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- import { _decorator, Component, Node, Prefab, director, find } from 'cc';
- 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 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
- */
- private __currentWeaponCell:WeaponCell;
- constructor(){
- super();
- }
- /**
- * 设置默认属性
- */
- SetDefaultPropertys():void{
- //默认武器
- this.__currentWeaponCell=new WeaponCell();
- this.__currentWeaponCell.cellId=-1;
- this.__currentWeaponCell.lastOutputTime=director.getCurrentTime();
- this.__currentWeaponCell.weaponId=10101;
- //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==0?10101:-1;
- weaponCell.lastOutputTime=0;
- this.__weaponCells.push(weaponCell);
- }
-
- //保存到本地
- this.SaveToLoacl();
- }
- private lastTime:number=0;
- /**
- * 每秒总收益
- */
- public fullEarnings:number=0;
- /**
- * 收益计算间隔
- */
- get earningsInterval():number{
- return GameConfigManager.getGlobalValue("earningsInterval");
- }
- /**
- * 计算收益
- */
- CheckEarnings():void{
- let currentTime:number=director.getCurrentTime();
- if(currentTime-this.lastTime<1000){
- return;
- }
- this.lastTime=currentTime;
-
- let fullEarnings:number=0;
- this.__weaponCells.forEach(weaponCell => {
- if(weaponCell.weaponId>=0){
- // weaponConfig=GameConfigManager.GetWeaponConfig(weaponCell.weaponId);
- // if(currentTime-weaponCell.lastOutputTime>this.earningsInterval){
- // weaponCell.lastOutputTime=currentTime;
- fullEarnings+=weaponCell.weaponConfig.earnings;
- // }
- }
- });
- if(this.__currentWeaponCell.weaponId>=0){
- // weaponConfig=GameConfigManager.GetWeaponConfig(this.__currentWeaponCell.weaponId);
- // if(currentTime-this.__currentWeaponCell.lastOutputTime>this.earningsInterval){
- // this.__currentWeaponCell.lastOutputTime=currentTime;
- fullEarnings+=this.__currentWeaponCell.weaponConfig.earnings;
- // }
- }
- if(fullEarnings>0){
- console.log("产出金币:"+fullEarnings);
- this.gold+=fullEarnings;
- }
- this.fullEarnings=fullEarnings;
- if(this.DataChanged){
- this.SaveToLoacl();
- }
- }
- 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{
- 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;
- }
- //如果比手上的好
- if(this.__currentWeaponCell.weaponConfig&&newWeaponConfig.level>this.__currentWeaponCell.weaponConfig.level){
- this.EquipWeapon(targetCellId);
- 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{
- for (let index = 0; index < this.__weaponCells.length; index++) {
- const element = this.__weaponCells[index];
- if(element.cellId==cellId){
- element.weaponId=-1;
- this.DispatchEvent(DataModelEventType.PROPERTY_CHANGED,GamePropertys.WeaponCell);
- return;
- }
- }
- }
- /**
- * 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(sourceCellId:number):void{
- let cell:WeaponCell=this.FindCell(sourceCellId);
- if(cell==null){
- throw new Error("找不到武器槽:"+sourceCellId);
- }
- let oldWeaponId=this.currentWeaponId;
- this.currentWeaponId=cell.weaponId;
- this.__currentWeaponCell.lastOutputTime=cell.lastOutputTime;
- cell.weaponId=oldWeaponId;
- cell.lastOutputTime=0;
- this.DispatchEvent(DataModelEventType.PROPERTY_CHANGED,GamePropertys.WeaponCell);
- }
- /**
- * 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();
- //当前武器格
- this.__currentWeaponCell=new WeaponCell();
- for (const key in data.currentWeaponCell) {
- if (Object.prototype.hasOwnProperty.call(data.currentWeaponCell, key)&&Object.prototype.hasOwnProperty.call(this.__currentWeaponCell, key)) {
- const element = data.currentWeaponCell[key];
- this.__currentWeaponCell[key]=element;
- }
- }
- this.__currentWeaponCell.lastOutputTime=currentTime;
- //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);
- });
- }
- }
- protected OnSaveToLocal(data:any):void{
- data.weaponCells=this.__weaponCells;
- data.currentWeaponCell=this.__currentWeaponCell;
- }
-
- private static instance:GameModel;
- public static get single():GameModel{
- if(this.instance==null){
- this.instance=new GameModel();
- }
- return this.instance;
- }
- /**
- * 当前关卡
- */
- get currentLevel():number{
- return this.GetProperty(GamePropertys.currentLevel);
- }
- set currentLevel(value:number){
- this.SetProperty(GamePropertys.currentLevel,value);
- }
- /**
- * 当前栅栏ID
- */
- get currentFenceId():number{
- return this.GetProperty(GamePropertys.currentFenceId);
- }
- set currentFenceId(value:number){
- this.SetProperty(GamePropertys.currentFenceId,value);
- }
- /**
- * 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);
- }
- }
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