通行证添加红点功能

This commit is contained in:
huanghaipeng 2025-11-28 14:41:32 +08:00
parent 150cfe0ed8
commit 1f943e53a5
6 changed files with 1573 additions and 792 deletions

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@ -2393,6 +2393,39 @@ export default class JiaZai extends cc.Component {
cc.fx.GameConfig.GM_INFO.getProgressLevel = (passCheckLvObj && passCheckLvObj.progressLevel) || 1; cc.fx.GameConfig.GM_INFO.getProgressLevel = (passCheckLvObj && passCheckLvObj.progressLevel) || 1;
cc.fx.GameConfig.GM_INFO.getProgress = (passCheckLvObj && passCheckLvObj.progress) || 1; cc.fx.GameConfig.GM_INFO.getProgress = (passCheckLvObj && passCheckLvObj.progress) || 1;
// 检查是否有未领取的奖励并显示红点
let hasUnclaimedReward = false;
if (parsedData) {
// 检查当前和下一阶段是否有未领取的奖励
for (let key in parsedData) {
let stage = parsedData[key];
if (stage && stage.free) {
// 检查免费奖励是否已领取值为1表示未领取
const maxLength = Math.max(stage.free.length, stage.passCheck.length);
for (let i = 0; i < maxLength; i++) {
console.log("检查玩家的奖励领取", stage.free[i], stage.activate, stage.passCheck[i])
if (i < stage.free.length && stage.free[i] == 1) {
hasUnclaimedReward = true;
break;
}
// 检查付费奖励(仅在激活状态下)
if (stage.activate && i < stage.passCheck.length && stage.passCheck[i] == 1) {
hasUnclaimedReward = true;
break;
}
}
}
if (hasUnclaimedReward) break;
}
}
// 显示或隐藏红点
let redNode = top.getChildByName("passBtn").getChildByName("red");
if (redNode) {
redNode.active = hasUnclaimedReward;
}
} }
} }

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@ -753,6 +753,11 @@ export default class passCheck extends cc.Component {
} }
} }
allGetReward() {
// 一键领取
// this.passCheckMgr.allGetReward();
}
onDestroy() { onDestroy() {
// 组件销毁时清除定时器 // 组件销毁时清除定时器
if (this.countdownTimer) { if (this.countdownTimer) {

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@ -297,8 +297,6 @@ export default class PassCheckItem extends cc.Component {
this.setNodeGray(num_x) this.setNodeGray(num_x)
} }
num1.scale = 0.8; num1.scale = 0.8;
// num_x.scale = 2;
// console.log("num1:", num_x, num1);
if (num_x && num1) { if (num_x && num1) {
// 计算数值的位数 // 计算数值的位数
const digitCount = itemNum.toString().length; const digitCount = itemNum.toString().length;
@ -317,7 +315,6 @@ export default class PassCheckItem extends cc.Component {
updateItem(data: any, index: number) { updateItem(data: any, index: number) {
// 在这里处理数据更新 // 在这里处理数据更新
// 你的数据更新逻辑
this.data = data; this.data = data;
this.itemIndex = index; this.itemIndex = index;
this.initUI(); this.initUI();
@ -351,54 +348,18 @@ export default class PassCheckItem extends cc.Component {
} }
private claimReward(itemId: number, itemNum: number, isLeftReward: boolean) { private claimReward(itemId: number, itemNum: number, isLeftReward: boolean) {
// 根据物品ID处理不同类型的奖励 let passCheckMgr = this.node.parent.parent.parent.parent.getComponent('passCheckMgr');
if (passCheckMgr && typeof passCheckMgr.claimReward === 'function') {
cc.fx.GameTool.getPassCheckPorp(itemId, itemNum, false) console.log("更新奖励状态到服务器:", itemId, itemNum, isLeftReward);
passCheckMgr.claimReward(this.itemIndex, itemId, itemNum, isLeftReward);
// 更新UI显示
this.updateRewardUIAfterClaim(isLeftReward);
// 发送统计事件
// this.sendClaimEvent(itemId, itemNum);
const canvasTemp = cc.find("Canvas"); // 假设 Canvas 节点
if (canvasTemp) {
const JiaZai = canvasTemp.getComponent("JiaZai");
if (JiaZai) {
console.log("更新主界面数据")
switch (itemId) {
case 1001: // 金币
// this.claimCoins(itemNum);
JiaZai.updateCoin();
break;
case 2001: // 冰冻道具
// this.claimFreezeProp(itemNum);
break;
case 2002: // 锤子道具
// this.claimHammerProp(itemNum);
break;
case 2003: // 魔棒道具
// this.claimMagicProp(itemNum);
break;
default:
// console.warn("未知的物品ID:", itemId);
// this.claimInfiniteHealth(itemNum, itemId);
JiaZai.updatePower();
break;
}
}
} }
} }
private claimInfiniteHealth(amount: number, itemId: number) { private claimInfiniteHealth(amount: number, itemId: number) {
// cc.fx.GameTool.setUserPowerTime(amount);// 900 15分钟 1800 30分钟 3600 60分钟
} }
private updateRewardUIAfterClaim(isLeftReward: boolean) { public updateRewardUIAfterClaim(isLeftReward: boolean) {
let targetNode = isLeftReward ? let targetNode = isLeftReward ?
this.node.getChildByName("leftNode") : this.node.getChildByName("leftNode") :
this.node.getChildByName("rightNode"); this.node.getChildByName("rightNode");
@ -417,18 +378,9 @@ export default class PassCheckItem extends cc.Component {
this.setNodeGray(num1); this.setNodeGray(num1);
} }
} }
this.updateRewardStateOnServer(isLeftReward);
} }
private updateRewardStateOnServer(isLeftReward: boolean) {
// 通知父组件更新服务器数据
let passCheckMgr = this.node.parent.parent.parent.parent.getComponent('passCheckMgr');
if (passCheckMgr && typeof passCheckMgr.updateRewardStatus === 'function') {
console.log("更新奖励状态到服务器:", this.itemIndex, isLeftReward);
passCheckMgr.updatePassCheckStatus(this.itemIndex, isLeftReward);
}
}
private setNodeGray(node: cc.Node, color?: cc.Color) { private setNodeGray(node: cc.Node, color?: cc.Color) {
let setColor = color || cc.color(190, 190, 190, 255); let setColor = color || cc.color(190, 190, 190, 255);

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@ -19,12 +19,7 @@ export default class passCheckMgr extends cc.Component {
private endTime: any; private endTime: any;
private rewardUpdateTimeout: any = null; private rewardUpdateTimeout: any = null;
private lastUpdateTime: number = 0;
private readonly UPDATE_DELAY: number = 200;
private isRewardTime: number = 0;
// private isLeftReward: boolean = false;
onLoad() { onLoad() {
cc.systemEvent.on('passcheck-reward-claimed', this.updateRewardStatus, this);
} }
start() { start() {
@ -73,6 +68,7 @@ export default class passCheckMgr extends cc.Component {
// 设置数据 // 设置数据
this.listData = data; this.listData = data;
console.log("列表数据", data);
this.list.setData(data); this.list.setData(data);
// 创建进度条 // 创建进度条
@ -207,20 +203,22 @@ export default class passCheckMgr extends cc.Component {
cc.fx.StorageMessage.setStorage("ProgressIndex", this.progressLevel); cc.fx.StorageMessage.setStorage("ProgressIndex", this.progressLevel);
} }
public updatePassCheckStatus(itemIndex?: number, isLeftReward?: boolean) { public updatePassCheckStatus(updates?: Array<{ itemIndex: number, isLeftReward: boolean }>) {
// 如果提供了itemIndex和isLeftReward则更新对应的奖励状态 // 如果提供了updates数组则批量更新对应的奖励状态
if (itemIndex !== undefined && isLeftReward !== undefined) { if (updates && Array.isArray(updates) && updates.length > 0) {
// 更新本地数据状态 // 批量更新本地数据状态
if (this.listData[itemIndex]) { for (const update of updates) {
if (isLeftReward) { const { itemIndex, isLeftReward } = update;
this.listData[itemIndex].free = 0; // 标记为已领取 if (this.listData[itemIndex]) {
} else { if (isLeftReward) {
this.listData[itemIndex].passCheck = 0; // 标记为已领取 this.listData[itemIndex].free = 0; // 标记为已领取
} else {
this.listData[itemIndex].passCheck = 0; // 标记为已领取
}
} }
} }
} }
console.log("给服务器发的值", updates);
// 构造要发送到服务器的数据 // 构造要发送到服务器的数据
let now = this.endTime; let now = this.endTime;
@ -256,12 +254,60 @@ export default class passCheckMgr extends cc.Component {
Utils.setPassCheckInfo((res) => { Utils.setPassCheckInfo((res) => {
if (res.code === 1) { if (res.code === 1) {
console.log("通行证状态保存成功"); console.log("通行证状态保存成功");
console.log("服务器返回的成功响应:", res);
this.checkAllRewardsClaimed();
// this.refreshPassCheckItems(); // this.refreshPassCheckItems();
} else { } else {
console.log("通行证状态保存失败"); console.log("通行证状态保存失败");
} }
}, passCheck); }, passCheck);
} }
// 检查所有奖励是否领取完毕
private checkAllRewardsClaimed() {
let allClaimed = true;
for (let i = 0; i < this.listData.length; i++) {
// 检查免费奖励是否已领取 (0表示已领取1表示未领取)
if (this.listData[i].free === 1) {
allClaimed = false;
break;
}
// 如果已激活通行证,检查通行证奖励是否已领取
if (cc.fx.GameConfig.GM_INFO.passCheckActivate && this.listData[i].passCheck === 1) {
allClaimed = false;
break;
}
}
// 如果所有奖励都已领取,可以在这里触发相应逻辑
if (allClaimed) {
console.log("所有奖励都已领取完毕");
// 隐藏通行证按钮上的红点
this.hidePassCheckRedDot();
} else {
console.log("还有未领取的奖励");
}
return allClaimed;
}
// 隐藏通行证按钮上的红点
private hidePassCheckRedDot() {
const canvas = cc.find("Canvas");
if (canvas) {
const jiaZai = canvas.getComponent("JiaZai");
if (jiaZai) {
const top = jiaZai.node.getChildByName("Load")?.getChildByName("Top");
const passBtn = top?.getChildByName("passBtn");
const redNode = passBtn?.getChildByName("red");
if (redNode) {
redNode.active = false;
}
}
}
}
public refreshPassCheckItems() { public refreshPassCheckItems() {
this.updatePassCheckStatus(); this.updatePassCheckStatus();
// 通知所有 passCheckItem 组件更新界面 // 通知所有 passCheckItem 组件更新界面
@ -286,26 +332,17 @@ export default class passCheckMgr extends cc.Component {
} }
} }
public updateRewardStatus(itemIndex: number, isLeftReward: boolean) { public updateRewardStatus(updates: Array<{ itemIndex: number, isLeftReward: boolean }>) {
// this.updatePassCheckStatus(itemIndex, isLeftReward);
const currentTime = Date.now(); const currentTime = Date.now();
// 防止短时间内重复触发
if (currentTime - this.lastUpdateTime < this.UPDATE_DELAY) {
console.log("阻止短时间内重复更新:", currentTime - this.lastUpdateTime, "ms");
return;
}
this.isRewardTime = currentTime;
// 更新最后调用时间
this.lastUpdateTime = currentTime;
// 使用防抖机制,延迟处理奖励更新 // 使用防抖机制,延迟处理奖励更新
if (this.rewardUpdateTimeout) { if (this.rewardUpdateTimeout) {
clearTimeout(this.rewardUpdateTimeout); clearTimeout(this.rewardUpdateTimeout);
} }
console.log("传给服务器", updates)
this.rewardUpdateTimeout = setTimeout(() => { this.rewardUpdateTimeout = setTimeout(() => {
this.updatePassCheckStatus(itemIndex, isLeftReward); // 修改为传入数组
this.updatePassCheckStatus(updates);
this.rewardUpdateTimeout = null; this.rewardUpdateTimeout = null;
}, 50); }, 50);
} }
@ -313,9 +350,238 @@ export default class passCheckMgr extends cc.Component {
this.updatePassCheckStatus(); this.updatePassCheckStatus();
} }
// 奖励队列和处理状态
private rewardQueue: Array<{ itemIndex: number, itemId: number, itemNum: number, isLeftReward: boolean }> = [];
private isProcessingRewards: boolean = false;
private rewardProcessTimeout: any = null;
// 整合自passCheckItem.ts的claimReward方法支持处理可能的循环调用
public claimReward(itemIndex: number, itemId: number, itemNum: number, isLeftReward: boolean) {
// 将奖励请求添加到队列中
console.log("领取奖励ID", itemIndex, "物品ID", itemId, "数量", itemNum)
this.rewardQueue.push({ itemIndex, itemId, itemNum, isLeftReward });
// 清除之前的定时器
if (this.rewardProcessTimeout) {
clearTimeout(this.rewardProcessTimeout);
}
// 设置延迟处理,合并短时间内多次调用
this.rewardProcessTimeout = setTimeout(() => {
this.processRewardQueue();
}, 50); // 50ms延迟合并短时间内多次调用
}
// 处理奖励队列
private processRewardQueue() {
// 如果正在处理中,则等待下次处理
if (this.isProcessingRewards) {
// 重新设置定时器,稍后再次尝试
if (this.rewardProcessTimeout) {
clearTimeout(this.rewardProcessTimeout);
}
this.rewardProcessTimeout = setTimeout(() => {
this.processRewardQueue();
}, 100);
return;
}
// 如果队列为空,直接返回
if (this.rewardQueue.length === 0) {
return;
}
// 标记为正在处理
this.isProcessingRewards = true;
// 处理队列中的所有奖励
this.processRewardsInternal([...this.rewardQueue]);
// 清空队列
this.rewardQueue = [];
// 处理完成
this.isProcessingRewards = false;
}
// 内部处理奖励方法
private processRewardsInternal(rewards: Array<{ itemIndex: number, itemId: number, itemNum: number, isLeftReward: boolean }>) {
// 处理所有奖励的逻辑(道具增加等)
const rewardData = [];
const canvasTemp = cc.find("Canvas");
let JiaZai = null;
if (canvasTemp) {
JiaZai = canvasTemp.getComponent("JiaZai");
}
// 处理每个奖励
for (const reward of rewards) {
cc.fx.GameTool.getPassCheckPorp(reward.itemId, reward.itemNum, false);
if (JiaZai) {
switch (reward.itemId) {
case 1001: // 金币
JiaZai.updateCoin();
break;
case 2001: // 冰冻道具
case 2002: // 锤子道具
case 2003: // 魔棒道具
break;
default:
JiaZai.updatePower();
break;
}
}
console.log("领取奖励", reward.itemId, reward.itemNum);
// 通知对应的passCheckItem组件更新UI
this.updateRewardUIAfterClaim(reward.itemIndex, reward.isLeftReward);
// 收集奖励数据
rewardData.push({ itemId: reward.itemId, itemNum: reward.itemNum });
}
// 合并相同类型的奖励
const mergedRewards = this.processRewardData(rewardData);
// 显示奖励弹窗(只显示一次)
if (JiaZai && mergedRewards.length > 0) {
JiaZai.openRewardWindow(mergedRewards);
}
// 更新服务器状态
console.log("更新奖励状态到服务器:", rewards.length);
if (rewards.length > 0) {
const rewardUpdates = rewards.map(reward => ({
itemIndex: reward.itemIndex,
isLeftReward: reward.isLeftReward
}));
this.updateRewardStatus(rewardUpdates);
}
}
// 封装奖励数据处理方法,处理循环调用并合并相同类型奖励
private processRewardData(rewards: Array<{ itemId: number, itemNum: number }>): Array<{ type: string, count: number }> {
// 创建一个映射来存储每种类型的奖励总和
const rewardMap = new Map<string, number>();
// 处理每个奖励项
for (const reward of rewards) {
let type: string = "";
switch (reward.itemId) {
case 1001: // 金币
type = "coin";
break;
case 2001: // 冰冻道具
type = "freeze";
break;
case 2002: // 锤子道具
type = "hammer";
break;
case 2003: // 魔棒道具
type = "magic";
break;
case 3001: // 无限体力 900秒
type = "infinite_health";
reward.itemNum = 900;
break;
case 3002: // 无限体力 1800秒
type = "infinite_health";
reward.itemNum = 1800;
break;
case 3003: // 无限体力 3600秒
type = "infinite_health";
reward.itemNum = 3600;
break;
default:
// 默认处理为无限体力,使用传入的数量
type = "infinite_health";
break;
}
console.log("处理奖励数据", reward.itemId, reward.itemNum);
// 如果该类型已存在,累加数量;否则设置新值
if (rewardMap.has(type)) {
rewardMap.set(type, rewardMap.get(type)! + reward.itemNum);
} else {
rewardMap.set(type, reward.itemNum);
}
}
// 转换为数组格式
const result: Array<{ type: string, count: number }> = [];
rewardMap.forEach((count, type) => {
result.push({ type, count });
});
return result;
}
// 整合自passCheckItem.ts的updateRewardUIAfterClaim方法
private updateRewardUIAfterClaim(itemIndex: number, isLeftReward: boolean) {
// 通知对应的passCheckItem组件更新UI
if (this.list && this.list.node) {
// 通过ScrollView组件获取content节点
const scrollViewComponent = this.list.node.getComponent(cc.ScrollView);
if (scrollViewComponent && scrollViewComponent.content) {
const content = scrollViewComponent.content;
// 遍历所有子节点,查找对应索引的 passCheckItem 组件并更新UI
for (let i = 0; i < content.childrenCount; i++) {
const child = content.children[i];
// 查找 passCheckItem 节点
if (child.name === "passCheckItem") {
const passCheckItem = child.getComponent("passCheckItem");
if (passCheckItem && passCheckItem.itemIndex === itemIndex) {
// 调用passCheckItem的updateRewardUIAfterClaim方法
if (passCheckItem.updateRewardUIAfterClaim) {
passCheckItem.updateRewardUIAfterClaim(isLeftReward);
}
break;
}
}
}
}
}
}
allGetReward() {
const allRewardsToClaim = [];
for (let i = 0; i < this.listData.length; i++) {
// 检查免费奖励是否可以领取
if (this.listData[i].free === 1) {
allRewardsToClaim.push({
itemIndex: i,
itemId: this.listData[i].ItemID1,
itemNum: this.listData[i].ItemNum1,
isLeftReward: true
});
}
if (cc.fx.GameConfig.GM_INFO.passCheckActivate) {
// 检查通行证奖励是否可以领取
if (this.listData[i].passCheck === 1) {
allRewardsToClaim.push({
itemIndex: i,
itemId: this.listData[i].ItemID2,
itemNum: this.listData[i].ItemNum2,
isLeftReward: false
});
}
}
}
console.log("批量领取所有物品:", allRewardsToClaim);
// 批量处理所有奖励
for (const reward of allRewardsToClaim) {
this.claimReward(
reward.itemIndex,
reward.itemId,
reward.itemNum,
reward.isLeftReward
);
}
}
protected onDestroy(): void { protected onDestroy(): void {
console.log("销毁passCheckMgr"); console.log("销毁passCheckMgr");
cc.systemEvent.off('passcheck-reward-claimed', this.updateRewardStatus, this);
// 清理可能存在的列表数据 // 清理可能存在的列表数据
if (this.listData) { if (this.listData) {