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225 lines
8.0 KiB
225 lines
8.0 KiB
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import DaDianScript from "../../../../FrameWork/Base/DaDianScript";
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import WordGameBaseComponent from "../../../../FrameWork/Base/WordGameBaseComptent";
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import { ryw_Event } from "../../../../FrameWork/Event/EventEnum";
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import EventMgr from "../../../../FrameWork/Event/EventMgr";
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import Common from "../../../../FrameWork/Util/Common";
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import Common5 from "../../../../Platform/th/Common5";
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import Game from "../../../../Scripts/WenZiRes/ui/Game";
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import CccGame from "../../../WordGame/gameComScript/CccGame/CccGame";
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import logPrefabScript from "../../../WordGame/gameComScript/logPrefabScript";
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// import HunLiZhaoPianConfig from "./HunLiZhaoPianConfig";
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const { ccclass, property } = cc._decorator;
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@ccclass
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export default class HuanXingLaoGong extends WordGameBaseComponent {
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@property(cc.Node)
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layerNode: cc.Node[] = [];
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@property(cc.Node)
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operateNodeList: cc.Node[] = [];
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//当前层级下标
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curLayerIndex = 0;
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//当前进度
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curSchedule: number = 0;
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//文本配置
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titleArrayConfig: string[] = [];
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duihuaArrayConfig: any[] = [];
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chadianArrayConfig: any[] = [];
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wrongAnswerConfig: string[] = [];
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answersIndexConfig: number[] = [];
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start() {
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super.start();
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DaDianScript.userEnterDaDian();
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//this.openTouchEvent(this.node.getChildByName('bg'));
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Common5.stopMusic();
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Common5.getJsonFromBundle(Common5.selectGameInfo.bundle, 'script/HuanXingLaoGongConfig', (assest) => {
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this.jsonData = assest.json;
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this.initParameters();
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this.initComponent();
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})
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}
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//初始化参数
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initParameters() {
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this.curLayerIndex = 0;
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this.curSchedule = 0;
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this.titleArrayConfig = this.jsonData.titleArray;
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this.duihuaArrayConfig = this.jsonData.duihuaArray;
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this.chadianArrayConfig = this.jsonData.chadianArray;
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this.wrongAnswerConfig = this.jsonData.wrongAnswer;
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this.answersIndexConfig = this.jsonData.answersIndex;
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Common.Type = 3;
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Common.subLevel = 0;
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Common.GameSubTipConfigs = this.jsonData.answersArray;
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EventMgr.onEvent_custom(ryw_Event.NormalTouchMoveCheck, (data_) => {
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this.normalTouchCallback(data_.targetNode);
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}, this);
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EventMgr.onEvent_custom(ryw_Event.NormalTouchEndCheck, (data_) => {
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this.normalTouchCallback(data_.targetNode);
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}, this);
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EventMgr.onEvent_custom(ryw_Event.DirectTouchMoveCheck, (data_) => {
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this.normalTouchCallback(data_.targetNode);
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}, this);
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EventMgr.onEvent_custom(ryw_Event.timeOut, (tab) => {
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this.endGameView(0);
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}, this);
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}
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//初始化组件
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initComponent() {
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for (const node of this.layerNode) {
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node.active = false;
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}
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let node = this.layerNode[this.curLayerIndex];
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node.active = true;
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Game.ins.setGameTitle(this.titleArrayConfig[0]);
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//Common5.playMusicCustom(Common5.selectGameInfo.bundle, 'sound/背景音');
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this.node.getChildByName("inputBlock").active = true;
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this.showDuiHua(this.duihuaArrayConfig[0], () => {
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this.node.getChildByName("inputBlock").active = false;
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});
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}
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//触摸回调
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normalTouchCallback(targetNode: cc.Node) {
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console.log("+++++++++++++++++++++>" + targetNode.name);
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const targetNameList = ['洗发露', '直板夹', '黄瓜', '胶带', '针线', '护士服'];
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const determine = (target: cc.Node) => {
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const index = targetNameList.indexOf(target.name);
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this.unlockLevel(this.answersIndexConfig[index]);
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this.node.getChildByName("inputBlock").active = true;
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Common5.playEffectCustom(Common5.selectGameInfo.bundle, 'sound/男生哇');
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CccGame.playAnimation2(this.getLayerChild('心电仪', '心电图'), '心率变化');
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if (this.curSchedule == 0) {
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this.getLayerChild('床', '躺平').children[this.curSchedule].active = false;
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} else {
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this.getLayerChild('床', '躺平').children[this.curSchedule - 1].active = false;
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}
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this.getLayerChild('床', '坐起').children[this.curSchedule].active = true;
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this.getLayerChild('床', '坐起', '爱心').active = true;
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this.scheduleOnce(() => {
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this.node.getChildByName("inputBlock").active = false;
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if (this.curSchedule < this.chadianArrayConfig.length - 1) {
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CccGame.playAnimation2(this.getLayerChild('心电仪', '心电图'), '心率拉平');
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this.getLayerChild('床', '躺平').children[this.curSchedule].active = true;
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this.getLayerChild('床', '坐起').children[this.curSchedule].active = false;
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this.getLayerChild('床', '坐起', '爱心').active = false;
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}
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this.showDuiHua(this.chadianArrayConfig[this.curSchedule].log[0]);
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this.curSchedule++;
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if (this.curSchedule >= this.chadianArrayConfig.length) {
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this.scheduleOnce(() => {
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this.endGameView(1);
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}, 5);
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}
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}, 2);
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}
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const itemLogic = {
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default: (target: cc.Node) => {
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determine(target);
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},
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除颤仪: (target: cc.Node) => {
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let roles = this.getLayerChild('床', '躺平');
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for (const iterator of roles.children) {
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iterator.active = false;
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}
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roles.children[0].active = true;
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CccGame.playAnimation2(this.getLayerChild('心电仪', '心电图'), '心率拉平');
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this.scheduleOnce(() => {
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this.showDuiHua(this.duihuaArrayConfig[1], () => {
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this.endGameView(0);
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});
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}, 2);
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},
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}
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if (itemLogic[targetNode.name]) {
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itemLogic[targetNode.name]?.(targetNode);
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} else if (targetNameList.includes(targetNode.name)) {
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itemLogic.default(targetNode);
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}
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}
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//显示对话
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showDuiHua(curLog, func?) {
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console.log("curLog==", curLog);
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if (curLog.effectUrl) {
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Common5.playEffectCustom(Common5.selectGameInfo.bundle, curLog.effectUrl);
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}
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let string_ = curLog.str;
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let qiPaoPos_ = curLog.qiPaoPos;
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let delayTime_ = curLog.delayTime || 3;
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let node = this.layerNode[this.curLayerIndex];
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if (qiPaoPos_ != -1) {
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let qiPao = node.getChildByName("qiPao").getChildByName("qiPao_" + qiPaoPos_);
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qiPao.stopAllActions()
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qiPao.getChildByName("str").getComponent(cc.Label).string = string_
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cc.tween(qiPao)
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.set({ active: true, scale: 0 })
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.to(0.2, { scale: 1 })
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.delay(delayTime_)
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.set({ active: false })
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.start();
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}
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else {
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let logPrefab = this.node.getChildByName('logPrefab');
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let script_: logPrefabScript = logPrefab.getComponent('logPrefabScript');
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script_.setDailogShow(string_, delayTime_);
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}
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this.scheduleOnce(() => {
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if (func) {
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func();
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}
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}, delayTime_);
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}
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//获取当前场景下的节点
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getLayerChild(...path: string[]) {
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let child = this.layerNode[this.curLayerIndex];
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if (path.length > 1) {
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for (const name of path) {
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child = child.getChildByName(name);
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}
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return child;
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}
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return child.getChildByName(path[0]);
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}
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//结束弹窗
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endGameView(touchIndex) {
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this.node.getChildByName("inputBlock").active = true;
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Game.ins.stopTime();
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if (touchIndex == 0) {
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Game.ins.showFail();
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} else {
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Game.ins.showSuccess();
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}
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}
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//解锁提示
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unlockLevel(sublevel) {
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Game.ins.tipUnlock(sublevel)
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}
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}
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