觉醒时刻
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1 week ago
import GameMgr from "../../FrameWork/Mgr/GameMgr";
import User from "../../FrameWork/User/User";
import Common5 from "../../Platform/th/Common5";
import PrefabManage from "../PrefabManager/PrefabManage";
import { GameStoryConfigData } from "./GameStoryConfig";
import SingleItem from "./SingleItem";
const { ccclass, property } = cc._decorator;
@ccclass
export default class LevelView extends cc.Component {
@property(cc.Node)
contentNode: cc.Node = null;
@property(cc.Prefab)
singleItemPrefab: cc.Prefab = null;
@property(cc.Node)
endLevelIcon: cc.Node = null;
@property(cc.Node)
endLevelTitle: cc.Node = null;
@property(cc.Node)
endLevelPoint: cc.Node = null;
@property(sp.Skeleton)
tittleSpine: sp.Skeleton = null;
SinglePageMaxNum: number = 30;
curPageIndex: number = 0;
endLevelConfig = null
endLevelState = 0; //0 未开发 1 未解锁 2 已通关 3 已解锁
// onLoad () {}
start() {
if (!Common5.gameConfig) {
Common5.gameConfig = GameStoryConfigData;
}
this.initView();
}
// 初始化实例
initView() {
let curGameLevelIndex = User.getCurGameLevelIndex();
let endIndex = (this.curPageIndex + 1) * this.SinglePageMaxNum - 1;
let levelList: number[] = [];
let startIndex = this.curPageIndex * this.SinglePageMaxNum;
for (let i = 0; i < this.SinglePageMaxNum - 1; i++) {
levelList.push(startIndex + i);
}
if (User.getFirstStepIndex() == 0) {
this.loadLevelItem(endIndex - 1, levelList);
} else if (curGameLevelIndex < endIndex) {
this.loadLevelItem(curGameLevelIndex, levelList);
} else {
this.loadLevelItem(endIndex - 1, levelList);
}
this.initEndLevel(curGameLevelIndex, endIndex);
this.locateNewLevel(curGameLevelIndex);
}
// 加载关卡图标
loadLevelItem(curLevelIndex: number, levelList: number[], addIndex: number = 0) {
let index = levelList.indexOf(curLevelIndex);
let curConfig = Common5.gameConfig[curLevelIndex];
let parentNode = this.contentNode.getChildByName('node_' + (index + 1));
console.log("node_"+(index + 1))
if (parentNode) {
parentNode.removeAllChildren();
let item = cc.instantiate(this.singleItemPrefab);
item.active = true
item.parent = parentNode
item.getComponent(SingleItem).initView(curConfig);
}
do {
addIndex *= -1;
if (addIndex > 60) {
addIndex = 999;
break;
} else if (addIndex < 0) {
addIndex--;
} else {
addIndex++;
}
curLevelIndex += addIndex;
} while (levelList.indexOf(curLevelIndex) == -1);
if (addIndex != 999) {
this.scheduleOnce(() => {
this.loadLevelItem(curLevelIndex, levelList, addIndex);
}, 0);
}
}
//初始化结束关卡
initEndLevel(curGameLevelIndex: number, endIndex: number) {
this.endLevelConfig = Common5.gameConfig[endIndex];
//Common5.getSpriteFrameFromBundle("FirstSelectScene", "picture/zoomLevel/" + this.endLevelConfig.titleIconUrl, this.endLevelTitle.getComponent(cc.Sprite));
for (const mask of this.endLevelPoint.children) {
mask.active = false;
}
if (!this.endLevelConfig.isCanPlay) {
this.endLevelPoint.children[2].active = true;
this.endLevelState = 0;
return;
}
if (endIndex > curGameLevelIndex) {
this.endLevelPoint.children[2].active = true;
this.endLevelState = 1;
} else if (endIndex < curGameLevelIndex) {
this.endLevelPoint.children[0].active = true;
this.endLevelState = 2;
} else {
this.endLevelPoint.children[1].active = true;
this.endLevelState = 3;
}
}
// 定位最新关卡
locateNewLevel(curLevelIndex: number) {
let view = this.contentNode.parent;
if (User.getFirstStepIndex() == 0) {
let sy = view.height / 2;
let dy = this.contentNode.y - this.contentNode.getChildByName('node_1').y - view.height + 50;
this.node.getChildByName("横断虚线").active = false;
cc.tween(this.contentNode)
.set({ y: sy })
.delay(1.7)
.call(() => {
this.node.getChildByName("横断虚线").active = true;
this.node.getChildByName('ScrollView').getComponent(cc.ScrollView).enabled = true;
this.tittleSpine.node.active = true;
//this.endLevelTitle.active = false;
this.tittleSpine.setAnimation(0, "文字", false);
})
.to(1.5, { y: dy })
.call(() => {
this.node.getChildByName('ScrollView').getComponent(cc.ScrollView).enabled = true;
this.tittleSpine.node.active = false;
//this.endLevelTitle.active = true;
})
.start();
} else {
let lastIndex = curLevelIndex % this.SinglePageMaxNum + 1;
lastIndex = lastIndex > this.SinglePageMaxNum - 2 ? this.SinglePageMaxNum - 2 : lastIndex;
let parentNode = this.contentNode.getChildByName('node_' + lastIndex);
let dy = this.contentNode.y - parentNode.y - view.height + 200;
dy = dy < view.height / 2 ? view.height / 2 : dy;
this.contentNode.y = dy;
}
}
scrollViewEvent(event: cc.ScrollView) {
let view = event.content.parent;
if (event.content.y <= view.height / 2 + 5) {
this.node.getChildByName("横断虚线").active = false;
} else {
this.node.getChildByName("横断虚线").active = true;
}
}
onEndLevelClick() {
// Common5.playEffect("sound/按键点击");
if (this.endLevelState == 0) {
PrefabManage.showTextTips('正在努力开发中!');
return;
} else if (this.endLevelState == 1) {
PrefabManage.showTextTips('未来还没来,一切皆可能');
return;
} else if (this.endLevelState == 2) {
PrefabManage.showTextTips('过去已过去,计较也无用');
return;
}
Common5.selectGameInfo = this.endLevelConfig;
GameMgr.getInstance_custom().onLoadToGameScene_custom();
}
}