123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629 |
- import { _decorator, Component, Node, Prefab, director, find } from 'cc';
- import BufferManager from '../../engines/buffers/BufferManager';
- import IBuffer from '../../engines/buffers/IBuffer';
- import { EventDispatcher } from '../../engines/events/EventDispatcher';
- import { DataModel } from '../../engines/models/DataModel';
- import { DataModelEventType } from '../../engines/models/DataModelEventType';
- import { NoticeManager } from '../../engines/notices/NoticeManager';
- import { PlatformManager } from '../../Platform/PlatformManager';
- import { branchIdType } from '../../Platform/WeChat/branchIdType';
- import { WeChatPlatform } from '../../Platform/WeChat/WeChatPlatform';
- import AccelerateBuffer from '../buffers/AccelerateBuffer';
- import AutoSyntheticBuffer from '../buffers/AutoSyntheticBuffer';
- import GameConfigManager from './GameConfigManager';
- import { GamePropertys } from './GamePropertys';
- import { WeaponCell } from './weapons/WeaponCell';
- const { ccclass, property } = _decorator;
- export class GameModel extends DataModel {
- /**
- * 武器格子列表
- */
- private __weaponCells: WeaponCell[] = [];
- /**
- * 购买记录
- */
- private __buyHistory: Map<number, number> = new Map<number, number>();
- /**
- * 当前武器格子
- */
- currentWeaponCell: WeaponCell;
- constructor() {
- super();
- }
- /**
- * 设置默认属性
- */
- SetDefaultPropertys(): void {
- //默认关卡
- this.currentLevel = 1;
- //默认栅栏
- this.currentFenceId = 30001;
- //默认最大已合成枪ID
- this.synthesisMaxWeaponId = 10101;
- this.gold = 0;
- this.diamond = 0;
- //12个默认格子
- let weaponCell: WeaponCell;
- for (let index = 0; index < 12; index++) {
- weaponCell = new WeaponCell();
- weaponCell.cellId = index;
- weaponCell.weaponId = index < 2 ? 10101 : -1;
- weaponCell.lastOutputTime = 0;
- this.__weaponCells.push(weaponCell);
- }
- //默认武器
- this.currentWeaponCell=this.__weaponCells[0];
- //保存到本地
- this.SaveToLoacl();
- }
- private lastTime: number = 0;
- /**
- * 计算收益
- */
- CheckEarnings(): void {
- let currentTime: number = director.getCurrentTime();
- if (currentTime - this.lastTime < this.earningTime) {
- 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);
- }
- if (this.DataChanged) {
- this.SaveToLoacl();
- }
- }
- /**
- * 每秒总收益
- */
- get fullEarnings(): number {
- let result: number = 0;
- this.__weaponCells.forEach(weaponCell => {
- if (weaponCell.weaponId >= 0) {
- result += weaponCell.weaponConfig.earnings;
- }
- });
- return result;
- }
- /**
- * 收益计算间隔
- */
- get earningsInterval(): number {
- return GameConfigManager.getGlobalValue("earningsInterval");
- }
- /**
- * 收益间隔时间
- */
- get earningTime(): number {
- let bufferList: IBuffer[] = BufferManager.GetBufferGroup("Accelerate");
- if (bufferList == null || bufferList.length == 0) {
- return this.earningsInterval;
- }
- let buffer: AccelerateBuffer = bufferList[0] as AccelerateBuffer;
- return this.earningsInterval * buffer.rate;
- }
- /**
- * 自动合成武器
- */
- public AutoSynthetic(max: number = 1): void {
- let a: WeaponCell;
- let b: WeaponCell;
- let synIndex: number = 0;
- for (let aIndex = 0; aIndex < this.weaponCells.length; aIndex++) {
- a = this.weaponCells[aIndex];
- if (a.weaponId < 0 || GameConfigManager.WeaponIsMaxLevel(a.weaponId)) {
- continue;
- }
- for (let bIndex = aIndex + 1; bIndex < this.weaponCells.length; bIndex++) {
- b = this.weaponCells[bIndex];
- if (b.weaponId < 0 || GameConfigManager.WeaponIsMaxLevel(b.weaponId)) {
- continue;
- }
- //可以合成
- if (a.weaponId == b.weaponId) {
- this.SynthesisWeapon(a.cellId, b.cellId);
- synIndex++;
- //如果大于最大数
- if (synIndex >= max) {
- return;
- }
- }
- }
- }
- }
- private DataChanged: boolean;
- DispatchEvent(key: string, data?: any): void {
- super.DispatchEvent(key, data);
- this.DataChanged = true;
- }
- // /**
- // * 设置当前武器ID
- // */
- // set currentWeaponId(value: number) {
- // this.__currentWeaponCell.weaponId = value;
- // this.DispatchEvent(DataModelEventType.PROPERTY_CHANGED, GamePropertys.currentWeaponId);
- // }
- get currentWeaponId(): number {
- if(this.currentWeaponCell==null){
- return -1;
- }
- return this.currentWeaponCell.weaponId;
- }
- /**
- * 合成武器
- * @param sourceCellId
- * @param targetCellId
- */
- public SynthesisWeapon(sourceCellId: number, targetCellId: number): void {
- let sourceCell: WeaponCell = this.FindCell(sourceCellId);
- let targetCell: WeaponCell = this.FindCell(targetCellId);
- if (sourceCell.weaponId != targetCell.weaponId) {
- console.error("要合成的武器ID不同!");
- return;
- }
- if (GameConfigManager.WeaponIsMaxLevel(sourceCell.weaponId)) {
- console.error("武器已到达最高等级!");
- }
- let newWeaponId: number = GameConfigManager.GetNextLevelWeaponId(sourceCell.weaponId);
- //删除
- sourceCell.weaponId = -1;
- targetCell.weaponId = newWeaponId;
- targetCell.lastOutputTime = director.getCurrentTime();
- //对比新枪和老记录的合成枪
- let newWeaponConfig = GameConfigManager.GetWeaponConfig(newWeaponId);
- let synthesisMaxWeaponConfig = GameConfigManager.GetWeaponConfig(this.synthesisMaxWeaponId);
- //新记录
- if (newWeaponConfig.level > synthesisMaxWeaponConfig.level) {
- this.synthesisMaxWeaponId = newWeaponId;
- }
- //打点合成最高等级的枪
- let weChat = PlatformManager.impl as WeChatPlatform;
- if (weChat instanceof WeChatPlatform) {
- let level = synthesisMaxWeaponConfig.level;
- if (newWeaponConfig.level > synthesisMaxWeaponConfig.level) {
- level = newWeaponConfig.level;
- }
- weChat.branchAnalytics(branchIdType.Synthetic, String(level))
- }
- if(this.currentWeaponCell!=null){
- if(this.currentWeaponCell==sourceCell){
- this.currentWeaponCell=null;
- this.DispatchEvent(DataModelEventType.PROPERTY_CHANGED, GamePropertys.currentWeaponId);
- }else if(this.currentWeaponCell==targetCell){
- this.DispatchEvent(DataModelEventType.PROPERTY_CHANGED, GamePropertys.currentWeaponId);
- //如果比手上的好
- if(this.currentWeaponCell.weaponConfig && newWeaponConfig.level > this.currentWeaponCell.weaponConfig.level){
- this.EquipWeapon(targetCell);
- return;
- }
- }
- }
- this.DispatchEvent(DataModelEventType.PROPERTY_CHANGED, GamePropertys.WeaponCell);
- }
- /**
- * 添加一个武器到武器格子
- * @param cellId
- * @param weaponID
- */
- public AddWeapon(cellId: number, weaponID: number): void {
- for (let index = 0; index < this.__weaponCells.length; index++) {
- const element = this.__weaponCells[index];
- if (element.cellId == cellId) {
- element.weaponId = weaponID;
- element.lastOutputTime = director.getCurrentTime();
- this.DispatchEvent(DataModelEventType.PROPERTY_CHANGED, GamePropertys.WeaponCell);
- return;
- }
- }
- }
- /**
- * 删除武器
- * @param cellId
- */
- public RemoveWeapon(cellId: number): void {
- let cell:WeaponCell=this.FindCell(cellId);
- cell.weaponId=-1;
- if(cell==this.currentWeaponCell){
- this.currentWeaponCell=null;
- this.DispatchEvent(DataModelEventType.PROPERTY_CHANGED, GamePropertys.currentWeaponId);
- }
- this.DispatchEvent(DataModelEventType.PROPERTY_CHANGED, GamePropertys.WeaponCell);
- }
- // /**
- // * 卸下武器
- // */
- // public UnequipWeapon(cellId: number): void {
- // let id: number = this.__currentWeaponCell.weaponId;
- // this.currentWeaponId = -1;
- // this.__currentWeaponCell.lastOutputTime = 0;
- // this.AddWeapon(cellId, id);
- // }
- /**
- * 装配武器
- * @param weaponId
- */
- public EquipWeapon(sourceCell:WeaponCell): void {
- this.currentWeaponCell=sourceCell;
- this.DispatchEvent(DataModelEventType.PROPERTY_CHANGED, GamePropertys.WeaponCell);
- this.DispatchEvent(DataModelEventType.PROPERTY_CHANGED, GamePropertys.currentWeaponId);
- }
- /**
- * 武器空槽位置
- */
- public get WeaponEmptyCellCount(): number {
- let count: number = 0;
- this.__weaponCells.forEach(element => {
- if (element.weaponId < 0) {
- count++;
- }
- });
- return count;
- }
- /**
- * 寻找武器空槽位
- */
- public FindWeaponEmptyCell(): WeaponCell {
- for (let index = 0; index < this.__weaponCells.length; index++) {
- const element = this.__weaponCells[index];
- if (element.weaponId < 0) {
- return element;
- }
- }
- return null;
- }
- /**
- * 当前快捷可购买的武器
- */
- public get CurrentQuickBuyWeaponId(): number {
- return GameConfigManager.GetQuickBuyWeaponId(this.synthesisMaxWeaponId);
- }
- /**
- * 查询购买价格
- * @param weapon
- */
- public GetQuickBuyPrice(): number {
- return this.GetWeaponBuyPrice(this.CurrentQuickBuyWeaponId);
- }
- /**
- * 查询购买价格
- * @param weaponId
- */
- public GetWeaponBuyPrice(weaponId: number): number {
- //已购买的次数
- let buyCount: number = this.GetBuyCount(weaponId);
- let weaponConfig: any = GameConfigManager.GetWeaponConfig(weaponId);
- //价格
- let price: number = weaponConfig.consumeGold;
- //系数
- let coefficient: number = weaponConfig.coefficient;
- if (buyCount < 0) {
- buyCount = 0;
- }
- return Math.floor(price * Math.pow(coefficient, buyCount));
- }
- /**
- * 已购买次数
- * @param weaponId
- */
- public GetBuyCount(weaponId: number): number {
- let buyCount: number = 0;
- if (this.__buyHistory.has(weaponId)) {
- buyCount = this.__buyHistory.get(weaponId);
- }
- return buyCount;
- }
- /**
- * 购买武器
- * @param type 0 金币购买 1钻石购买 2视频购买
- * @param weaponId
- */
- public BuyWeapon(type: number, weaponId: number): boolean {
- let price: number;
- let weaponConfig: any
- //找到空槽位
- let weaponCell: WeaponCell = this.FindWeaponEmptyCell();
- if (weaponCell == null) {
- NoticeManager.ShowPrompt("没有空槽位了!");
- return false;
- }
- if (type == 0) {
- price = this.GetWeaponBuyPrice(weaponId);
- if (this.gold < price) {
- NoticeManager.ShowPrompt("金币不足,不能购买武器!");
- return false;
- }
- //扣钱
- let currentGold: number = this.gold;
- currentGold -= price;
- if (currentGold < 0) {
- currentGold = 0;
- }
- this.gold = currentGold;
- //记录购买次数
- weaponConfig = GameConfigManager.GetWeaponConfig(weaponId);
- let buyCount: number = this.GetBuyCount(weaponId);
- buyCount++;
- if (buyCount > weaponConfig.frequencyLimit) {
- buyCount = weaponConfig.frequencyLimit;
- }
- this.__buyHistory.set(weaponId, buyCount);
- } else if (type == 1) {
- let weaponConfig: any = GameConfigManager.GetWeaponConfig(weaponId);
- price = weaponConfig.consumeDiamond;
- if (this.diamond < price) {
- NoticeManager.ShowPrompt("宝石不足,不能购买武器!");
- return false;
- }
- //扣钱
- let currentDiamond: number = this.gold;
- currentDiamond -= price;
- if (currentDiamond < 0) {
- currentDiamond = 0;
- }
- this.diamond = currentDiamond;
- }
- //发货
- this.AddWeapon(weaponCell.cellId, weaponId);
- return true;
- }
- /**
- * 通过武器槽ID查找
- * @param id
- */
- public FindCell(id: number): WeaponCell {
- for (let index = 0; index < this.__weaponCells.length; index++) {
- const element = this.__weaponCells[index];
- if (element.cellId == id) {
- return element;
- }
- }
- return null;
- }
- /**
- * 武器格子列表
- */
- public get weaponCells(): WeaponCell[] {
- return this.__weaponCells;
- }
- protected OnReadByLocal(data: any): void {
- let currentTime: number = director.getCurrentTime();
- //武器格子
- let weaponCells: any[] = data.weaponCells;
- this.__weaponCells = [];
- let weaponCell: WeaponCell;
- if (weaponCells != null) {
- weaponCells.forEach(element => {
- weaponCell = new WeaponCell();
- for (const key in element) {
- if (Object.prototype.hasOwnProperty.call(element, key) && Object.prototype.hasOwnProperty.call(weaponCell, key)) {
- const item = element[key];
- weaponCell[key] = item;
- }
- }
- weaponCell.lastOutputTime = currentTime;
- this.__weaponCells.push(weaponCell);
- });
- }
- //当前武器格
- if(data.currentWeaponCellId>0){
- this.currentWeaponCell=this.FindCell(data.currentWeaponCellId);
- this.currentWeaponCell.lastOutputTime = currentTime;
- }
- //自动合成Buffer剩余时间
- if (data.autoSynthesisTime > 0) {
- let buffer: AutoSyntheticBuffer = new AutoSyntheticBuffer("AutoSynthesis", data.autoSynthesisTime);
- BufferManager.RunBuffer(buffer);
- }
- //加速Buffer
- if (data.accelerateTime > 0) {
- let buffer: AccelerateBuffer = new AccelerateBuffer("Accelerate", data.accelerateTime);
- BufferManager.RunBuffer(buffer);
- }
- }
- protected OnSaveToLocal(data: any): void {
- data.weaponCells = this.__weaponCells;
- if(this.currentWeaponCell!=null){
- data.currentWeaponCellId = this.currentWeaponCell.cellId;
- }else{
- data.currentWeaponCellId=-1;
- }
- //自动合成Buffer剩余时间
- let buffers: IBuffer[] = BufferManager.GetBufferGroup("AutoSynthesis");
- if (buffers != null && buffers.length > 0) {
- let buffer: IBuffer = buffers[0];
- data.autoSynthesisTime = buffer.GetTimeRemaining();
- } else {
- data.autoSynthesisTime = 0;
- }
- //加速Buffer
- buffers = BufferManager.GetBufferGroup("Accelerate");
- if (buffers != null && buffers.length > 0) {
- let accelerateBuffer: AccelerateBuffer = buffers[0] as AccelerateBuffer;
- data.accelerateTime = accelerateBuffer.GetTimeRemaining();
- } else {
- data.accelerateTime = 0;
- }
- }
- private static instance: GameModel;
- public static get single(): GameModel {
- if (this.instance == null) {
- this.instance = new GameModel();
- }
- return this.instance;
- }
- /**
- * 自动合成Buffer剩余时间
- */
- get autoSynthesisTime(): number {
- return this.GetProperty(GamePropertys.autoSynthesisTime);
- }
- /**
- * 加速Buffer剩余时间
- */
- get accelerateTime(): number {
- return this.GetProperty(GamePropertys.accelerateTime);
- }
- /**
- * 当前关卡
- */
- get currentLevel(): number {
- return this.GetProperty(GamePropertys.currentLevel);
- }
- set currentLevel(value: number) {
- this.SetProperty(GamePropertys.currentLevel, value);
- }
- /**
- * 试用栅栏ID
- */
- trialFenceId: number = -1;
- /**
- * 当前栅栏ID
- */
- get currentFenceId(): number {
- return this.GetProperty(GamePropertys.currentFenceId);
- }
- set currentFenceId(value: number) {
- this.SetProperty(GamePropertys.currentFenceId, value);
- }
- /**
- * 栅栏ID (包括试用)
- */
- get fenceId(): number {
- if (this.trialFenceId > 0) {
- return this.trialFenceId;
- }
- return this.currentFenceId;
- }
- /**
- * 金币
- */
- get gold(): number {
- return this.GetProperty(GamePropertys.gold);
- }
- set gold(value: number) {
- this.SetProperty(GamePropertys.gold, value);
- }
- /**
- * 积分
- */
- get integral(): number {
- return this._interal
- }
- private _interal: number;
- set integral(value: number) {
- this._interal = value;
- this.DispatchEvent(DataModelEventType.PROPERTY_CHANGED, GamePropertys.integral);
- }
- /**
- * 钻石
- */
- get diamond(): number {
- return this.GetProperty(GamePropertys.diamond);
- }
- set diamond(value: number) {
- this.SetProperty(GamePropertys.diamond, value);
- }
- /**
- * 击杀数量
- */
- get killCount(): number {
- return this.GetProperty(GamePropertys.killCount);
- }
- set killCount(value: number) {
- this.SetProperty(GamePropertys.killCount, value);
- }
- /**
- * 怒气值
- */
- get angerCount(): number {
- return this.GetProperty(GamePropertys.angerCount);
- }
- set angerCount(value: number) {
- this.SetProperty(GamePropertys.angerCount, value);
- }
- /**
- * 当前最大合成等级
- */
- get synthesisMaxWeaponId(): number {
- return this.GetProperty(GamePropertys.synthesisMaxWeaponId);
- }
- set synthesisMaxWeaponId(value: number) {
- this.SetProperty(GamePropertys.synthesisMaxWeaponId, value);
- }
- /**
- * 上一次领取金币的时间
- */
- get lastGetGoldTime(): number {
- return this.GetProperty(GamePropertys.synthesisMaxWeaponId);
- }
- set lastGetGoldTime(value: number) {
- this.SetProperty(GamePropertys.synthesisMaxWeaponId, value);
- }
- }
|