融合后

This commit is contained in:
COMPUTER\EDY 2025-11-28 16:12:21 +08:00
parent 1f943e53a5
commit f85bde1784
3 changed files with 98 additions and 86 deletions

View File

@ -2445,91 +2445,103 @@ export default class JiaZai extends cc.Component {
//获取入职排行榜
getSRank() {
this.LoadCareer(null);
console.log("重新获取排行");
Utils.getSRank(res => {
let data = JSON.parse(res.data);
let role = data.role;
let sortedArray = [];
sortedArray = Object.entries(role)
//@ts-ignore
.sort((a, b) => b[1] - a[1]) // 按数值从大到小排序
.map((item, index) => ({
rank: index + 1, // 排名
name: item[0], // 省份名称
count: item[1] // 数值
}));
// 排序后的结果
// console.log("sortedArray", sortedArray);
let city = JSON.parse(JSON.stringify(cc.fx.GameConfig.CITY));
let rankData = [];
for (let i = 0; i < sortedArray.length; i++) {
// 检查sortedArray中的省份名称是否存在于原始data.role数据中
if (data && data[sortedArray[i].name] !== undefined) {
// 如果存在则将data中对应的键值对放入rankData
if (data.role && data.role[sortedArray[i].name] !== undefined) {
rankData.push({
rank: sortedArray[i].rank,
name: sortedArray[i].name,
count: sortedArray[i].count,
// 可以添加data2中对应的数据
rankingData: data[sortedArray[i].name]
});
delete city[sortedArray[i].name];
console.log("_________________________重新获取排行");
if (this.RankNode == null && this.RankNode == undefined) {
this.LoadCareer(() => {
Utils.getSRank(res => {
console.log("_________________________得到接口返回");
let data = JSON.parse(res.data);
let role = data.role;
let sortedArray = [];
sortedArray = Object.entries(role)
//@ts-ignore
.sort((a, b) => b[1] - a[1]) // 按数值从大到小排序
.map((item, index) => ({
rank: index + 1, // 排名
name: item[0], // 省份名称
count: item[1] // 数值
}));
// 排序后的结果
// console.log("sortedArray", sortedArray);
let city = JSON.parse(JSON.stringify(cc.fx.GameConfig.CITY));
let rankData = [];
for (let i = 0; i < sortedArray.length; i++) {
// 检查sortedArray中的省份名称是否存在于原始data.role数据中
if (data && data[sortedArray[i].name] !== undefined) {
// 如果存在则将data中对应的键值对放入rankData
if (data.role && data.role[sortedArray[i].name] !== undefined) {
rankData.push({
rank: sortedArray[i].rank,
name: sortedArray[i].name,
count: sortedArray[i].count,
// 可以添加data2中对应的数据
rankingData: data[sortedArray[i].name]
});
delete city[sortedArray[i].name];
}
}
}
}
}
// 循环完成后将CITY中剩下的城市按顺序添加到rankData中
let nextRank = rankData.length + 1; // 获取下一个排名
for (let cityName in city) {
rankData.push({
rank: nextRank++,
name: cityName,
count: 0,
rankingData: []
// 循环完成后将CITY中剩下的城市按顺序添加到rankData中
let nextRank = rankData.length + 1; // 获取下一个排名
for (let cityName in city) {
rankData.push({
rank: nextRank++,
name: cityName,
count: 0,
rankingData: []
});
}
let otherIndex = rankData.findIndex(item => item.name === "其他");
if (otherIndex !== -1) {
let otherItem = rankData.splice(otherIndex, 1)[0];
rankData.push(otherItem);
}
let topData = data.all ? data.all : [];
this.careerRank = {
rankData: JSON.parse(JSON.stringify(rankData)),
topData: JSON.parse(JSON.stringify(topData))
}
// console.log("自己的addLevel", cc.fx.GameConfig.GM_INFO.addLevel);
if (cc.fx.GameConfig.GM_INFO.addLevel > 4) {
// console.log("______________自己入职了");
this.addSelfToRank(rankData);
}
for (let i = 0; i < rankData.length; i++) {
rankData[i].rank = i + 1;
}
if (this.RankNode != null && this.RankNode != undefined) {
console.log("_________________________预制体已经加载好了准备渲染");
this.node.getChildByName("Career").addChild(this.RankNode);
// this.node.getChildByName("Career").getChildByName("bg").parent = this.RankNode;
this.RankNode.opacity = 0;
this.RankNode.zIndex = 3;
this.RankNode.getComponent("CareerManager").init(rankData, topData);
cc.tween(this.RankNode)
.to(0.3, { opacity: 255 })
.call(() => {
console.log("_________________________渲染完成");
})
.start()
} else {
console.log("_________________________预制体已经加载好了准备渲染");
this.LoadCareer(() => {
this.node.getChildByName("Career").addChild(this.RankNode);
// this.node.getChildByName("Career").getChildByName("bg").parent = this.RankNode;
this.RankNode.opacity = 0;
this.RankNode.zIndex = 3;
this.RankNode.getComponent("CareerManager").init(rankData, topData);
cc.tween(this.RankNode)
.to(0.3, { opacity: 255 })
.call(() => {
console.log("_________________________渲染完成");
})
.start()
})
}
// console.log("rankingData_________", rankData);
});
}
let otherIndex = rankData.findIndex(item => item.name === "其他");
if (otherIndex !== -1) {
let otherItem = rankData.splice(otherIndex, 1)[0];
rankData.push(otherItem);
}
let topData = data.all ? data.all : [];
this.careerRank = {
rankData: JSON.parse(JSON.stringify(rankData)),
topData: JSON.parse(JSON.stringify(topData))
}
// console.log("自己的addLevel", cc.fx.GameConfig.GM_INFO.addLevel);
if (cc.fx.GameConfig.GM_INFO.addLevel > 4) {
// console.log("______________自己入职了");
this.addSelfToRank(rankData);
}
for (let i = 0; i < rankData.length; i++) {
rankData[i].rank = i + 1;
}
if (this.RankNode != null && this.RankNode != undefined) {
this.node.getChildByName("Career").addChild(this.RankNode);
// this.node.getChildByName("Career").getChildByName("bg").parent = this.RankNode;
this.RankNode.opacity = 0;
this.RankNode.zIndex = 3;
this.RankNode.getComponent("CareerManager").init(rankData, topData);
cc.tween(this.RankNode)
.to(0.3, { opacity: 255 })
.start()
} else {
this.LoadCareer(() => {
this.node.getChildByName("Career").addChild(this.RankNode);
// this.node.getChildByName("Career").getChildByName("bg").parent = this.RankNode;
this.RankNode.opacity = 0;
this.RankNode.zIndex = 3;
this.RankNode.getComponent("CareerManager").init(rankData, topData);
cc.tween(this.RankNode)
.to(0.3, { opacity: 255 })
.start()
})
}
// console.log("rankingData_________", rankData);
});
});
}
}
addSelfToRank(rankData) {

View File

@ -2702,7 +2702,7 @@ export default class MapConroler extends cc.Component {
this.stopTimeCutDown();
let time = 0;
this.gameOver = true;
if (type == "boom" || type == "lock" || type == "revolving") {
if (type == "boom" || type == "lock" || type == "revolving" || type == "rotate") {
time = 2000;
}
if (cc.fx.GameConfig.GM_INFO.otherLevel > 0) {

View File

@ -426,8 +426,8 @@ var GameTool = {
//关卡上限
maxLevel() {
let jg = false;
if (cc.fx.GameConfig.GM_INFO.level > 729) {
cc.fx.GameConfig.GM_INFO.level = 730;
if (cc.fx.GameConfig.GM_INFO.level > 799) {
cc.fx.GameConfig.GM_INFO.level = 800;
jg = true;
}
return jg;