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- import { HTTP_TYPE } from "../datas/CommonData";
- import { RichData } from "../datas/RichData";
- import { WealthData } from "../datas/WealthData";
- import Main from "../Main";
- import Wealth from "../other/control/Wealth";
- import Bullet from "../other/item/Bullet";
- import CarSpace from "../prefabs/CarSpace";
- import MyExtends from "../tools/MyExtends";
- import Time from "../tools/Time";
- import UIMng, { PanelType } from "../uiFrames/UIMng";
- import Sciencen_M from "../utils/Sciencen_M";
- import AdM from "./AdM";
- import { GameController } from "./GameController";
- import GameM, { AUDIO_TYPE } from "./GameM";
- import GuideMng from "./GuideMng";
- import HttpM from "./HttpM";
- import UiM from "./UiM";
- const { ccclass, property } = cc._decorator;
- export enum WealthState {
- Cooling = 0,
- ReadyFight = 1,
- Fighting = 2,
- End = 3,
- }
- @ccclass
- export default class WealthMng extends cc.Component {
- private static ins: WealthMng = null
- static get Ins(): WealthMng {
- if (!this.ins) {
- this.ins = new WealthMng();
- }
- return this.ins;
- }
- Destroy() {
- this.node.destroy();
- WealthMng.ins = null;
- }
- @property(cc.Node)
- private gameView: cc.Node = null;
- @property(cc.Node)
- private posNodeAry: cc.Node[] = [];
- @property(cc.Node)
- private wealth: cc.Node = null;
- @property(cc.Node)
- private bullet: cc.Node = null;
- @property(cc.Node)
- private bulletEft: cc.Node = null;
- @property(sp.Skeleton)
- private groundDeftSpine: sp.Skeleton = null;
- @property(sp.Skeleton)
- private titleSpine: sp.Skeleton = null;
- //@property(cc.Node)
- //private bg1: cc.Node = null;
- //@property(cc.Node)
- //private bg2: cc.Node = null;
- //@property(cc.Node)
- //private tip: cc.Node = null;
- @property(cc.Node)
- private coinEft: cc.Node = null;
- @property(cc.Label)
- private coinEftTxt: cc.Label = null;
- @property(sp.Skeleton)
- private pointSpine: sp.Skeleton = null;
- @property(cc.Node)
- uiWealthNode: cc.Node = null;
- @property(cc.Node)
- mask: cc.Node = null;
- @property(cc.Node)
- inputBlock: cc.Node = null;
- private bulletParent: cc.Node = null;
- private wealthScr: Wealth = null;
- private mainScr: Main = null;
- private carSpaceAry: CarSpace[] = [];
- private timer: number = 0;
- isWealthing: boolean = false;
- isUsingSkill: boolean = false;
- private changeStateTime: number = 5;
- private curPosNodeIndex: number = 0;
- /**是否在冷却中*/
- isCooling: boolean = false;
- blood: number = 200;
- bloodValue: number = 200;
- private triggerTimer: number = 0;
- private triggerTime: number = 5;
- private triggerCheck: boolean = false;
- private titleNodePos: cc.Vec2 = null;
- wealthState: WealthState = WealthState.ReadyFight;
- isJumping: boolean = false;
- onLoad() {
- WealthMng.ins = this;
- WealthData.Ins.wealthMng = this;
- //WealthData.Ins.WealthInit();
- this.mainScr = UiM.Instance.hallNode.getComponent(Main);
- this.wealthScr = this.wealth.getComponent(Wealth);
- this.wealthScr.onLoad();
- //this.carSpaceAry = this.mainScr.carSpaceArr;
- this.wealth.active = false;
- this.mainScr.carSpaceArr.forEach(element => {
- this.carSpaceAry.push(element.getComponent(CarSpace));
- });
- //cc.director.getCollisionManager().enabled = true;
- cc.director.getPhysicsManager().enabled = true;
- //console.log("WealthData1:", WealthData.Ins.wealthMng);
- //console.log("++++++++++++", this.wealthScr);
- this.titleNodePos = this.titleSpine.node.getPosition();
- this.Init();
- //console.log("Wealth WorldPos:",MyExtends.localConvertWorldPointAR(this.node));
- //let worldpos = MyExtends.localConvertWorldPointAR(this.uiWealthNode);// this.node.parent.parent.convertToWorldSpaceAR(cc.v2(0, -162)); //MyExtends.localConvertWorldPointAR(this.node.parent.parent,cc.v2(0, -162));
- //worldpos = MyExtends.worldConvertLocalPointAR2D(this.gameView, worldpos);
- //console.log("WorldPos:(" + worldpos.x + "," + worldpos.y + ")");
- this.schedule(() => { WealthData.Ins.UpdateWealthState(); }, 5);
- //console.log("+++++++++++++++++: " + Sciencen_M.instance.subtraction("100", "150"));
- }
- start() {
- }
- update(dt) {
- this.CheckWealth(dt);
- //this.TimerCheckTriggerWealth(dt);
- this.TimerCooling(dt);
- this.TimerLife(dt);
- }
- GetUiWealthPos() {
- let worldpos = MyExtends.localConvertWorldPointAR(this.uiWealthNode);
- worldpos = MyExtends.worldConvertLocalPointAR2D(this.gameView, worldpos);
- return worldpos;
- }
- Init() {
- //console.log("WealthOpenResRequest-------------------1:");
- //HttpM.Instance.SendData(HTTP_TYPE.wealthGodOpen, {}, (res) => {
- // console.log("WealthOpenRes------------:", res);
- // if (res.data != null) {
- // console.log("WealthOpen:", res.data);
- // }
- //});
- //WealthData.Ins.CheckUnLockWealth();
- WealthData.Ins.WealthStatusInit();
- this.scheduleOnce(() => {
- if (WealthData.Ins.lifeTimer > 0 && WealthData.Ins.wealthInfo.wealthGodStatus == 3) {
- this.SwitchFightingState();
- GameM.audioM.setPauseMusic();
- GameM.audioM.playMateEffect(AUDIO_TYPE.wealthbgm, true);
- } else {
- //this.CheckTriggerWealth();
- }
- }, 2);
- }
- /**切换为战斗状态*/
- async SwitchFightingState() {
- this.triggerCheck = false;
- WealthData.Ins.WealthFightInit();
- this.inputBlock.active = true;
- this.mask.opacity = 0;
- this.mask.active = true;
- this.mask.runAction(cc.fadeTo(0.3, 130));
- await Time.WaitForSeconds(0.3);
- this.titleSpine.node.setPosition(this.titleNodePos);
- this.titleSpine.node.opacity = 255;
- this.titleSpine.node.active = true;
- this.titleSpine.setAnimation(0, "animation", false);
- await Time.WaitForSeconds(this.titleSpine.findAnimation("animation").duration + 0.5);
- let b1 = cc.delayTime(0.2);
- let b2 = cc.spawn(cc.moveTo(0.5, cc.v2(0, this.titleNodePos.y + 100)), cc.fadeOut(0.5));
- let b3 = cc.callFunc(() => { this.titleSpine.node.active = false; });
- this.titleSpine.node.runAction(cc.sequence(b1, b2, b3));
- await Time.WaitForSeconds(0.5);
- //let wealthbtn = UiM.Instance.hallNode.getComponent(Main).wealthBtn;
- //wealthbtn.runAction(cc.sequence(cc.fadeOut(0.3), cc.callFunc(() => wealthbtn.active = false)));
- this.curPosNodeIndex = 3;
- this.wealthScr.SwitchFightingState(this.posNodeAry[this.curPosNodeIndex].getPosition(), () => {
- this.triggerTimer = 0;
- //WealthData.Ins.blood = WealthData.Ins.bloodValue;
- this.timer = 0;
- this.isJumping = false;
- this.isUsingSkill = false;
- //this.wealth.setPosition(500, -140);
- //this.wealth.scale = 1;
- //this.wealth.active = true;
- //this.curPosNodeIndex = MyExtends.GetIndexByAry(this.posNodeAry, this.curPosNodeIndex);
- //let a1 = cc.jumpTo(0.7, this.posNodeAry[this.curPosNodeIndex].getPosition(), 800, 1);
- //let a2 = cc.callFunc(() => { this.CheckAttack(); });
- //this.wealth.runAction(cc.sequence(a1, a2));
- this.wealthScr.UpdateTxt(WealthData.Ins.blood, WealthData.Ins.bloodValue);
- this.isWealthing = true;
- this.wealthState = WealthState.Fighting;
- this.CheckAttack();
- this.mainScr.ChangeNormalGuideState(0);
- this.mask.active = false;
- this.inputBlock.active = false;
- WealthData.Ins.SwitchFightingState();
- });
- if (UIMng.Ins.IsExistPanel(PanelType.WealthPanel)) {
- UIMng.Ins.GetPanel(PanelType.WealthPanel).OnExit();
- }
- }
- /**触发财神降临*/
- CheckTriggerWealth(isunlocktrigger: boolean = false) {
- if (!this.isWealthing) {
- WealthData.Ins.CheckTriggerWealth(isunlocktrigger, () => {
- this.CreatWealth();
- GameM.audioM.setPauseMusic();
- GameM.audioM.playMateEffect(AUDIO_TYPE.wealthbgm, true);
- });
- }
- }
- async CreatWealth() {
- this.triggerCheck = false;
- WealthData.Ins.WealthFightInit();
- this.inputBlock.active = true;
- this.mask.opacity = 0;
- this.mask.active = true;
- this.mask.runAction(cc.fadeTo(0.3, 130));
- await Time.WaitForSeconds(0.3);
- this.titleSpine.node.setPosition(this.titleNodePos);
- this.titleSpine.node.opacity = 255;
- this.titleSpine.node.active = true;
- this.titleSpine.setAnimation(0, "animation", false);
- await Time.WaitForSeconds(this.titleSpine.findAnimation("animation").duration + 0.5);
- let b1 = cc.delayTime(0.2);
- let b2 = cc.spawn(cc.moveTo(0.5, cc.v2(0, this.titleNodePos.y + 100)), cc.fadeOut(0.5));
- let b3 = cc.callFunc(() => { this.titleSpine.node.active = false; });
- this.titleSpine.node.runAction(cc.sequence(b1, b2, b3));
- await Time.WaitForSeconds(0.5);
- //let wealthbtn = UiM.Instance.hallNode.getComponent(Main).wealthBtn;
- //wealthbtn.runAction(cc.sequence(cc.fadeOut(0.3), cc.callFunc(() => wealthbtn.active = false)));
- this.curPosNodeIndex = 3;
- this.wealthScr.TriggerWealth(this.posNodeAry[this.curPosNodeIndex].getPosition(), () => {
- this.triggerTimer = 0;
- WealthData.Ins.blood = WealthData.Ins.bloodValue;
- this.timer = 0;
- this.isJumping = false;
- this.isUsingSkill = false;
- //this.wealth.setPosition(500, -140);
- //this.wealth.scale = 1;
- //this.wealth.active = true;
- //this.curPosNodeIndex = MyExtends.GetIndexByAry(this.posNodeAry, this.curPosNodeIndex);
- //let a1 = cc.jumpTo(0.7, this.posNodeAry[this.curPosNodeIndex].getPosition(), 800, 1);
- //let a2 = cc.callFunc(() => { this.CheckAttack(); });
- //this.wealth.runAction(cc.sequence(a1, a2));
- this.wealthScr.UpdateTxt(WealthData.Ins.blood, WealthData.Ins.bloodValue);
- this.isWealthing = true;
- this.wealthState = WealthState.Fighting;
- this.CheckAttack();
- this.mainScr.ChangeNormalGuideState(0);
- this.mask.active = false;
- this.inputBlock.active = false;
- //没有进入大富翁界面才允许引导
- if (!RichData.Ins.isOpenRichPanel)
- GuideMng.Ins.CheckWealthGuide17();
- });
- if (UIMng.Ins.IsExistPanel(PanelType.WealthPanel)) {
- UIMng.Ins.GetPanel(PanelType.WealthPanel).OnExit();
- }
- }
- CheckWealth(dt) {
- //if (this.isWealthing && !this.isUsingSkill) {
- // this.timer += dt;
- // if (this.timer >= this.changeStateTime) {
- // this.timer = 0;
- // this.curPosNodeIndex = MyExtends.GetIndexByAry(this.posNodeAry, this.curPosNodeIndex);
- // this.isJumping = true;
- // let a1 = cc.jumpTo(0.7, this.posNodeAry[this.curPosNodeIndex].getPosition(), 800, 1);
- // let a2 = cc.callFunc(() => { this.CheckAttack(); });
- // this.wealth.runAction(cc.sequence(a1, a2));
- // }
- //}
- }
- /**触发 改为购买武将触发*/
- TimerCheckTriggerWealth(dt) {
- return;
- if (this.triggerCheck) {
- this.triggerTimer += dt;
- if (this.triggerTimer >= this.triggerTime) {
- //this.triggerCheck = false;
- this.CheckTriggerWealth();
- }
- }
- }
- /**财神挑战冷却计时器*/
- TimerCooling(dt) {
- if (this.isCooling) {
- WealthData.Ins.coolingTimer -= dt;
- if (WealthData.Ins.coolingTimer <= 0) {
- WealthData.Ins.WealthReady();
- // WealthData.Ins.coolingTimer = 0;
- // this.isCooling = false;
- // WealthData.Ins.isCooling = false;
- console.log("trigger cooling end");
- }
- }
- }
- TimerLife(dt) {
- if (this.isWealthing) {
- WealthData.Ins.lifeTimer -= dt;
- if (WealthData.Ins.lifeTimer <= 0) {
- this.CheckAttackEnd(false);
- }
- }
- }
- CheckAttack() {
- this.isJumping = false;
- if (!this.isWealthing) return;
- let carindexs: number[] = [];
- if (this.curPosNodeIndex < 4) {
- carindexs.push(this.curPosNodeIndex);
- carindexs.push(this.curPosNodeIndex + 1);
- carindexs.push(this.curPosNodeIndex + 5);
- carindexs.push(this.curPosNodeIndex + 6);
- } else {
- carindexs.push(this.curPosNodeIndex - 4 + 5);
- carindexs.push(this.curPosNodeIndex - 4 + 6);
- carindexs.push(this.curPosNodeIndex - 4 + 10);
- carindexs.push(this.curPosNodeIndex - 4 + 11);
- }
- for (let i = 0; i < this.carSpaceAry.length; i++) {
- //if (!this.isWealthing) break;
- if (carindexs.includes(i)) {
- this.carSpaceAry[i].CheckSpaceState(false);
- //console.log("====1 index:"+this.curPosNodeIndex);
- }
- else {
- this.carSpaceAry[i].CheckSpaceState(true);
- }
- this.carSpaceAry[i].CheckAttack();
- }
- }
- MasterEffect() {
- for (let i = 0; i < this.carSpaceAry.length; i++) {
- this.carSpaceAry[i].MasterEffect();
- }
- //this.carSpaceAry.forEach(element => {
- // element.MasterEffect();
- //});
- this.isUsingSkill = false;
- if (this.bulletParent != null) {
- this.bulletParent.destroy();
- this.bulletParent = null;
- }
- this.PlayGroundAni();
- MyExtends.ScreenShock(UiM.Instance.hallNode, 0.3);
- }
- async PlayGroundAni() {
- this.groundDeftSpine.node.setPosition(this.posNodeAry[this.curPosNodeIndex].x, this.posNodeAry[this.curPosNodeIndex].y - 170);
- this.groundDeftSpine.node.active = true;
- this.groundDeftSpine.setAnimation(0, "animation", false);
- await Time.WaitForSeconds(1);
- this.groundDeftSpine.node.active = false;
- }
- Shoot(carspace: cc.Node, masterlv: number) {
- if (this.isWealthing) {
- if (this.bulletParent == null) {
- this.bulletParent = new cc.Node("BulletParent");
- this.bulletParent.parent = this.gameView;
- }
- let bulletcopy = cc.instantiate(this.bullet);
- //bulletcopy.parent = this.gameView;
- bulletcopy.parent = this.bulletParent;
- bulletcopy.setPosition(MyExtends.convetOtherNodeSpaceAR(carspace, this.gameView));
- bulletcopy.active = true;
- bulletcopy.getComponent(Bullet).Shoot(this.wealth, masterlv);
- }
- }
- async ShootEft(pos: cc.Vec2) {
- let bulleteftc = cc.instantiate(this.bulletEft);
- bulleteftc.parent = this.gameView;
- bulleteftc.setPosition(pos);
- bulleteftc.active = true;
- await Time.WaitForSeconds(1);
- bulleteftc.destroy();
- }
- /**受到伤害
- * @param damageType 伤害类型 1 武将攻击伤害 2 玩家攻击伤害
- * @param masterlv 武将等级
- */
- GetDamage(damageType = 1, masterlv: number = 1) {
- if (this.isWealthing && WealthData.Ins.blood != "0" && WealthData.Ins.blood[0] != "-") {
- let damage = damageType == 1 ? WealthData.Ins.GetMasterDamageCoin(masterlv) : WealthData.Ins.GetPlayDamageCoin();
- WealthData.Ins.blood = Sciencen_M.instance.subtraction(WealthData.Ins.blood, damage);
- //WealthData.Ins.blood--;
- if (WealthData.Ins.blood[0] == "0" || WealthData.Ins.blood[0] == "-") {
- WealthData.Ins.blood = "0";
- this.CheckAttackEnd(true);
- } else {
- if (damageType == 1)
- this.CheckUseSkill1();
- this.wealthScr.UpdateTxt(WealthData.Ins.blood, WealthData.Ins.bloodValue);
- if (!this.isUsingSkill && damageType == 2)
- this.wealthScr.GetDamage();
- }
- if (damageType == 2)
- GameM.audioM.playEffect(AUDIO_TYPE.getGold, false)
- this.PlayCoinAni(damage, damageType);
- GameM.commonData.updateGold(damage);
- //GameM.httpM.sendDatas(HTTP_TYPE.updateGold, { 'gold': GameM.commonData.gold });
- }
- }
- /**使用眩晕技能*/
- async CheckUseSkill1() {
- if (GuideMng.Ins.CurGuideId == 17) return;
- if (!this.isUsingSkill && !this.isJumping && WealthData.Ins.CheckTriggerSkill1()) {
- //console.log("--->2", this.carSpaceAry);
- this.isUsingSkill = true;
- this.curPosNodeIndex = MyExtends.GetIndexByAry(this.posNodeAry, this.curPosNodeIndex);
- this.pointSpine.node.setPosition(this.posNodeAry[this.curPosNodeIndex].getPosition().x, this.posNodeAry[this.curPosNodeIndex].getPosition().y - 140);
- this.pointSpine.node.active = true;
- this.pointSpine.setAnimation(0, "animation", true);
- //this.posNodeAry[this.curPosNodeIndex].active = true;
- await Time.WaitForSeconds(0.5);
- //this.posNodeAry[this.curPosNodeIndex].active = false;
- this.wealthScr.UseSkill1(this.posNodeAry[this.curPosNodeIndex].getPosition(), () => {
- this.MasterSkill1Effect();
- if (!RichData.Ins.isOpenRichPanel)
- GameM.audioM.playEffect(AUDIO_TYPE.wealthswim, false);
- this.pointSpine.clearTrack(0);
- this.pointSpine.node.active = false;
- });
- }
- }
- MasterSkill1Effect() {
- this.isJumping = false;
- if (!this.isWealthing) return;
- let carindexs: number[] = [];
- if (this.curPosNodeIndex < 4) {
- carindexs.push(this.curPosNodeIndex);
- carindexs.push(this.curPosNodeIndex + 1);
- carindexs.push(this.curPosNodeIndex + 5);
- carindexs.push(this.curPosNodeIndex + 6);
- } else {
- carindexs.push(this.curPosNodeIndex - 4 + 5);
- carindexs.push(this.curPosNodeIndex - 4 + 6);
- carindexs.push(this.curPosNodeIndex - 4 + 10);
- carindexs.push(this.curPosNodeIndex - 4 + 11);
- }
- for (let i = 0; i < this.carSpaceAry.length; i++) {
- if (carindexs.includes(i)) {
- this.carSpaceAry[i].CheckSpaceState(false);
- }
- else {
- this.carSpaceAry[i].CheckSpaceState(true);
- }
- this.carSpaceAry[i].MasterEffect();
- }
- //for (let i = 0; i < this.carSpaceAry.length; i++) {
- // this.carSpaceAry[i].MasterEffect();
- //}
- //this.carSpaceAry.forEach(element => {
- // element.MasterEffect();
- //});
- this.isUsingSkill = false;
- if (this.bulletParent != null) {
- this.bulletParent.destroy();
- this.bulletParent = null;
- }
- this.PlayGroundAni();
- MyExtends.ScreenShock(UiM.Instance.hallNode, 0.3);
- }
- /**播放金币动画
- * @param coinStr 金币
- * @param roletype 角色类型 1 武将 2 玩家
- */
- PlayCoinAni(coinStr: string, roletype: number) {
- //this.coinEft.active = true;
- //this.coinEft.stopAllActions();
- this.coinEft.opacity = 255;
- this.coinEft.setPosition(0, 0);
- this.coinEftTxt.string = Sciencen_M.instance.format(coinStr);
- this.coinEftTxt.node.color = roletype == 1 ? cc.color(255, 255, 255, 255) : cc.color(254, 241, 65, 255);
- let copy = cc.instantiate(this.coinEft);
- copy.parent = this.coinEft.parent;
- copy.setPosition(this.wealth.x, this.wealth.y + 150);
- copy.active = true;
- let a, c;
- if (roletype == 1) {
- copy.scale = 0.5;
- a = cc.moveBy(0.5, cc.v2(0, 150));
- c = cc.scaleTo(0.5, 1);
- } else {
- copy.scale = 0.7;
- a = cc.moveBy(0.5, cc.v2(-40, 150));
- c = cc.scaleTo(0.5, 1.2);
- }
- //let a = cc.moveBy(0.5, cc.v2(0, 100));
- let b1 = cc.delayTime(0.4);
- let b2 = cc.fadeOut(0.1);
- let b3 = cc.callFunc(() => { copy.destroy(); });
- let b = cc.sequence(b1, b2, b3);
- //let c = cc.scaleTo(0.5, 1);
- copy.runAction(cc.spawn(a, b, c));
- }
- CheckAttackEnd(isSuccess: boolean) {
- if (this.isWealthing) {
- this.isWealthing = false;
- WealthData.Ins.WealthCooling();
- this.curPosNodeIndex = 0;
- this.timer = 0;
- this.wealthState = WealthState.ReadyFight;
- if (this.pointSpine.node.active == true) {
- this.pointSpine.clearTrack(0);
- this.pointSpine.node.active = false;
- }
- this.wealth.stopAllActions();
- this.wealthScr.WealthEnd(isSuccess);
- for (let i = 0; i < this.carSpaceAry.length; i++) {
- this.carSpaceAry[i].AttackEnd();
- this.carSpaceAry[i].CheckSpaceState(true);
- }
- this.mainScr.ChangeNormalGuideState(1);
- this.triggerCheck = true;
- if (UIMng.Ins.IsExistPanel(PanelType.WealthPanel)) {
- UIMng.Ins.GetPanel(PanelType.WealthPanel).OnExit();
- }
- console.log("WealthInfo: Challenge have times:" + (WealthData.Ins.challengeTimes - WealthData.Ins.challengedTimes) + " Cooling Time:" + WealthData.Ins.coolingTimer);
- //不在每日五福界面则关闭音效
- GameController.Ins.SwitchAudio(2);
- WealthData.Ins.WealthFightEnd();
- }
- }
- GetOccupyCarSpaces() {
- let carindexs: number[] = [];
- if (this.curPosNodeIndex < 4) {
- carindexs.push(this.curPosNodeIndex);
- carindexs.push(this.curPosNodeIndex + 1);
- carindexs.push(this.curPosNodeIndex + 5);
- carindexs.push(this.curPosNodeIndex + 6);
- } else {
- carindexs.push(this.curPosNodeIndex - 4 + 5);
- carindexs.push(this.curPosNodeIndex - 4 + 6);
- carindexs.push(this.curPosNodeIndex - 4 + 10);
- carindexs.push(this.curPosNodeIndex - 4 + 11);
- }
- }
- ClearShield() {
- this.wealthScr.UnUseShield();
- }
- }
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