GameSceneControl.ts
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// Learn TypeScript:
// - https://docs.cocos.com/creator/manual/en/scripting/typescript.html
// Learn Attribute:
// - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html
// Learn life-cycle callbacks:
// - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html
import { SaveDataManager } from "../../component/SaveDataManager";
import { GlobalEvent, tMgr } from "../../Global";
import { getGlobalNode } from "../../kernel/battle/BattleConst";
import { GameSceneObjTableMgr } from "../../kernel/table/GameSceneObjTableMgr";
import { GamePlayTable, GameSceneObjTable, TableName } from "../../kernel/table/TableDefine";
import { MainSceneData } from "../../scenes/MainSceneData";
import GameSceneUnlockTip from "./GameSceneUnlockTip";
import GameSceneUnlockTool from "./GameSceneUnlockTool";
const { ccclass, property } = cc._decorator;
@ccclass
export default class GameSceneControl extends cc.Component {
private _curSceneId: number = 0;
// private _container: cc.Node;
private _unlockToolPrefab: cc.Node;
private _unlockTip: cc.Node;
private _belowLayer: cc.Node;
private _charLayer: cc.Node;
private _upLayer: cc.Node;
private _unlockLayer: cc.Node;
private _toolList: cc.Node[] = [];
private _objSpine: cc.Node;
private _charNode: cc.Node;
private _parGreenNode: cc.Node;
private _bgLightNode: cc.Node;
private _unlockSpine: cc.Node;
private _isShow: boolean = false;
private _page: number = -1;
/**背景节点,特殊处理 */
private _backNode: cc.Node;
//#region LIFE-CYCLE CALLBACKS:
init(page: number, charNode: cc.Node, unlockTip: cc.Node, par: cc.Node, bgNode: cc.Node, unlockSpine: cc.Node): void {
this._page = page;
this._charNode = charNode;
this._unlockTip = unlockTip;
this._parGreenNode = par;
this._bgLightNode = bgNode;
this._unlockSpine = unlockSpine;
}
onLoad() {
this._belowLayer = this.node.getChildByName('belowLayer');
this._charLayer = this.node.getChildByName('charLayer');
this._upLayer = this.node.getChildByName('upLayer');
this._unlockLayer = this.node.getChildByName('unlockLayer');
let sceneRoot = cc.find('Canvas/gameSceneRoot', cc.director.getScene());
this._unlockToolPrefab = sceneRoot.getChildByName('unlockTool');
this._unlockToolPrefab.active = false;
this._objSpine = sceneRoot.getChildByName('sceneSpine');
this._backNode = new cc.Node();
this._backNode.addComponent(cc.Sprite);
getGlobalNode().on(GlobalEvent.OBJ_UNLOCK, this.onObjUnlock, this);
}
protected onDestroy(): void {
cc.Tween.stopAllByTag(0);
getGlobalNode().off(GlobalEvent.OBJ_UNLOCK, this.onObjUnlock, this);
}
update(dt) {
// this._backNode.setPosition(this.node.parent.position.x,0);
// console.log(this.node.parent.position.x);
}
//#endregion
//#region event
onToolClick(e: cc.Event.EventTouch) {
this.showToolTip(e.target.parent);
}
onObjUnlock(objId: number) {
let objTable = tMgr.getConfig(TableName.GAME_SCENE_OBJ, objId) as GameSceneObjTable;
if (objTable.SceneId != this._curSceneId) {
return;
}
/**删除工具 */
for (let i = 0; i < this._toolList.length; ++i) {
if (this._toolList[i].getComponent(GameSceneUnlockTool).config.ID == objId) {
this._toolList[i].destroy();
this._toolList.splice(i, 1);
break;
}
}
let isGarbage = (!GameSceneObjTableMgr.ins.getParentObj(objTable));
if (this._unlockSpine) {
if (this._unlockSpine.parent) {
this._unlockSpine.removeFromParent();
}
MainSceneData.isUnlockAni = true;
this._unlockSpine.active = true;
this._unlockSpine.setPosition(objTable.PosX, objTable.PosY);
this._unlockLayer.addChild(this._unlockSpine);
this._unlockSpine.getComponent(sp.Skeleton).setCompleteListener(() => {
MainSceneData.isUnlockAni = false;
this._unlockSpine.active = false;
if (!isGarbage) {
//普通物品
this.addObj(objTable, true);
}
else {
//垃圾
this._upLayer.removeAllChildren();
this._belowLayer.removeAllChildren();
}
if (objTable.Unlock && objTable.Unlock.length > 0) {
for (let i = 0; i < objTable.Unlock.length; ++i) {
let unlock = tMgr.getConfig(TableName.GAME_SCENE_OBJ, objTable.Unlock[i]) as GameSceneObjTable;
this.addTool(unlock);
}
}
getGlobalNode().emit(GlobalEvent.OBJ_UNLOCK_ANI_FINISH, objId);
});
this._unlockSpine.getComponent(sp.Skeleton).setAnimation(0, isGarbage ? 'saoba' : 'chuizi', false);
}
// this._unlockSpine.getComponent(sp.Skeleton).
// let sp = this._unlockSpine.getComponent(sp.Skeleton)
// fireSpine.getComponent(sp.Skeleton)
}
/**滚动到当前页面了 */
onSlideShow() {
if (this._isShow == false) {
this._isShow = true;
if (this._charNode && this._charNode.parent) {
this._charNode.removeFromParent();
}
if (this._charNode) {
this._charLayer.addChild(this._charNode);
this._charNode.active = true;
}
if (this._unlockTip && this._unlockTip.parent) {
this._unlockTip.removeFromParent();
}
if (this._unlockTip) {
this._unlockLayer.addChild(this._unlockTip);
this._unlockTip.active = false;
}
let interval = (tMgr.getConfig(TableName.GAME_PLAY, 13) as GamePlayTable).Value;
this.schedule(this.onRandomCharAnimation, interval);
// this.onRandomCharAnimation();
this._curCharAniId = 0;
this._charNode.setPosition(0, -422);
this._charNode.getComponent(sp.Skeleton).setAnimation(0, 'stay', true); //播默认动画
this.onRandomCharAnimation();//立刻随机一次
//绿色粒子效果
if (this._parGreenNode && this._parGreenNode.parent) {
this._parGreenNode.removeFromParent();
}
if (this._parGreenNode) {
this.node.getChildByName('parLayer').addChild(this._parGreenNode);
this._parGreenNode.active = true;
}
// let showList: string[];
// if (this._curSceneId == 1) {
// showList = ['light4', 'light4a'];
// }
// else if (this._curSceneId == 2) {
// showList = [];
// }
// else if (this._curSceneId == 3) {
// showList = ['light4b', 'light4c'];
// }
// for (let i = 0; i < this._bgLightNode.childrenCount; ++i) {
// let node = this._bgLightNode.children[i];
// node.active = (showList.includes(node.name));
// }
}
}
onSlideLeave() {
if (this._isShow) {
this._isShow = false;
// console.log('page', this._page, 'leave');
this.unschedule(this.onRandomCharAnimation);
}
}
//#endregion
//#region public method
loadScene(id: number): void {
this._curSceneId = id;
cc.resources.load('gameScene/BG_0' + id.toString(), cc.SpriteFrame, (error, assets) => {
if (!error && this.isValid) {
this.node.getChildByName('img').active = false;
let backContainer = this.node.parent.parent.getChildByName('backImgContainer');
// let backNode = new cc.Node();
// let sprite = backNode.addComponent(cc.Sprite);
this._backNode.getComponent(cc.Sprite).spriteFrame = assets as cc.SpriteFrame;
this._backNode.setContentSize(790,1800);
backContainer.addChild(this._backNode);
this._backNode.setSiblingIndex(this._curSceneId-1);
// this._backNode.setSiblingIndex()
// let totalWidth = SaveDataManager.ins.runtimeData.curGameScene * 790;
// this.node.getChildByName('img').getComponent(cc.Sprite).spriteFrame = assets as cc.SpriteFrame;
this.renderScene();
}
});
}
//#endregion
//#region private method
private renderScene(): void {
this._belowLayer.removeAllChildren();
this._upLayer.removeAllChildren();
let objList = GameSceneObjTableMgr.ins.getByScene(this._curSceneId);
for (let i = 0; objList && i < objList.length; ++i) {
let obj = objList[i];
let parent = GameSceneObjTableMgr.ins.getParentObj(obj);
if (!parent) {
//没有父对象,是垃圾
if (SaveDataManager.ins.runtimeData.unlockObj.includes(obj.ID)) {
//已解锁,不显示
}
else {
//未解锁,显示
this.addObj(obj);
this.addTool(obj);
}
}
else {
//普通对象
if (SaveDataManager.ins.runtimeData.unlockObj.includes(obj.ID)) {
//已解锁,显示
this.addObj(obj);
}
else {
//未解锁
if (SaveDataManager.ins.runtimeData.unlockObj.includes(parent.ID)) {
//父对象已解锁,显示解锁工具图标
this.addTool(obj);
}
else {
//父对象未解锁,啥也不显示
}
}
}
}
}
private addTool(obj: GameSceneObjTable) {
let tool = cc.instantiate(this._unlockToolPrefab);
tool.active = true;
tool.setPosition(obj.PosX, obj.PosY);
this._unlockLayer.addChild(tool);
tool.getComponent(GameSceneUnlockTool).setObjId(obj.ID);
this._toolList.push(tool);
}
private addObj(obj: GameSceneObjTable, ani: boolean = false) {
if (obj.Spine != "") {
if (obj.ID == 6) {
//烤肉特殊处理,将本来的营火改为烤肉动画
let fireObj = tMgr.getConfig(TableName.GAME_SCENE_OBJ, 3) as GameSceneObjTable;
let fireLayer = fireObj.IsBelowChar ? this._belowLayer : this._upLayer;
let fireSpine = fireLayer.getChildByName('gameSceneObj_' + fireObj.ID.toString());
fireSpine.getComponent(sp.Skeleton).setAnimation(0, obj.Spine, true);
}
else if (obj.ID == 21) {
//猫头鹰特殊处理,将本来的收音机改为猫头鹰动画
let radio = tMgr.getConfig(TableName.GAME_SCENE_OBJ, 20) as GameSceneObjTable;
let radioLayer = radio.IsBelowChar ? this._belowLayer : this._upLayer;
let radioSpine = radioLayer.getChildByName('gameSceneObj_' + radio.ID.toString());
radioSpine.getComponent(sp.Skeleton).setAnimation(0, obj.Spine, true);
}
else if (obj.ID >= 34 && obj.ID <= 36) {
//船配件的特殊处理
let boat = tMgr.getConfig(TableName.GAME_SCENE_OBJ, 32) as GameSceneObjTable;
let boatLayer = boat.IsBelowChar ? this._belowLayer : this._upLayer;
let boatSpine = boatLayer.getChildByName('gameSceneObj_' + boat.ID.toString());
boatSpine.getComponent(sp.Skeleton).setAnimation(0, obj.Spine, true);
}
else if (obj.ID == 23) {
//烤鱼特殊处理,将本来的烤炉加条鱼
let cook = tMgr.getConfig(TableName.GAME_SCENE_OBJ, 17) as GameSceneObjTable;
let cookLayer = cook.IsBelowChar ? this._belowLayer : this._upLayer;
let cookSpine = cookLayer.getChildByName('gameSceneObj_' + cook.ID.toString());
cookSpine.getComponent(sp.Skeleton).setAnimation(0, obj.Spine, true);
}
else {
let spNode = cc.instantiate(this._objSpine);
spNode.name = 'gameSceneObj_' + obj.ID.toString();
spNode.active = true;
let spine = spNode.getComponent(sp.Skeleton);
spNode.setPosition(obj.PosX, obj.PosY);
let layer = obj.IsBelowChar ? this._belowLayer : this._upLayer;
layer.addChild(spNode, obj.ID);
spine.setAnimation(0, obj.Spine, true); //需要先将节点加到舞台,再设置动画才生效
}
}
else {
cc.resources.load('gameSceneSheet/' + obj.Img, cc.SpriteFrame, (error, asset) => {
if (!error) {
let node = new cc.Node('gameSceneObj_' + obj.ID.toString());
let sp = node.addComponent(cc.Sprite);
sp.spriteFrame = asset as cc.SpriteFrame;
node.setPosition(obj.PosX, obj.PosY);
let layer = obj.IsBelowChar ? this._belowLayer : this._upLayer;
layer.addChild(node, obj.ID);
// node.setSiblingIndex(obj.ID);
if (ani) {
node.scale = 0;
cc.tween(node).tag(0).to(0.1, { scale: 1 }, {
easing: 'backOut'
}).start();
}
}
});
}
}
private _curHideTool: cc.Node;
private showToolTip(tool: cc.Node) {
if (this._curHideTool) {
this.onScreenTouch();
}
this._curHideTool = tool;
this._unlockTip.setPosition(tool.position);
let root = cc.find('Canvas/gameSceneRoot', cc.director.getScene());
if (this._unlockTip.x + this._unlockTip.width / 2 > root.width / 2) {
this._unlockTip.x = root.width / 2 - this._unlockTip.width / 2;
}
else if (this._unlockTip.x - this._unlockTip.width / 2 < -root.width / 2) {
this._unlockTip.x = -root.width / 2 + this._unlockTip.width / 2;
}
tool.active = false;
this._unlockTip.active = true;
this._unlockTip.getComponent(GameSceneUnlockTip).setObj(tool.getComponent(GameSceneUnlockTool).config);
this.node.once(cc.Node.EventType.TOUCH_START, this.onScreenTouch, this);
}
private onScreenTouch() {
this._unlockTip.active = false;
this._curHideTool.active = true;
this._curHideTool = null;
}
private _curCharAniId: number = 0;
private onRandomCharAnimation() {
let objList = GameSceneObjTableMgr.ins.getByScene(this._curSceneId);
let idList: number[] = [];
let weightList: number[] = [];
idList.push(0);
weightList.push(10);
for (let i = 0; i < objList.length; ++i) {
let obj = objList[i];
if (obj.CharSpine != "" && SaveDataManager.ins.runtimeData.unlockObj.includes(obj.ID)) {
idList.push(obj.ID);
weightList.push(10);
}
}
//删除现有的
let curIndex = idList.indexOf(this._curCharAniId);
idList.splice(curIndex, 1);
weightList.splice(curIndex, 1);
if (idList.length > 0) {
let id = idList[slib.MathUtil.randomTestByWeightList(weightList)];
if (id == 0) {
this._charNode.setPosition(0, -422);
this._charNode.getComponent(sp.Skeleton).setAnimation(0, 'stay', true); //播默认动画
}
else {
let config = tMgr.getConfig(TableName.GAME_SCENE_OBJ, id) as GameSceneObjTable;
let charSpineName: string = config.CharSpine;
this._charNode.setPosition(config.CharSpineX, config.CharSpineY);
this._charNode.getComponent(sp.Skeleton).setAnimation(0, charSpineName, true);
}
//#region 弹吉他,隐藏吉他
let guitar = tMgr.getConfig(TableName.GAME_SCENE_OBJ, 38) as GameSceneObjTable;
let guitarLayer = guitar.IsBelowChar ? this._belowLayer : this._upLayer;
let guitarNode = guitarLayer.getChildByName('gameSceneObj_' + guitar.ID.toString());
if (guitarNode) {
guitarNode.active = !(id == 38);
}
//#endregion
this._curCharAniId = id;
}
else {
//没得换动画,什么都不做
}
}
//#endregion
}