diff --git a/assets/Script/JiaZai.ts b/assets/Script/JiaZai.ts index 2caa54a..02133c9 100644 --- a/assets/Script/JiaZai.ts +++ b/assets/Script/JiaZai.ts @@ -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) { diff --git a/assets/Script/Map.ts b/assets/Script/Map.ts index 54e96af..45e6f65 100644 --- a/assets/Script/Map.ts +++ b/assets/Script/Map.ts @@ -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) { diff --git a/assets/Script/module/Tool/GameTool.ts b/assets/Script/module/Tool/GameTool.ts index ea8f351..12dd413 100644 --- a/assets/Script/module/Tool/GameTool.ts +++ b/assets/Script/module/Tool/GameTool.ts @@ -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;