const GameStatesStatic = require('GameStates'); cc.Class({ extends: cc.Component, properties: { }, onLoad: function () { this.arrSkin = [ "Sayaren", "Baozhatou", "Mensaonan", "Yuanban" ]; this.myRandomc = []; }, //返回两个 随机数 setRandom: function () { var temp1 = this.arrSkin[Math.floor(Math.random() * this.arrSkin.length)]; var temp2 = this.arrSkin[Math.floor(Math.random() * this.arrSkin.length)]; if (temp1 != temp2) { return [temp1, temp2]; } else { this.setRandom(); } }, setSkinss: function (arr) { var Rivel = cc.find("Rivel"); var Hero = cc.find("Hero"); console.log("调用了 有没有", arr); if (arr.length == 0 || arr == null) { var tag = true; while (tag) { this.myRandom = this.setRandom(); if (this.myRandom != null) { tag = false; this.myRandomc = this.myRandom; GameStatesStatic.myRandomc = this.myRandomc; } } console.log("调用了 设置了", GameStatesStatic.myRandomc); Rivel.getChildByName("Player").getComponent("Charactor").setSkins(this.myRandom[0]); Hero.getChildByName("Player").getComponent("Charactor").setSkins(this.myRandom[1]); var Hero = cc.find("Hero"); var NetworkSocket = Hero.getComponent('NetworkSocket'); var data = { FunctionName: 'myRandomSetSkins', arr: GameStatesStatic.myRandomc }; NetworkSocket.sendSyncData(JSON.stringify(data)); } }, setRandomSkinss: function () { var Rivel = cc.find("Rivel"); var Hero = cc.find("Hero"); var tag = true; var RivelPlayer = Rivel.getChildByName("Player"); // RivelPlayer.active = true; var HeroPlayer = Hero.getChildByName("Player"); // HeroPlayer.active = true; while (tag) { this.myRandom = this.setRandom(); if (this.myRandom != null) { tag = false; this.myRandomc = this.myRandom; } } RivelPlayer.getComponent("Charactor").setSkins(this.myRandom[0]); HeroPlayer.getComponent("Charactor").setSkins(this.myRandom[1]); var NetworkSocket = Hero.getComponent('NetworkSocket'); var data = { FunctionName: 'myRandomSetSkins', arr: this.myRandomc }; NetworkSocket.sendSyncData(JSON.stringify(data)); } });