MatchMaster/assets/action_bundle/script/WinStreak.ts
2026-09-18 18:32:09 +08:00

277 lines
10 KiB
TypeScript

// Learn TypeScript:
// - https://docs.cocos.com/creator/2.4/manual/en/scripting/typescript.html
// Learn Attribute:
// - https://docs.cocos.com/creator/2.4/manual/en/scripting/reference/attributes.html
// Learn life-cycle callbacks:
// - https://docs.cocos.com/creator/2.4/manual/en/scripting/life-cycle-callbacks.html
import JiaZai from "../../Script/JiaZai";
import LoadingCatAnimation from "../../Script/LoadingCatAnimation";
import Utils from "../../Script/module/Pay/Utils";
import NumberToImage from "../../Script/NumberToImage";
import { MiniGameSdk } from "../../Script/Sdk/MiniGameSdk";
const { ccclass, property } = cc._decorator;
@ccclass
export default class WinStreak extends cc.Component {
@property(cc.SpriteAtlas)
fontUI: cc.SpriteAtlas = null;
@property(cc.SpriteAtlas)
fontUI2: cc.SpriteAtlas = null;
@property(cc.Node)
content: cc.Node = null;
//月卡按钮切换
@property(cc.Node)
getBtn: cc.Node = null;
public juwai = false;
btn_Touch: boolean = false;
private rainbowStars: cc.Node[] = [];
private starTime = 0;
private avatarFrame: cc.SpriteFrame = null;
onLoad() {
this.btn_Touch = true;
}
start() {
// this.init();
}
init() {
const progress = this.node.getChildByName("progress");
if (cc.fx.GameConfig.isRainbowWinStreak() && progress) {
const count = Math.max(0, Math.min(10, cc.fx.GameConfig.GM_INFO.winStreak));
this.node.getChildByName("hammer").active = false;
progress.getComponent(cc.Sprite).fillRange = count / 10;
if (this.fontUI2) this.numberToImageNodes3(count, 0, 5, "", this.node.getChildByName("number"), false);
else this.numberToImageNodes2(count, 10, 5, "", this.node.getChildByName("number"), true);
this.initRainbowMarkers(count, progress);
return;
}
if (cc.fx.GameConfig.GM_INFO.winStreak > 0) {
let hammer = this.node.getChildByName("hammer").children;
let count = cc.fx.GameConfig.GM_INFO.winStreak;
let time = 0.1;
if (count > 5) {
time = 0.05;
}
if (count > 10) {
count = 10;
}
for (let i = 0; i < count; i++) {
if (i < 10) {
hammer[i].active = true;
hammer[i].scaleX = hammer[i].scaleY = 0;
cc.tween(hammer[i])
.delay(i * time)
.to(0.2, { scaleX: 1.15, scaleY: 1.15 }) // 快速放大到0.7
.to(0.1, { scaleX: 0.85, scaleY: 0.85 }) // 突然缩小制造弹性感
.to(0.1, { scaleX: 1.1, scaleY: 1.1 }) // 再次弹起到0.6
.to(0.1, { scaleX: 0.9, scaleY: 0.9 }) // 最终稳定到0.5
.to(0.05, { scaleX: 1.05, scaleY: 1.05 }) // X轴抖动效果
.to(0.05, { scaleX: 0.85, scaleY: 0.85 }) // Y轴抖动效果
.to(0.1, { scaleX: 0.95, scaleY: 0.95 }) // 恢复最终比例
.start();
}
}
}
let winStreakCount = cc.fx.GameConfig.GM_INFO.winStreak;
if (winStreakCount >= 10) {
winStreakCount = 10;
}
this.numberToImageNodes2(winStreakCount, 10, 5, "", this.node.getChildByName("number"), true);
}
private initRainbowMarkers(count: number, progress: cc.Node) {
const reward = this.node.getChildByName("reward");
const avatar = this.node.getChildByName("avatar");
const milestone = count > 0 ? this.node.getChildByName("hammer").getChildByName(String(count)) : progress;
if (milestone) {
const position = milestone.convertToWorldSpaceAR(cc.v2());
[reward, avatar].forEach(node => {
if (node) node.x = node.parent.convertToNodeSpaceAR(position).x;
});
}
this.rainbowStars = reward ? reward.children.filter(node => node.name === "star") : [];
this.starTime = 0;
this.update(0);
const mask = avatar && avatar.getChildByName("mask");
if (!mask) return;
const icon = mask.getChildByName("icon");
const spine = mask.getChildByName("sp");
const selected = cc.fx.GameConfig.GM_INFO.useravatarIcon || "icon_0";
const remote = selected.length > 10;
icon.active = remote;
spine.active = !remote;
if (remote) {
icon.getComponent(cc.Sprite).spriteFrame = null;
cc.assetManager.loadRemote(selected, { ext: '.png' }, (err, texture: cc.Texture2D) => {
if (err || !texture || !cc.isValid(icon, true)
|| cc.fx.GameConfig.GM_INFO.useravatarIcon !== selected) return;
if (!this.avatarFrame) this.avatarFrame = new cc.SpriteFrame(texture);
else this.avatarFrame.setTexture(texture);
icon.getComponent(cc.Sprite).spriteFrame = this.avatarFrame;
});
} else {
cc.fx.GameTool.loadSpineSimple(spine, cc.fx.GameTool.getActionName(selected));
}
}
update(dt: number) {
if (!this.rainbowStars.length) return;
this.starTime = (this.starTime + dt) % 1.8;
this.rainbowStars.forEach((star, index) => {
const phase = (this.starTime / 1.8 - index / this.rainbowStars.length) * Math.PI * 2;
star.opacity = 40 + (Math.cos(phase) + 1) * 107.5;
});
}
onDestroy() {
if (this.avatarFrame) this.avatarFrame.destroy();
}
//入场动画
setAction() {
}
setReward(id) {
}
closeWinStreak() {
if (this.node)
this.node.active = false;
}
openLoad() {
LoadingCatAnimation.play(this.node.getChildByName("Loading"));
}
openConfirmBox() {
this.closeLoad();
this.node.getChildByName("ConfirmBox").active = true;
}
closeConfirmBox() {
this.node.getChildByName("ConfirmBox").active = false;
}
closeLoad() {
LoadingCatAnimation.stop(this.node.getChildByName("Loading"));
}
//点击去完成
clickBtn(event, data) {
if (this.node)
this.node.active = false;
const jiazaiNode = cc.find("Canvas"); // 假设 JiaZai 挂在 Canvas 节点
const jiazaiComp = jiazaiNode.getComponent(JiaZai);
if (jiazaiComp) {
jiazaiComp.startGame();
}
}
numberToImageNodes2(number, width, posX, name, targetNode: cc.Node, right: boolean = false) {
const numStr = number.toString();
let cha = 0;
if (number > 99) cha = -posX
else if (number < 10) cha = posX
if (targetNode.children.length > 0)
targetNode.removeAllChildren();
const digitNodes: cc.Node[] = [];
for (let i = 0; i < numStr.length; i++) {
let digit = parseInt(numStr[i], 10);
const node = new cc.Node();
const sprite = node.addComponent(cc.Sprite);
if (numStr[i] == ":") digit = 10;
sprite.spriteFrame = this.fontUI._spriteFrames[name + digit + ""];
digitNodes.push(node);
}
// 计算总宽度
// const totalWidth = (numStr.length - 1) * width + (digitNodes[0]?.width || 0);
// 计算总宽度,累加每个节点的宽度和间距
let totalWidth = 0;
for (let i = 0; i < digitNodes.length; i++) {
totalWidth += digitNodes[i].width;
if (i < digitNodes.length - 1) {
totalWidth += width;
}
}
if (right) {
// 新右对齐逻辑:从右向左排列
let currentX = 0; // 最右侧起点
for (let i = digitNodes.length - 1; i >= 0; i--) {
const node = digitNodes[i];
node.x = currentX - node.width;
currentX -= (node.width + width); // 向左累加宽度和间距
if (targetNode) node.parent = targetNode;
}
} else {
let currentX = cha;
for (let i = 0; i < digitNodes.length; i++) {
const node = digitNodes[i];
node.x = currentX;
currentX += node.width + width;
if (targetNode) node.parent = targetNode;
}
}
}
numberToImageNodes3(number, width, posX, name, targetNode: cc.Node, right: boolean = false) {
const numStr = number.toString();
let cha = 0;
if (number > 99) cha = -posX
else if (number < 10) cha = posX
if (targetNode.children.length > 0)
targetNode.removeAllChildren();
const digitNodes: cc.Node[] = [];
for (let i = 0; i < numStr.length; i++) {
let digit = parseInt(numStr[i], 10);
const node = new cc.Node();
const sprite = node.addComponent(cc.Sprite);
if (numStr[i] == ":") digit = 10;
sprite.spriteFrame = this.fontUI2._spriteFrames[name + digit + ""];
digitNodes.push(node);
}
// 计算总宽度
// const totalWidth = (numStr.length - 1) * width + (digitNodes[0]?.width || 0);
// 计算总宽度,累加每个节点的宽度和间距
let totalWidth = 0;
for (let i = 0; i < digitNodes.length; i++) {
totalWidth += digitNodes[i].width;
if (i < digitNodes.length - 1) {
totalWidth += width;
}
}
if (right) {
// 新右对齐逻辑:从右向左排列
let currentX = 0; // 最右侧起点
for (let i = digitNodes.length - 1; i >= 0; i--) {
const node = digitNodes[i];
node.x = currentX - node.width;
currentX -= (node.width + width); // 向左累加宽度和间距
if (targetNode) node.parent = targetNode;
}
} else {
let currentX = cha;
for (let i = 0; i < digitNodes.length; i++) {
const node = digitNodes[i];
node.x = currentX;
currentX += node.width + width;
if (targetNode) node.parent = targetNode;
}
}
}
}