiledMapUnit;
  205. let length = buildsTildMapUnit.length;
  206. GlobalD.GameData.GetGoldenCallBack((res) => {
  207. if (!res) {
  208. cc.warn('获取金币失败:', res);
  209. return;
  210. }
  211. // cc.log('获取金币:', res.resGolden);
  212. let _currentGolden = res.resGolden;
  213. for (let i = 0; i < length; i++) {
  214. // let _buildType = buildsTildMapUnit[i].getBuildingsInfo.buildInfo.buildType;
  215. // if (reGameStates.BuildType.Housing == _buildType
  216. // || reGameStates.BuildType.Special == _buildType
  217. // || reGameStates.BuildType.Factory == _buildType) {
  218. // continue;
  219. // }
  220. //reGameStates.BuildType.Shop !== _buildType
  221. //只要运营成本不为零,都会每个月扣钱
  222. if (buildsTildMapUnit[i].getBuildingsInfo.buildInfo.RunningCost == 0) continue;
  223. let _runningCost = buildsTildMapUnit[i].getBuildingsInfo.buildInfo.RunningCost;
  224. // cc.log(_currentGolden, _runningCost);
  225. let _golden = _currentGolden - _runningCost;
  226. //交的起的,都交
  227. if (_golden < 0) {
  228. // cc.log('不够钱交租啦,此建筑暂停营业:', buildsTildMapUnit[i].getBuildingsInfo.buildInfo.buildingName);
  229. buildsTildMapUnit[i].getBuildingsInfo.buildInfo.isItSaleable = false;
  230. buildsTildMapUnit[i].getBuildingsInfo.buildInfo.isItStopOperation = true;
  231. buildsTildMapUnit[i].getBuildingsInfo.onStopOperation();
  232. GlobalD.game.onAddBuildingTipView(buildsTildMapUnit[i].getBuildingsInfo);
  233. } else {
  234. GlobalD.game.onRemoveBuildingTipView(buildsTildMapUnit[i].getBuildingsInfo);
  235. buildsTildMapUnit[i].getBuildingsInfo.buildInfo.isItStopOperation = false;
  236. buildsTildMapUnit[i].getBuildingsInfo.buildInfo.isItSaleable = true;
  237. GlobalD.GameData.PlusGolden(-_runningCost);
  238. // cc.log('商店:', buildsTildMapUnit[i].getBuildingsInfo.buildInfo.buildingName, '= 收费:', _runningCost);
  239. }
  240. //更新信息
  241. // cc.log('更新信息');
  242. GlobalD.game.updateBuilding(buildsTildMapUnit[i].getBuildingsInfo);
  243. _currentGolden = _golden;
  244. }
  245. })
  246. }
  247. });