5c78a515-c607-4276-a114-53df4825f885.js 9.0 KB

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  1. "use strict";
  2. cc._RF.push(module, '5c78aUVxgdCdqEUU99IJfiF', 'Person');
  3. // Script/Person.ts
  4. "use strict";
  5. var __extends = (this && this.__extends) || (function () {
  6. var extendStatics = function (d, b) {
  7. extendStatics = Object.setPrototypeOf ||
  8. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  9. function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
  10. return extendStatics(d, b);
  11. };
  12. return function (d, b) {
  13. extendStatics(d, b);
  14. function __() { this.constructor = d; }
  15. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  16. };
  17. })();
  18. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  19. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  20. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  21. else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
  22. return c > 3 && r && Object.defineProperty(target, key, r), r;
  23. };
  24. Object.defineProperty(exports, "__esModule", { value: true });
  25. exports.PersonState = void 0;
  26. var gameScene_1 = require("./gameScene");
  27. var App_1 = require("./Manager/App");
  28. var SoundManager_1 = require("./Manager/SoundManager");
  29. var Beef_1 = require("./Beef");
  30. var _a = cc._decorator, ccclass = _a.ccclass, property = _a.property;
  31. var PersonState;
  32. (function (PersonState) {
  33. PersonState[PersonState["None"] = 0] = "None";
  34. PersonState[PersonState["Comming"] = 1] = "Comming";
  35. PersonState[PersonState["Waite"] = 2] = "Waite";
  36. PersonState[PersonState["FullOut"] = 3] = "FullOut";
  37. PersonState[PersonState["HungryOut"] = 4] = "HungryOut";
  38. })(PersonState = exports.PersonState || (exports.PersonState = {}));
  39. ;
  40. var Person = /** @class */ (function (_super) {
  41. __extends(Person, _super);
  42. function Person() {
  43. var _this = _super !== null && _super.apply(this, arguments) || this;
  44. _this.pBar = null;
  45. _this.foodKindPerfabs = [];
  46. _this.meun = null;
  47. _this.love = null;
  48. _this.m_state = PersonState.Comming;
  49. _this.leftTime = 50;
  50. _this.m_pause = false;
  51. _this.foodNum = 3;
  52. _this.foodList = [];
  53. _this.foodTypeList = [];
  54. _this.foodPos = [cc.v2(-105, 70), cc.v2(-105, 25), cc.v2(-105, -20)];
  55. return _this;
  56. }
  57. // LIFE-CYCLE CALLBACKS:
  58. Person.prototype.onLoad = function () {
  59. this.meun.active = false;
  60. this.love.active = false;
  61. // 点餐的数量
  62. // this.foodNum = Math.ceil(Math.random() * 3);
  63. for (var i = 0; i < this.foodNum; i++) {
  64. this.foodTypeList[i] = Beef_1.FoodType.None;
  65. }
  66. this.leftTime -= App_1.App.DataManager.CurrentIntoLevel;
  67. };
  68. Person.prototype.start = function () {
  69. };
  70. Person.prototype.setState = function (state) {
  71. var _this = this;
  72. this.m_state = state;
  73. if (state == PersonState.Waite) {
  74. this.meun.active = true;
  75. this.love.active = true;
  76. App_1.App.SpinManager.PlaySpinAnimation(this.love, "newAnimation", true);
  77. var guideGood = [0, 1, 2];
  78. var foodKind = App_1.App.DataManager.levelFoodKind[App_1.App.DataManager.CurrentIntoLevel - 1];
  79. for (var i = 0; i < this.foodNum; i++) {
  80. var foodIndex = Math.floor(Math.random() * foodKind);
  81. if (App_1.App.DataManager.guideStep < 5) {
  82. foodIndex = guideGood[i];
  83. }
  84. var food = cc.instantiate(this.foodKindPerfabs[foodIndex]);
  85. food.setScale(0.5);
  86. food.setPosition(this.foodPos[i]);
  87. this.node.addChild(food);
  88. this.foodList[i] = food;
  89. this.foodTypeList[i] = foodIndex + 1;
  90. }
  91. this.pBar.progress = 1;
  92. if (!this.m_pause) {
  93. cc.tween(this.pBar).to(this.leftTime, { progress: 0 }).call(function () {
  94. _this.setState(PersonState.HungryOut);
  95. }).start();
  96. }
  97. }
  98. else if (state == PersonState.FullOut) {
  99. App_1.App.DataManager.MissionComplete[2]++;
  100. App_1.App.LocalStorageUtil.setJsonObj(App_1.App.LocalStorageUtil.list_missionComplete, App_1.App.DataManager.MissionComplete);
  101. cc.Tween.stopAllByTarget(this.pBar);
  102. this.meun.active = false;
  103. this.love.active = false;
  104. }
  105. else if (state == PersonState.HungryOut) {
  106. // gameFail
  107. gameScene_1.default.instance.GameFail();
  108. }
  109. };
  110. Person.prototype.getFoodWorldPos = function (foodt) {
  111. var _this = this;
  112. var _loop_1 = function (i) {
  113. if (this_1.foodTypeList[i] == foodt) {
  114. this_1.addFoodCoin(foodt);
  115. this_1.foodTypeList[i] = Beef_1.FoodType.None;
  116. cc.tween(this_1.foodList[i]).delay(0.5).call(function () {
  117. _this.foodList[i].removeFromParent();
  118. _this.foodList[i] = null;
  119. }).start();
  120. return { value: this_1.node.convertToWorldSpaceAR(this_1.foodPos[i]) };
  121. }
  122. };
  123. var this_1 = this;
  124. for (var i = 0; i < this.foodNum; i++) {
  125. var state_1 = _loop_1(i);
  126. if (typeof state_1 === "object")
  127. return state_1.value;
  128. }
  129. };
  130. Person.prototype.addFoodCoin = function (foodt) {
  131. switch (foodt) {
  132. case Beef_1.FoodType.PureSteak:
  133. App_1.App.DataManager.MissionComplete[0]++;
  134. gameScene_1.default.instance.curLevelWinCoin += App_1.App.DataManager.foodSoldCoin[0][App_1.App.DataManager.foodLevel[0]];
  135. break;
  136. case Beef_1.FoodType.Drink:
  137. App_1.App.DataManager.MissionComplete[1]++;
  138. gameScene_1.default.instance.curLevelWinCoin += App_1.App.DataManager.foodSoldCoin[1][App_1.App.DataManager.foodLevel[1]];
  139. break;
  140. case Beef_1.FoodType.CocumberSteak:
  141. App_1.App.DataManager.MissionComplete[0]++;
  142. gameScene_1.default.instance.curLevelWinCoin += App_1.App.DataManager.foodSoldCoin[0][App_1.App.DataManager.foodLevel[0]];
  143. gameScene_1.default.instance.curLevelWinCoin += App_1.App.DataManager.foodSoldCoin[2][App_1.App.DataManager.foodLevel[2]];
  144. break;
  145. case Beef_1.FoodType.TomatoSteak:
  146. App_1.App.DataManager.MissionComplete[0]++;
  147. gameScene_1.default.instance.curLevelWinCoin += App_1.App.DataManager.foodSoldCoin[0][App_1.App.DataManager.foodLevel[0]];
  148. gameScene_1.default.instance.curLevelWinCoin += App_1.App.DataManager.foodSoldCoin[3][App_1.App.DataManager.foodLevel[3]];
  149. break;
  150. case Beef_1.FoodType.YellowSteak:
  151. App_1.App.DataManager.MissionComplete[0]++;
  152. gameScene_1.default.instance.curLevelWinCoin += App_1.App.DataManager.foodSoldCoin[0][App_1.App.DataManager.foodLevel[0]];
  153. gameScene_1.default.instance.curLevelWinCoin += App_1.App.DataManager.foodSoldCoin[4][App_1.App.DataManager.foodLevel[4]];
  154. break;
  155. case Beef_1.FoodType.RedSteak:
  156. App_1.App.DataManager.MissionComplete[0]++;
  157. gameScene_1.default.instance.curLevelWinCoin += App_1.App.DataManager.foodSoldCoin[0][App_1.App.DataManager.foodLevel[0]];
  158. gameScene_1.default.instance.curLevelWinCoin += App_1.App.DataManager.foodSoldCoin[5][App_1.App.DataManager.foodLevel[5]];
  159. break;
  160. }
  161. App_1.App.LocalStorageUtil.setJsonObj(App_1.App.LocalStorageUtil.list_missionComplete, App_1.App.DataManager.MissionComplete);
  162. gameScene_1.default.instance.updateWinCoin();
  163. App_1.App.SoundManager.playEffect(SoundManager_1.SoundManager.addCoin);
  164. };
  165. Person.prototype.judgeFoodFull = function () {
  166. for (var i = 0; i < this.foodNum; i++) {
  167. // console.log("aaa------judgeFoodFull----", this.foodTypeList[i]);
  168. if (this.foodTypeList[i] != Beef_1.FoodType.None) {
  169. return false;
  170. }
  171. }
  172. return true;
  173. };
  174. Person.prototype.update = function (dt) {
  175. if (this.m_state != PersonState.Waite)
  176. return;
  177. if (!this.m_pause) {
  178. this.leftTime -= dt;
  179. }
  180. };
  181. __decorate([
  182. property(cc.ProgressBar)
  183. ], Person.prototype, "pBar", void 0);
  184. __decorate([
  185. property([cc.Prefab])
  186. ], Person.prototype, "foodKindPerfabs", void 0);
  187. __decorate([
  188. property(cc.Node)
  189. ], Person.prototype, "meun", void 0);
  190. __decorate([
  191. property(cc.Node)
  192. ], Person.prototype, "love", void 0);
  193. Person = __decorate([
  194. ccclass
  195. ], Person);
  196. return Person;
  197. }(cc.Component));
  198. exports.default = Person;
  199. cc._RF.pop();