/** 工厂数据类 */ import { FactroyState, GameProp } from "../../game/data/GameData"; import { FactoryIcon } from "./FactoryIcon"; const { ccclass } = cc._decorator; @ccclass export default class FactorySystem { private _currSelectFactory: FactoryIcon = null; public factoryIcons: Array = []; public set currSelectFactory(factory: FactoryIcon) { this._currSelectFactory = factory; } public get currSelectFactory(): FactoryIcon { return this._currSelectFactory; } public async make(id: number){ if(this._currSelectFactory) { return await this._currSelectFactory.make(id); }else{ return false; } } public addFactory(factory) { this.factoryIcons.push(factory); } public nextFactory() { let len = this.factoryIcons.length; for (var i = 0; i < len; i++) { if (this.factoryIcons[i].data.state == FactroyState.Empty) { gData.gameData.nextCanProduct = gData.gameData.getRandomFactoryConfig(this.factoryIcons[i].configID); gData.gameData.nextMake = this.factoryIcons[i]; return this.factoryIcons[i]; } } } public async btnMake() { return await gData.gameData.nextMake.make(gData.gameData.nextCanProduct.picture); } setHarvest() { let len = this.factoryIcons.length; let sendToServer = false; for (var i = 0; i < len; i++) { if (this.factoryIcons[i].data.state == FactroyState.Producting) { this.factoryIcons[i].countDown.riped(false); sendToServer = true; } } if (sendToServer) { gData.gameData.freshSendToServer(3); } } canSpeedUp() { let can = false; let len = this.factoryIcons.length; for (var i = 0; i < len; i++) { if (this.factoryIcons[i].data.state == FactroyState.Producting) { can = true; break; } } return can; } canHarvest() { let can = false; let len = this.factoryIcons.length; for (var i = 0; i < len; i++) { if (this.factoryIcons[i].data.state == FactroyState.Ripe) { this.factoryIcons[i].canHarvest(); can = true; break; } } return can; } canClearSick() { let can = false; let len = this.factoryIcons.length; for (var i = 0; i < len; i++) { if (this.factoryIcons[i].data.state == FactroyState.Sick) { this.factoryIcons[i].canClearSick(); can = true; break; } } return can; } }