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武器收益计算BUG 修复

greg 4 lat temu
rodzic
commit
8d73feba8a

+ 8 - 4
assets/scripts/games/models/GameModel.ts

@@ -43,6 +43,9 @@ export class GameModel extends DataModel {
 
         //第一天
         this.signDay=1;
+        let date:Date=new Date();
+        this.lastSignTime=date.getTime();
+        
         //默认关卡
         this.currentLevel = 1;
         //默认栅栏
@@ -51,7 +54,7 @@ export class GameModel extends DataModel {
         //默认最大已合成枪ID
         this.synthesisMaxWeaponId = 10101;
 
-        this.gold = 0;
+        this.gold = 50;
         this.diamond = 0;
         //12个默认格子
         let weaponCell: WeaponCell;
@@ -78,14 +81,14 @@ export class GameModel extends DataModel {
      */
     CheckEarnings(): void {
         let currentTime: number = director.getCurrentTime();
-        if (currentTime - this.lastTime < this.earningTime) {
+        if (currentTime - this.lastTime < this.earningsInterval) {
             return;
         }
         this.lastTime = currentTime;
         let fullEarnings: number = this.fullEarnings;
         if (fullEarnings > 0) {
             console.log("产出金币:" + fullEarnings);
-            this.gold += fullEarnings * (this.earningTime / 1000);
+            this.gold += fullEarnings * (this.earningsInterval / 1000);
         }
         if (this.DataChanged) {
             this.SaveToLoacl();
@@ -102,7 +105,8 @@ export class GameModel extends DataModel {
                 result += weaponCell.weaponConfig.earnings;
             }
         });
-        return result;
+        let value:number=this.earningsInterval/this.earningTime;
+        return result*value;
     }
 
     /**

+ 1 - 1
assets/scripts/games/scenes/PreloadingScene.ts

@@ -79,7 +79,7 @@ export class PreloadingScene extends Component {
     
     private initLocalData():void{
         // //清除本地数据
-        // GameModel.single.ClearLocalData();
+        GameModel.single.ClearLocalData();
         GameModel.single.ReadByLocal();
         SceneManager.single.Swicth("PrepareScene");
     }

+ 1 - 0
assets/scripts/games/ui/freeUpgrade/FreeUpgradeMediator.ts

@@ -103,6 +103,7 @@ export class FreeUpgradeMediator extends GUIMediator {
         this.RefreshDiamond();
         this.AddEvent();
 
+        GUIManager.single.Hide(UIConst.PREPARE_UI);
         PlatformManager.hideBanner();
     }
 

+ 6 - 4
assets/scripts/games/ui/prepares/WeaponCellScript.ts

@@ -112,7 +112,8 @@ export class WeaponCellScript extends Component {
             this.weaponConfig=GameConfigManager.GetWeaponConfig(this.weaponCell.weaponId);
             //收益
             this.earningsLabel.node.active=true;
-            this.earningsLabel.string=StringUtils.numberUtilsEn(this.weaponConfig.earnings*GameModel.single.earningTime/1000);
+            let value:number=GameModel.single.earningsInterval/GameModel.single.earningTime;
+            this.earningsLabel.string=StringUtils.numberUtilsEn(this.weaponConfig.earnings*GameModel.single.earningsInterval/1000*value);
             //等级
             this.labelGroup.active=true;
             if(GameConfigManager.WeaponIsMaxLevel(this.weaponCell.weaponId)){
@@ -181,13 +182,14 @@ export class WeaponCellScript extends Component {
             return;
         }
         let currentTime:number=director.getCurrentTime();
-        let IntervalTime:number=GameModel.single.earningTime;
-        let IntervalTimeS:number=IntervalTime/1000;
+        let IntervalTime:number=GameModel.single.earningsInterval;
+        let IntervalTimeS:number=GameModel.single.earningsInterval/1000;
+        let value:number=GameModel.single.earningsInterval/GameModel.single.earningTime;
         if(currentTime-this.weaponCell.lastOutputTime>IntervalTime){
             let startPos:Vec3=new Vec3();
             NodeUtils.GetNodePos(this.node,startPos);
             startPos.x+=this.node.width/2;
-            NoticeManager.ShowPromptByPos("金币:+"+StringUtils.numberUtilsEn(this.weaponCell.weaponConfig.earnings* IntervalTimeS),startPos);
+            NoticeManager.ShowPromptByPos("金币:+"+StringUtils.numberUtilsEn(this.weaponCell.weaponConfig.earnings* IntervalTimeS*value),startPos);
             this.weaponCell.lastOutputTime=currentTime;
         }
     }