import FqLogin from "../../../../login/FqLogin"; import { AudioMgr } from "../../../../main/ViewManage"; import FF from "../../FF"; import FMap from "../../map/FMap"; import { GroupType } from "../../object/FObject"; import FSprite from "../../object/FSprite"; import BaseEvent from "../base/BaseEvent"; import FMapDialog from "../dialog/FMapDialog"; import FAltar from "./FAltar"; import FAltarGear from "./FAltarGear"; const SpineName = { IDLE: "idle", IDLE2: "idle2", CLOSE: "close", OPEN: "open" } /** * 祭坛灯柱 */ const { ccclass, property } = cc._decorator; @ccclass export default class FAltarLight extends BaseEvent { @property({ displayName: '对应的地图物件' }) public mapGoodId: string = '27'; @property({ displayName: '需要的物品id' }) public goodId = 2002; @property({ type: cc.Node, displayName: '点亮火焰动画' }) public spine: cc.Node = null; @property({ type: cc.Node, displayName: '完成后触发对象' }) public altar: cc.Node = null; @property({ displayName: '靠近的提示', type: cc.Sprite }) mIcon: cc.Sprite = null;//靠近后的提示 @property({ type: [cc.SpriteFrame], displayName: '不同状态的图标' }) mIconFrame: Array = []; @property(cc.Prefab) mMapDialog: cc.Prefab = null; @property({ displayName: '提示图标', type: cc.SpriteFrame }) mTipsIcon: cc.SpriteFrame = null; @property({ displayName: '点亮后的对话', type: [cc.String] }) text: Array = []; // /** // * 控制的栅栏机关 // */ // @property({ // displayName: '控制的机关', // type: [cc.Node], // }) // mFenceTrigger: Array = []; onLoad() { super.onLoad() if (this.mIcon) { this.mIcon.node.active = false; } } start() { this.spine.active = false; } /** * * @param show 是否显示提示 */ private iconTips(show) { if (this.mIcon) { if (show) { this.mIcon.node.active = true; let head = this.ff.mFFheader; let count = head.getTmpCount(this.goodId); if (count > 0) { this.mIcon.spriteFrame = this.mIconFrame[0] } else { this.mIcon.spriteFrame = this.mIconFrame[1] } } else { this.mIcon.node.active = false; } } } onBegin(tag: number) { if (this.spine.active) { return; } if (tag == 1) { this.iconTips(true); this.showOpt(this.mTipsIcon, () => { this.submit() }) } } onEnd(tag: number) { if (tag == 1) { this.closeButton(); } } public closeButton() { this.iconTips(false); this.closeOpt() } public submit() { if (this.spine.active) { this.ff.main.showTips('祭火已经点亮'); return; } this.closeButton(); let head = this.ff.mFFheader; let count = head.getTmpCount(this.goodId); if (count > 0) { head.removeTmpGood(this.goodId, 1); this.spine.active = true; let fAltar = this.altar.getComponent(FAltar); let fAltarGear = this.altar.getComponent(FAltarGear); if (fAltar) { fAltar.check(); } else if (fAltarGear) { let ok = fAltarGear.check(); if (this.text.length > 0 && !ok) { this.d0() } if (ok) { FqLogin.commitEvent(this.node.name, '', ''); } } } else { this.ff.main.showTips('需要祭火'); } } private d0() { this.ff.pauseSprite(true); let dialogs = this.text; let mapDialog = new FMapDialog(this.ff, this.mMapDialog); let pos = cc.v2(); let ga = this.ff.getGroupBy(GroupType.A); let spine = ga[0] pos.x = spine.node.x; pos.y = spine.node.y + spine.node.height; mapDialog.showDialog(dialogs, pos, spine.spine, () => { this.ff.pauseSprite(false); } ); } // private checkOpen() { // //检查其它开关是否打开 // this.pause(); // this.moveCamera(this.mFenceTrigger[0].getPosition(), 1, () => { // cc.tween(this.node).sequence( // cc.callFunc(() => { // for (let i = 0; i < this.mFenceTrigger.length; i++) { // const element = this.mFenceTrigger[i]; // this.showFence(element, SpineName.OPEN); // } // this.ff.main.playerEffectByPath(AudioMgr.openDoor); // }), // cc.delayTime(1), // cc.callFunc(() => { // this.resume() // for (let i = 0; i < this.mFenceTrigger.length; i++) { // const element = this.mFenceTrigger[i]; // element.getComponent(cc.PhysicsBoxCollider).enabled = false; // } // }) // ).start(); // }) // } // private showFence(element, action) { // let nodes = element.children; // for (let i = 0; i < nodes.length; i++) { // const element = nodes[i]; // let spine: sp.Skeleton = element.getComponent(sp.Skeleton); // if (spine) { // spine.setAnimation(0, action, false); // } // } // } }