const GameModule = require("./utils/GameModule"); const FriendSystemApi = require('./net/FriendSystemApi'); const ShareAction = require('./utils/ShareAction'); const DWTool = require('./utils/DWTool'); const JobApi = require('./net/JobApi'); const { GameNotificationKey, SenceMap, JobPageType } = require('./utils/GameEnum'); const AlertManager = require('./utils/AlertManager'); const tutorial = require('./utils/Bundle').tutorial; const StateMachine = require('./lib/StateMachine'); const StateMachineHistory = require('./lib/StateMachineHistory'); const WsManager = require('./net/Ws'); cc.Class({ extends: cc.Component, properties: { levelHomePrefab: cc.Prefab, levelFriendHomePrefab: cc.Prefab, wechatFriendNode: cc.Node, //用户信息页 userInfoPrefab: cc.Prefab, myInfoTop: cc.Node, myTabBottom: cc.Node, friendInfoTop: cc.Node, friendTabBottom: cc.Node, sidebar: cc.Node, _otherActor: cc.Node, friendSystemPrefab: cc.Prefab, friendHeadSprite: cc.Sprite, talentPagePrefab: cc.Prefab, noticePoint: cc.Node, questPoint: cc.Node, chooseJob: cc.Node, transition: cc.Node, mapIcon: cc.Node, talentIcon: cc.Node, homeGuide: cc.Node, toastNode: cc.Node, levelHomeSpeedUpTipsNode: cc.Node, talentPoint: cc.Node, cityMapPrefab: cc.Prefab, }, onLoad() { GameModule.game = this.node; this.homeGuide.zIndex = 99; GameModule.homeGuide = this.homeGuide; // 创建一个事件监听实例, 用来实现跨节点监听事件 GameEvent.init(); //我的家园 let levelHome = cc.instantiate(this.levelHomePrefab); levelHome = levelHome.getComponent('LevelHome'); levelHome.init(Global.user.uid, Global.devCityId); this.levelHome = levelHome; //好友系统Tab面板 let friendSystem = cc.instantiate(this.friendSystemPrefab); this.friendSystem = friendSystem.getComponent('FriendSystem'); //好友家园 let friendHome = cc.instantiate(this.levelFriendHomePrefab); friendHome = friendHome.getComponent('LevelFriendHome'); this.friendHome = friendHome; //突破界面 let breakOut = ""; this.breakOut = breakOut; //底部Tab栏 this.myTabBottom = this.myTabBottom.getComponent('Tab'); // //转职界面 // this.jobChange = cc.instantiate(this.jobChangePrefab); // this.jobChange = this.jobChange.getComponent('ChangeJob'); // 星探界面 this.finder = cc.instantiate(this.talentPagePrefab); this.finder = this.finder.getComponent('TalentPage'); // 引导界面 this.homeGuide = this.homeGuide.getComponent('HomeGuide') this.homeGuide.init(this) // cc.loader.loadRes('prefabs/home_guide', cc.Prefab, (err, res) => { // this.homeGuide = cc.instantiate(res) // cc.find('Canvas').addChild(this.homeGuide); // }) // 监听事件 this._setEventListener(); // 初始化场景管理状态机 this._initFSM() // 初始化socket链接 this._initSocketMng(); if (Global.shareUid != -1) { console.log('shareUid: ' + Global.shareUid); this.processShareAction(); } this.friendHeadSprite.node.on(cc.Node.EventType.TOUCH_END, () => { GameEvent.fire(GameNotificationKey.ShowUserInfomation, this.friendHome.uid); }, this); this.setMapIconVisible(true); this.toastScript = this.toastNode.getComponent('ToastCtrl'); this.levelHomeSpeedUpTips = this.levelHomeSpeedUpTipsNode.getComponent('LevelHomeSpeedUpTip'); // this.scheduleOnce(() => { // Global.devCityId = 2; // this.gameFSM.visitcitymap(true); // }, 1); }, setMapIconVisible(visible) { if (Global.devCityId > 1) { this.mapIcon.active = visible; } else { this.mapIcon.active = false; } }, updateUIState(state) { if (!!state['state6'].pass) { if (!this.myTabBottom.node.active) { this.myTabBottom.node.active = true; let actionBottom = cc.moveBy(0.4, cc.v2(0, this.myTabBottom.node.height + 27)); this.myTabBottom.node.runAction(actionBottom); } this.talentIcon.enable = true; this.talentIcon.active = true; } }, _initSocketMng() { // let ja0ckUrl = 'ws://172.16.15.170:8108/connect' // let testUrl = 'wss://test-message-allstar.duowan.com/connect' // let pUrl = 'wss://message-allstar.duowan.com/connect' let Message = tutorial.Message; let ws = this.ws = new WsManager(Global.socketUrl, { binaryType: 'arraybuffer', autoConnect: true, // 自动连接 reconnection: true, // 断开自动重连 reconnectionDelay: 5000, // 重连间隔时间,单位秒 reconnectionAttempts: 5 }) let seq = 1; if (CC_WECHATGAME) { if (this.ws.readyState == 'closed') { this.ws.reconnect() } } ws.on('open', (res) => { /** * targetUid : 目标用户uid * opt : 操作类型 * {1: 赎身; 2: 抢夺; 3: 签约; 4: 解雇; 5: 入驻;6: 召回;7: 驱赶;8: 举报; 9:通过好友申请;10:成为好友} * exBossUid : 抢夺成功时,前任老板的uid */ GameEvent.on(GameNotificationKey.NoticeRoleOpt, this, (targetUid, opt, exBossUid) => { let payload = { roleOptMessage: { targetUid: targetUid, opt: opt }, type: 3 } //抢夺成功时,需要加上前任老板的uid if (opt == 2) { payload.roleOptMessage['exBossUid'] = exBossUid } let msg = Message.create(payload); let buffer = Message.encode(msg).finish() console.log('[Send msg]: ', msg); ws.send(buffer); }); }) ws.on('message', (data) => { let u8Arr = new Uint8Array(data) let decodeMsg = Message.decode(u8Arr); console.log("[Response msg type]: ", decodeMsg.type); console.log("[Response text msg]: ", decodeMsg); // if (decodeMsg.type == 0) { // this.toastNotification(decodeMsg.msg);//成为我的老板,我的艺人,我的好友主界面toast提醒。 // } if (decodeMsg.notificationMessage) { switch (decodeMsg.notificationMessage.nType) { case 1: // 普通通知 this.toggleNoticePoint('notice', true); this.toastNotification(decodeMsg.notificationMessage); break; case 2: // 好友列表通知 GameEvent.fire(GameNotificationKey.RefreshFriendList); // this.levelHome.init(Global.user.uid, Global.cityId); break; case 3: // Tab整合了, 不用单独刷新艺人了 GameEvent.fire(GameNotificationKey.RefreshFriendList); break; case 4: // 用户家园建筑列表通知,刷新首页数据 GameEvent.fire(GameNotificationKey.ReloadLevelHomeData) break; case 5: // 任务大厅通知 this.toggleNoticePoint('quest', true) break; case 6: //星探红点通知 this.talentPoint.active = true; break; default: break; } } if (decodeMsg.buildingItems) { console.log(decodeMsg.buildingItems); GameEvent.fire(GameNotificationKey.ReceiveLevelHomeItemPropUpdate, decodeMsg.buildingItems); } }) ws.on('close', () => { GameEvent.off(GameNotificationKey.NoticeRoleOpt, this); }) ws.on('error', () => { GameEvent.off(GameNotificationKey.NoticeRoleOpt, this); }) }, _initFSM() { let self = this let gameFSM = StateMachine.factory({ init: 'levelhome', transitions: [ { name: 'visitfriend', from: ['levelhome', 'userinfo', 'friendhome'], to: 'friendhome' }, { name: 'showuserinfo', from: ['levelhome', 'friendhome'], to: 'userinfo' }, { name: 'visitcitymap', from: 'levelhome', to: 'citymap' }, { name: 'visitcity', from: 'citymap', to: 'levelhome' }, { name: 'changejob', from: '', to: '' } ], methods: { onBeforeVisitcity(lifecycle, cid) { //新城市初始化所有状态 self.levelHome.init(Global.user.uid, cid); }, onVisitfriend(lifecycle, uid) { //如果是friendhome状态之间跳转,则不切换右下方操作区域UI let toggleTop = true, toggleBottom = cc.Node; if (lifecycle.from == "friendhome") { self._onLeaveFriendhome(toggleTop, toggleBottom) self._onEnterFriendhome(uid, toggleTop, toggleBottom) } self._closeFriendSystem(); self.setMapIconVisible(false); }, onShowuserinfo() { }, onVisitcitymap() { }, onEnterFriendhome(lifecycle, uid) { self._onEnterFriendhome(uid) }, onLeaveFriendhome() { self._onLeaveFriendhome() }, onEnterLevelhome() { self.setMapIconVisible(true); self._onEnterLevelhome() }, onLeaveLevelhome() { self._onLeaveLevelhome() }, onEnterUserinfo(lifecycle, uid) { self._enterUserInfo(uid) self._hideTabbar(); }, onLeaveUserinfo() { self._showTabbar(); }, onEnterCitymap(lifecycle, showAnim) { self._onEnterCitymap(showAnim); }, onLeaveCitymap() { self._onLeaveCitymap() } }, plugins: [ new StateMachineHistory() ] }) this.gameFSM = new gameFSM('levelhome') }, /** * 进入好友家园 * @param {Number} uid 用户id * @param {Boolean} showTop 是否显示顶部信息 * @param {Boolean} showBottom 是否显示底部操作栏 */ _onEnterFriendhome(uid, showTop = true, showBottom = true) { if (uid) { this.friendHome.initFriend(uid, res => { this._showFriendUI(showTop, showBottom) this.friendHome.node.active = true; }) } else { this.friendHome.reInitFriend(() => { this._showFriendUI(showTop, showBottom) this.friendHome.node.active = true; }); } }, /** * 离开好友家园 * @param {Boolean} hideTop 是否隐藏顶部信息 * @param {Boolean} hideBottom 是否隐藏底部操作栏 */ _onLeaveFriendhome(hideTop = true, hideBottom = true) { this._hideFriendUI(hideTop, hideBottom) this.friendHome.node.active = false; }, /** * 进入我的家园 */ _onEnterLevelhome() { this._showHomeUI() this._showSidebarUI() // 每次回到Levelhome都会重新请求好友列表 this.myTabBottom.init(this) if (!this.isFirstLoad) { this.isFirstLoad = true; this.transition.active = true; let actionFade = cc.sequence(cc.fadeOut(2), cc.callFunc(() => { this.transition.active = false; })) this.transition.runAction(actionFade.easing(cc.easeIn(1.5))); } else { this.transition.active = true; this.transition.opacity = 200; let actionFade = cc.sequence(cc.fadeOut(1), cc.callFunc(() => { this.transition.active = false; })) this.transition.runAction(actionFade.easing(cc.easeIn(1.5))); } this.levelHome.node.active = true; this.refreshActorNoJob(); }, /** * 离开我的家园 */ _onLeaveLevelhome() { this._hideHomeUI() this._hideSidebarUI() }, /** * 显示我的家园界面所需UI * 恢复LevelHome的位置到Canvas场景内 */ _showHomeUI() { let actionTop = cc.moveBy(0.4, cc.v2(0, -this.myInfoTop.height)); this.myInfoTop.runAction(actionTop); if (this.talentIcon.enable) { this.talentIcon.active = true; } this.levelHome.node.x = 0; }, /** * 隐藏我的家园界面所需UI * 把LevelHome移出Canvas场景外 */ _hideHomeUI() { let actionTop = cc.moveBy(0.4, cc.v2(0, this.myInfoTop.height)); this.myInfoTop.runAction(actionTop); this.talentIcon.active = false; setTimeout(() => { this.levelHome.node.x = -800; }, 200) }, /** * 隐藏侧边栏UI */ _hideSidebarUI() { let action = cc.moveBy(0.3, cc.v2(this.sidebar.width, 0)); this.sidebar.runAction(action); }, /** * 显示侧边栏UI */ _showSidebarUI() { let action = cc.moveBy(0.3, cc.v2(-this.sidebar.width, 0)); this.sidebar.runAction(action); }, /** * 显示好友家园界面所需UI * @param {Boolean} showTop 是否显示顶部信息 * @param {Boolean} showBottom 是否显示底部操作栏 */ _showFriendUI(showTop = true, showBottom = true) { if (showTop) { let actionTop = cc.moveBy(0.4, cc.v2(0, -this.friendInfoTop.height)); this.friendInfoTop.runAction(actionTop); } if (showBottom) { let actionRight = cc.moveBy(0.4, cc.v2(-270, 0)); this.friendTabBottom.runAction(actionRight); } }, /** * 隐藏好友家园界面所需UI * @param {Boolean} hideTop 是否隐藏顶部信息 * @param {Boolean} hideBottom 是否隐藏底部操作栏 */ _hideFriendUI(hideTop = true, hideBottom = true) { if (hideTop) { let actionTop = cc.moveBy(0.3, cc.v2(0, this.friendInfoTop.height)); this.friendInfoTop.runAction(actionTop); } if (hideBottom) { let actionRight = cc.moveBy(0.3, cc.v2(270, 0)); this.friendTabBottom.runAction(actionRight); } }, /** * 恢复Tab的位置到Canvas场景内 */ _showTabbar() { this.myTabBottom.x = 0; }, /** * 把Tab移出Canvas场景外 */ _hideTabbar() { setTimeout(() => { this.myTabBottom.x = -800; }, 200) }, /** * 进入个人信息页 */ _enterUserInfo(uid) { if (this.userInfo) { this.userInfo.init(this, uid); } else { DWTool.loadResPrefab('./prefabs/user_information') .then((result) => { this.userInfo = cc.instantiate(result); this.userInfo = this.userInfo.getComponent('UserInformation'); this.userInfo.init(this, uid); }).catch((err) => { cc.error(err); }); } }, _showFriendSystem() { // 关闭好友列表时强制销毁这个节点,不然会出现滚动列表不显示问题 // 国庆节后再做优化处理,暂时先这样 if(!this.friendSystem.node) { let friendSystem = cc.instantiate(this.friendSystemPrefab); this.friendSystem = friendSystem.getComponent('FriendSystem'); this.friendSystem.show(this.wechatFriendNode); } else { this.friendSystem.show(this.wechatFriendNode); } }, _closeFriendSystem() { this.friendSystem.close(); }, /** * 进入城市地图界面 * @param {Boolean} showAnim 是否播放迁移到新城市的动画 */ _onEnterCitymap(showAnim) { let self = this; let devCityId = showAnim ? (Global.devCityId - 1) : Global.devCityId; if (this.cityMap) { this.cityMap.show(showAnim, devCityId); } else { this.cityMap = cc.instantiate(this.cityMapPrefab); cc.find('Canvas').addChild(this.cityMap); this.cityMap = this.cityMap.getComponent('CityMapCtrl'); this.cityMap.init(this); this.cityMap.show(showAnim, devCityId); // cc.loader.loadRes('/prefabs/map', cc.Prefab, (error, prefab) => { // if (error === null) { // this.cityMap = cc.instantiate(prefab); // cc.find('Canvas').addChild(this.cityMap); // this.cityMap = this.cityMap.getComponent('CityMapCtrl'); // this.cityMap.init(this); // this.cityMap.show(showAnim, devCityId); // } else { // console.log(JSON.stringify(error)); // } // }); } // this._hideLevelHome(); // this.hideLevelHome(); }, /** * 离开城市地图界面 */ _onLeaveCitymap() { if (this.cityMap) { this.cityMap.node.active = false; } }, /** * 查看他人艺人列表 */ showOtherActors() { DWTool.loadResPrefab('./prefabs/other_artist_list') .then((result) => { this._otherActor = cc.instantiate(result); this._otherActor.getComponent("OtherArtistList").uid = this.friendHome.uid; this._otherActor.parent = cc.find("Canvas"); }).catch((err) => { cc.error(err); }); }, /** * 关闭他人艺人列表 */ closeOtherActors() { this._otherActor.destroy(); }, showCompanyMax() { this.scheduleOnce(() => { if (Global.devCityId === 1) { this.showCatFlyAnimation(); this.mapIcon.active = true; } else { this.showCompanyMaxAlert(); } }, 1); }, showCompanyMaxAlert() { cc.loader.loadRes('/prefabs/current_company_max', cc.Prefab, (error, prefab) => { if (error === null) { let companyMaxAlert = cc.instantiate(prefab); cc.find('Canvas').addChild(companyMaxAlert); } else { console.log(JSON.stringify(error)); } }); }, //转职 //选择职业 //职业突破页面 showJobPage(type, userInfo, zIndex) { let self = this; cc.loader.loadRes('/prefabs/change_job', cc.Prefab, (error, prefab) => { if (error === null) { let jobChange = cc.instantiate(prefab); self.jobChange = jobChange.getComponent('ChangeJob'); self.jobChange.show(type, userInfo, zIndex); } else { console.log(JSON.stringify(error)); } }); }, showChooseJob() { let self = this; cc.loader.loadRes('/prefabs/change_job', cc.Prefab, (error, prefab) => { if (error === null) { let jobChange = cc.instantiate(prefab); this.jobChange = jobChange.getComponent('ChangeJob'); this.jobChange.showFromTalent(JobPageType.ChooseJob, self.noJobActors); } else { console.log(JSON.stringify(error)); } }); }, showRank: _.debounce(() => { AlertManager.showRankPage(); }, 1000, true), //关闭转职,选择职业,突破页面 closeJobPage() { this.jobChange.close(); }, showTalentPage() { this.finder.show(); }, /** * 是否显示按钮提示 * @param {String} type {'notice': 消息通知, 'quest': '任务大厅通知'} * @param {Boolean} flag */ toggleNoticePoint(type, flag) { let target switch (type) { case 'notice': target = this.noticePoint break; case 'quest': target = this.questPoint break; default: break; } if (flag) { target.active = true } else { target.active = false } }, showCatFlyAnimation() { GameEvent.fire(GameNotificationKey.showCatFlyAnimation, this.mapIcon.getPosition()); }, handleCityMap: _.debounce(() => { GameEvent.fire(GameNotificationKey.ShowCityMap, false); // GameEvent.fire(GameNotificationKey.showCatFlyAnimation, this.mapIcon.getPosition()); }, 1000, true), handleShowTalent: _.debounce(() => { GameEvent.fire('TalentIconPoint'); cc.loader.loadRes('/prefabs/talent_mission', cc.Prefab, (error, prefab) => { if (error === null) { let mission = cc.instantiate(prefab); mission = mission.getComponent('TalentMission'); mission.init(); } else { console.log(JSON.stringify(error)); } }); }, 1000, true), handleNoticePopup: _.debounce((event) => { AlertManager.showNoticePopup(); event.target.getChildByName("notice_point").active = false }, 1000, true), handleQuestPopup: _.debounce((event) => { AlertManager.showQuestPopup(); event.target.getChildByName("notice_point").active = false }, 1000, true), handleBack: _.debounce(() => { GameEvent.fire(GameNotificationKey.HistoryBack) }, 1000, true), // 监听事件 _setEventListener() { GameEvent.on(GameNotificationKey.ShowCityMap, this, (showAnim) => { this.gameFSM.visitcitymap(showAnim); // this.showCatFlyAnimation(); }); GameEvent.on(GameNotificationKey.ShowFriendSystem, this, () => { this._showFriendSystem(); }); GameEvent.on(GameNotificationKey.VisitFriendHome, this, (uid) => { this.gameFSM.visitfriend(uid) }); GameEvent.on(GameNotificationKey.HistoryBack, this, () => { this.gameFSM.historyBack() }) GameEvent.on(GameNotificationKey.ShowUserInfomation, this, (uid) => { this.gameFSM.showuserinfo(uid) }); GameEvent.on(GameNotificationKey.ProcessShareAction, this, this.processShareAction); GameEvent.on(GameNotificationKey.ShowJobPage, this, this.showJobPage); GameEvent.on(GameNotificationKey.ShowJobPageFromTalent, this, this.showChooseJob); GameEvent.on(GameNotificationKey.RefreshFriendList, this, this.refreshActorNoJob); GameEvent.on(GameNotificationKey.CurrentCompanyMax, this, this.showCompanyMax); GameEvent.on(GameNotificationKey.afterCatFly, this, this.showCompanyMaxAlert); GameEvent.on(GameNotificationKey.LevelHomeSpeedUp, this, this.showLevelHomeSpeedUpTips); GameEvent.on('TalentIconPoint', this, this.hideTanlentPoint); }, onDestroy() { GameEvent.off(GameNotificationKey.ShowFriendSystem, this); GameEvent.off(GameNotificationKey.VisitFriendHome, this); GameEvent.off(GameNotificationKey.HistoryBack, this); GameEvent.off(GameNotificationKey.ProcessShareAction, this); GameEvent.off(GameNotificationKey.ShowUserInfomation, this); GameEvent.off(GameNotificationKey.ShowJobChoose, this); GameEvent.off(GameNotificationKey.ShowJobPage, this); GameEvent.off(GameNotificationKey.RefreshFriendList, this); GameEvent.off(GameNotificationKey.ShowJobPageFromTalent, this); GameEvent.off(GameNotificationKey.ShowCityMap, this); GameEvent.off(GameNotificationKey.CurrentCompanyMax, this); GameEvent.off(GameNotificationKey.afterCatFly, this); GameEvent.off(GameNotificationKey.LevelHomeSpeedUp, this); GameEvent.off('TalentIconPoint', this); }, processShareAction() { console.log('processShareAction'); if (Global.shareType == ShareAction.ADD_FRIEND) { let shareUid = Global.shareUid FriendSystemApi.addFriend(shareUid, () => { GameEvent.fire('refresh_friend_list'); setTimeout(() => { GameEvent.fire(GameNotificationKey.NoticeRoleOpt, shareUid, 10); }, 2500) }); } else if (Global.shareType == ShareAction.BECOME_ARTIST) { let shareUid = Global.shareUid // FriendSystemApi.becomeArtist(shareUid, () => { // GameEvent.fire('refresh_friend_list'); // setTimeout(() => { // GameEvent.fire(GameNotificationKey.NoticeRoleOpt, shareUid, 11); // }, 2500) // }); FriendSystemApi.becomeArtistPromise(shareUid) .then(({ code, data }) => { console.log('becomeArtist: ', code); switch (code) { case 816://成为好友 GameEvent.fire('refresh_friend_list'); setTimeout(() => { GameEvent.fire(GameNotificationKey.NoticeRoleOpt, shareUid, 10); }, 2500); break; case 817: // 成为对方艺人 GameEvent.fire('refresh_friend_list'); setTimeout(() => { GameEvent.fire(GameNotificationKey.NoticeRoleOpt, shareUid, 11); }, 2500); break; case 0: //正常 break; case 4002://异常 break; } }) .catch(() => { }); } Global.shareUid = -1; Global.shareType = ShareAction.None; }, hideTanlentPoint() { this.talentPoint.active = false; }, refreshActorNoJob() { JobApi.actorsNoJob( (response) => { if (response.list && !_.isEmpty(response.list) && response.list.length > 0) { this.chooseJob.active = true; this.noJobActors = response.list; } else { this.chooseJob.active = false; } }, (code, msg) => { // this.chooseJob.active = false; } ); }, toastNotification(message) { if (this.node.active) { this.toastScript.show(message); } }, showLevelHomeSpeedUpTips(name, type) { if (this.node.active) { this.levelHomeSpeedUpTips.show(name, type); } }, });