/** 农场等级界面 */ const { ccclass, property } = cc._decorator; @ccclass export default class FarmLevelPanel extends cc.Component { @property({ type: cc.Sprite, displayName: '仓库' }) scrollStore: cc.Sprite = null; @property({ type: cc.Sprite, displayName: '等级解锁' }) scrollUnlock: cc.Sprite = null; @property({ type: cc.Label, displayName: '经验进度文本' }) lblPro: cc.Label = null; @property({ type: cc.ProgressBar, displayName: '经验进度' }) proExp: cc.ProgressBar = null; @property({ type: cc.Label, displayName: '等级' }) lblLv: cc.Label = null; @property({ type: cc.Label, displayName: '名称' }) lblName: cc.Label = null; @property({ type: cc.Sprite, displayName: '头像' }) head: cc.Sprite = null; //解锁数组 dataArr = []; curChooseId: number = 1; storeHasInit = false; async start() { this.scrollUnlock.node.active = true; this.scrollStore.node.active = false; let buildName = ''; let buildUrl = ''; let state = 0; let p = null; for (var i = 30001; i < 30010; i++) { let data: any = {}; if (i == 30001) { buildName = '养鸡场'; buildUrl = 'game/coregame/texture/main/main/enclosure_0'; p = gData.gameData.getPastureDataMap(i); state = p.state; } else if (i == 30002) { buildName = '养牛场'; buildUrl = 'game/coregame/texture/main/main/enclosure_1'; p = gData.gameData.getPastureDataMap(i); state = p.state; } else if (i == 30003) { buildName = '养猪场'; buildUrl = 'game/coregame/texture/main/main/enclosure_2'; p = gData.gameData.getPastureDataMap(i); state = p.state; } else if (i == 30004) { buildName = gData.gameData.getTabByConfigID(i); buildUrl = 'game/coregame/texture/main/main/mapIcon_0'; p = gData.gameData.getFactoryDataMap(i); state = p.state; } else if (i == 30005) { buildName = gData.gameData.getTabByConfigID(i); buildUrl = 'game/coregame/texture/main/main/mapIcon_1'; p = gData.gameData.getFactoryDataMap(i); state = p.state; } else if (i == 30006) { buildName = gData.gameData.getTabByConfigID(i); buildUrl = 'game/coregame/texture/main/main/mapIcon_7'; p = gData.gameData.getFactoryDataMap(i); state = p.state; } else if (i == 30007) { buildName = gData.gameData.getTabByConfigID(i); buildUrl = 'game/coregame/texture/main/main/mapIcon_4'; p = gData.gameData.getFactoryDataMap(i); state = p.state; } else if (i == 30008) { buildName = gData.gameData.getTabByConfigID(i); buildUrl = 'game/coregame/texture/main/main/mapIcon_2'; p = gData.gameData.getFactoryDataMap(i); state = p.state; } else if (i == 30009) { buildName = gData.gameData.getTabByConfigID(i); buildUrl = 'game/coregame/texture/main/main/mapIcon_3'; p = gData.gameData.getFactoryDataMap(i); state = p.state; } data.buildName = buildName; data.buildUrl = buildUrl; data.state = state; this.dataArr.push(data); } this.scrollUnlock.node.emit('srollview-init', this.dataArr); if (gData.wechatData.nickName != '' && gData.wechatData.nickName != '点我授权提现') { this.lblName.string = `${gData.wechatData.nickName}的小农场` } else { this.lblName.string = `你的小农场` } let curLevel = gData.gameData.playerProp.gradeLevel; let needExp = gData.gameData.configs.UpgradeReward[curLevel].exp - gData.gameData.configs.UpgradeReward[curLevel - 1].exp; let curExp = gData.gameData.playerProp.farmExpValue - gData.gameData.configs.UpgradeReward[curLevel - 1].exp; this.lblLv.string = `等级:${curLevel}`; this.proExp.progress = curExp / needExp; this.lblPro.string = `${(Math.floor(curExp / needExp) * 100)}%`; if (gData.wechatData.avatar != '') { let result = await mk.loader.loadRemote(gData.wechatData.avatar + "?aaa=aa.jpg", null); if (result) { this.head.spriteFrame = new cc.SpriteFrame(result); } } } private clickToggleBtn(event, customEvenData) { mk.audio.playEffect('button'); let id = parseInt(customEvenData); if (id == this.curChooseId) return; this.curChooseId = id; switch (id) { case 1: this.scrollUnlock.node.active = true; this.scrollStore.node.active = false; break; case 2: this.scrollUnlock.node.active = false; this.scrollStore.node.active = true; if (!this.storeHasInit) { this.scrollStore.node.emit('srollview-init', gData.gameData.configs.Product); this.storeHasInit = true; } break; } } }