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@@ -1,47 +0,0 @@
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-import Util from "../util/Util";
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-
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-const { ccclass, property } = cc._decorator;
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-
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-@ccclass
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-export class FactoryCountDown extends cc.Component {
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- @property({ tooltip: "配置ID" }) configID: number = 0;
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- @property({ type: cc.Component.EventHandler, tooltip: "商品制作完成时的回调" }) onComplete: cc.Component.EventHandler = null;
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- public progress: number = 0;
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- public timerString: string = "";
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-
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- private config: any;
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- async start() {
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- this.config = gData.configData.configMap.get("product");
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- }
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-
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- update() {
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- let producting = gData.gameData.getProductingList(this.configID);
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- let now = Date.now();
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- if (producting.length > 0 && this.config) {
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- let totleTime = this.config[producting[0].productID]["time"];
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- if (producting[0].ripeDate > now) {
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- this.progress = 1 - ((producting[0].ripeDate - now) / (totleTime * 1000));
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- this.timerString = Util.formatCountDown(producting[0].ripeDate - now);
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- } else {
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- this.onComplete && this.onComplete.emit([producting[0].productID]);
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- gData.gameData.getProductingList(this.configID).shift();
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- }
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- }
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- }
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-
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- public async ripe() {
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- let producting = gData.gameData.getProductingList(this.configID);
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- this.onComplete && this.onComplete.emit([producting[0].productID]);
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- let build = gData.configData.configMap.get("build");
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- if (build[this.configID]["sequence"] == 1) {
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- let lastTime = producting[0].ripeDate - Date.now();
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- gData.gameData.getProductingList(this.configID).shift();
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- for (let i = 0; i < gData.gameData.getProductingList(this.configID).length; i++) {
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- gData.gameData.getProductingList(this.configID)[i].ripeDate -= lastTime;
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- }
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- } else {
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- gData.gameData.getProductingList(this.configID).shift();
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- }
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- }
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-}
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-
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