1、清理仓库
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160
client/version/chess/assets/module/hall/script/SelectPlayway.js
Normal file
160
client/version/chess/assets/module/hall/script/SelectPlayway.js
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var beiMiCommon = require("BeiMiCommon");
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cc.Class({
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extends: beiMiCommon,
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properties: {
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// foo: {
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// default: null, // The default value will be used only when the component attaching
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// to a node for the first time
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// url: cc.Texture2D, // optional, default is typeof default
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// serializable: true, // optional, default is true
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// visible: true, // optional, default is true
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// displayName: 'Foo', // optional
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// readonly: false, // optional, default is false
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// },
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// ...
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first: {
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default: null,
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type: cc.Node
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},
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second: {
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default: null,
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type: cc.Node
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},
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gamepoint:{
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default: null,
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type: cc.Node
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},
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title:{
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default: null,
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type: cc.Node
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},
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global: {
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default: null,
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type: cc.Node
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},
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playway: {
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default: null,
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type: cc.Prefab
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},
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content: {
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default: null,
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type: cc.Node
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},
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},
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// use this for initialization
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onLoad: function () {
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if(cc.beimi != null && cc.beimi.user != null){
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this.disMenu("first") ;
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this.playwaypool = new cc.NodePool();
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for(var i=0 ; i<20 ; i++){ //最大玩法数量不能超过20种
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this.playwaypool.put(cc.instantiate(this.playway));
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}
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this.playwayarray = new Array();
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if(this.gamepoint && cc.beimi!=null && cc.beimi.games !=null){
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for(var inx=0 ; inx < this.gamepoint.children.length ; inx++){
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let name = this.gamepoint.children[inx].name ;
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var gameenable = false ;
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for(var i=0 ; i<cc.beimi.games.length ; i++){
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var gamemodel = cc.beimi.games[i] ;
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for(var j=0 ; j<gamemodel.types.length ; j++){
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let gametype = gamemodel.types[j] ;
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if(gametype.code == name){
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gameenable = true ; break ;
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}
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}
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if(gameenable == true){break ;}
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}
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if(gameenable == true){
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this.gamepoint.children[inx].active = true ;
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}else{
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this.gamepoint.children[inx].active = false ;
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}
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}
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}
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}
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},
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onClick:function(event, data){
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this.disMenu("second") ;
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var girlAni = this.global.getComponent("DefaultHallDataBind");
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girlAni.playToLeft();
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this._secondAnimCtrl = this.second.getComponent(cc.Animation);
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this._secondAnimCtrl.play("playway_display");
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if(this.title){
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for(var inx = 0 ; inx<this.title.children.length ; inx++){
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if(this.title.children[inx].name == data){
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this.title.children[inx].active = true ;
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}else{
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this.title.children[inx].active = false ;
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}
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}
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}
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/**
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* 加载预制的 玩法
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*/
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var gametype = cc.beimi.game.type(data);
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if(gametype!=null){
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for(var inx =0 ; inx < gametype.playways.length ; inx++){
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/**
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* 此处需要做判断,检查 对象池有足够的对象可以使用
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*/
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var playway = this.playwaypool.get();
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var script = playway.getComponent("Playway") ;
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if(script == null){
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script = playway.getComponent("RoomPlayway") ;
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}
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script.init(gametype.playways[inx]);
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playway.parent = this.content ;
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this.playwayarray.push(playway) ;
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}
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}
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},
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onRoomClick:function(){
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this.disMenu("third") ;
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this._menuDisplay = this.third.getComponent(cc.Animation);
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this._menuDisplay.play("play_room_display");
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},
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onSecondBack:function(event ,data){
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var girlAni = this.global.getComponent("DefaultHallDataBind");
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girlAni.playToRight();
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this.collect();
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this.disMenu("first") ;
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},
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onThirddBack:function(event ,data){
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this.disMenu("first") ;
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},
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collect:function(){
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for(var inx =0 ; inx < this.playwayarray.length ; inx++){
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this.playwaypool.put(this.playwayarray[inx]);
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}
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this.playwayarray.splice(0 ,this.playwayarray.length );
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},
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disMenu:function(order){
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if(order == 'first'){
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this.first.active = true ;
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this.second.active = false ;
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if(this.third != null){
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this.third.active = false ;
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}
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}else if(order == 'second'){
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this.first.active = false;
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this.second.active = true;
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if(this.third != null){
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this.third.active = false ;
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}
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}else if(order == 'third'){
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this.first.active = false;
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this.second.active = false;
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if(this.third != null){
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this.third.active = true ;
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}
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}
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}
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// called every frame, uncomment this function to activate update callback
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// update: function (dt) {
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// },
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});
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