import scrollViewList from "../../Script/module/List/scrollviewList"; import Utils from "../../Script/module/Pay/Utils"; import PassCheckItem from "./passCheckItem"; const { ccclass, property } = cc._decorator; @ccclass export default class passCheckMgr extends cc.Component { private list: scrollViewList = null; private passCheckItem: PassCheckItem = null; listData: any[] = []; private progressLevel: number = 0; private progressBar3: cc.Node = null; private progressBar4: cc.Node = null; private ProgressIndex: number = 0; private passCheckInfo: any[] = []; private endTime: any; private rewardUpdateTimeout: any = null; private lastUpdateTime: number = 0; private readonly UPDATE_DELAY: number = 200; private isRewardTime: number = 0; // private isLeftReward: boolean = false; onLoad() { cc.systemEvent.on('passcheck-reward-claimed', this.updateRewardStatus, this); } start() { } init(data: any[], progressLevel: number, oldPassCheckInfo: any[], time: any) { // 确保组件已经被正确加载 if (!this.node) { console.error("passCheckMgr: node is null"); return; } this.endTime = time; this.passCheckInfo = oldPassCheckInfo; // 设置当前进度等级 if (progressLevel !== undefined) { this.progressLevel = progressLevel; } // 获取ScrollView组件(使用不区分大小写的查找) let scrollViewNode: cc.Node | null = null; const children = this.node.children; for (let i = 0; i < children.length; i++) { const child = children[i]; if (child.name.toLowerCase() === "scrollview") { scrollViewNode = child; break; } } if (!scrollViewNode) { console.error("passCheckMgr: Cannot find ScrollView node under this.node"); console.log("Available children:", children.map(child => child.name)); return; } // 尝试获取scrollViewList组件,如果没有则自动添加 this.list = scrollViewNode.getComponent(scrollViewList); if (!this.list) { console.log("passCheckMgr: scrollViewList component not found, adding it now"); this.list = scrollViewNode.addComponent(scrollViewList); } // 手动调用初始化,因为组件可能是在运行时添加的 this.list["init"](); // 设置数据 this.listData = data; this.list.setData(data); // 创建进度条 this.setupProgressBars(scrollViewNode); // 刷新list数据 // this.updateListItem(data); } private setupProgressBars(scrollViewNode: cc.Node) { const content = scrollViewNode.getComponent(cc.ScrollView).content; // 获取进度条节点 this.progressBar3 = this.node.getChildByName("scrollView").getChildByName("progress_bar_3"); this.progressBar4 = this.node.getChildByName("scrollView").getChildByName("progress_bar_4"); // 确保进度条节点存在 if (!this.progressBar3 || !this.progressBar4) { console.error("passCheckMgr: Progress bar nodes not found"); return; } // 确保进度条有Sprite组件 let sprite3 = this.progressBar3.getComponent(cc.Sprite); if (!sprite3) { sprite3 = this.progressBar3.addComponent(cc.Sprite); } let sprite4 = this.progressBar4.getComponent(cc.Sprite); if (!sprite4) { sprite4 = this.progressBar4.addComponent(cc.Sprite); } // 设置进度条父节点为content this.progressBar3.parent = content; this.progressBar4.parent = content; // 设置进度条属性 this.progressBar3.width = 32; this.progressBar3.anchorX = 0.5; this.progressBar3.anchorY = 0.5; this.progressBar3.zIndex = 1; // 确保进度条在背景层 this.progressBar4.width = 32; this.progressBar4.anchorX = 0.5; this.progressBar4.anchorY = 0.5; this.progressBar4.zIndex = 1; // 确保进度条在背景层 // 激活进度条 this.progressBar3.active = true; this.progressBar4.active = true; // 更新进度条显示 this.updateProgressBars(); } // ... existing code ... private updateProgressBars() { // 确保进度条已创建 if (!this.progressBar3 || !this.progressBar4) { console.log("passCheckMgr: Progress bars not created yet"); return; } // 确保有足够的数据来计算进度条位置 if (this.listData.length === 0) { console.warn("passCheckMgr: No data to calculate progress bar positions"); return; } // 获取scrollViewList组件的配置 const itemHeight = this.list.itemHeight > 0 ? this.list.itemHeight : this.list["itemHeightActual"]; const spacingY = this.list.spacingY; const paddingTop = this.list.paddingTop; const paddingBottom = this.list.paddingBottom; // 计算第一个item的中心Y位置 const firstItemCenterY = -paddingTop - itemHeight / 2; // 计算最后一个item的中心Y位置 const lastIndex = this.listData.length - 1; const lastItemCenterY = -paddingTop - itemHeight / 2 - lastIndex * (itemHeight + spacingY); // 计算总长度 const totalLength = Math.abs(firstItemCenterY - lastItemCenterY); const centerX = this.progressBar3.parent.width / 2; // 设置总长度进度条 (progress_bar_3) this.progressBar3.height = totalLength; this.progressBar3.setAnchorPoint(0.5, 1); this.progressBar3.setPosition(centerX, firstItemCenterY); // 获取已保存的进度索引 this.ProgressIndex = cc.fx.StorageMessage.getStorage("ProgressIndex") || 0; console.log("passCheckMgr: Saved ProgressIndex:", this.ProgressIndex > this.progressLevel, this.ProgressIndex, this.progressLevel, typeof this.ProgressIndex); if (this.ProgressIndex > this.progressLevel) { this.ProgressIndex = this.progressLevel; } console.log("passCheckMgr: ProgressIndex:", this.ProgressIndex); const adjustedProgressIndex = Math.max(0, this.progressLevel - 1); const adjustedStoredIndex = Math.max(0, this.ProgressIndex - 1); // 计算进度位置 const progressIndex1 = Math.min(adjustedStoredIndex, this.listData.length - 1); const progressIndex2 = Math.min(adjustedProgressIndex, this.listData.length - 1); // 计算对应位置的Y坐标 const progressItemCenterY1 = -paddingTop - itemHeight / 2 - progressIndex1 * (itemHeight + spacingY); const progressItemCenterY2 = -paddingTop - itemHeight / 2 - progressIndex2 * (itemHeight + spacingY); // 计算进度条高度 const progressLength1 = Math.abs(firstItemCenterY - progressItemCenterY1); const progressLength2 = Math.abs(firstItemCenterY - progressItemCenterY2); this.progressBar4.setAnchorPoint(0.5, 1); this.progressBar4.setPosition(centerX, firstItemCenterY); this.progressBar4.height = progressLength1; let growthLength = progressLength2 - progressLength1; const targetHeight = progressLength1 + growthLength; console.log("进度条更新:", { currentLevel: this.progressLevel, progressIndex1: progressIndex1, progressIndex2: progressIndex2, progressLength1: progressLength1, progressLength2: progressLength2 }); if (growthLength > 0) { cc.tween(this.progressBar4) .delay(0.5) .to(1, { height: targetHeight }) .call(() => { this.progressBar4.height = progressLength2; }) .start(); } else if (growthLength < 0) { // 如果是倒退的情况(虽然不太可能) this.progressBar4.height = progressLength2; } else if (growthLength === 0 && progressLength2 === 0) { // 特殊情况:当进度为1级时,进度条应该为0 this.progressBar4.height = 0; } cc.fx.StorageMessage.setStorage("ProgressIndex", this.progressLevel); } // ... existing code ... // updateListItem(data) { // this.passCheckItem.updateListItem(data); // } public updatePassCheckStatus(itemIndex?: number, isLeftReward?: boolean) { const currentTime = Date.now(); // if (this.isRewardId == itemIndex && this.isLeftReward == isLeftReward) { // return; // } // if (this.isRewardId == itemIndex && // this.isLeftReward == isLeftReward) { // console.log("阻止短时间内重复领取相同奖励:", currentTime - this.lastUpdateTime, "ms"); // return; // } // console.log("=======", currentTime, this.lastUpdateTime, this.UPDATE_DELAY) // console.log("更新数据", this.isRewardId, this.isLeftReward) // this.lastUpdateTime = currentTime; // this.isRewardId = itemIndex; // this.isLeftReward = isLeftReward; // 如果提供了itemIndex和isLeftReward,则更新对应的奖励状态 if (itemIndex !== undefined && isLeftReward !== undefined) { // 更新本地数据状态 if (this.listData[itemIndex]) { if (isLeftReward) { this.listData[itemIndex].free = 0; // 标记为已领取 } else { this.listData[itemIndex].passCheck = 0; // 标记为已领取 } } } // 构造要发送到服务器的数据 let now = this.endTime; // console.log(now.toString()); let passCheck = null; if (cc.fx.GameConfig.GM_INFO.getItemType == 2) { passCheck = { [1]: this.passCheckInfo, [2]: { time: now.toString(), progress: cc.fx.GameConfig.GM_INFO.getProgress, progressLevel: cc.fx.GameConfig.GM_INFO.getProgressLevel, activate: cc.fx.GameConfig.GM_INFO.passCheckActivate, // activateValue, free: this.listData.map(item => item.free), passCheck: this.listData.map(item => item.passCheck), } }; } else { passCheck = { [1]: { time: now.toString(), progress: cc.fx.GameConfig.GM_INFO.getProgress, progressLevel: cc.fx.GameConfig.GM_INFO.getProgressLevel, activate: cc.fx.GameConfig.GM_INFO.passCheckActivate, // activateValue, free: this.listData.map(item => item.free), passCheck: this.listData.map(item => item.passCheck), }, [2]: this.passCheckInfo, } } console.log("保存数据", passCheck); // 发送到服务器 Utils.setPassCheckInfo((res) => { if (res.code === 1) { console.log("通行证状态保存成功"); // this.refreshPassCheckItems(); } else { console.log("通行证状态保存失败"); } }, passCheck); } public refreshPassCheckItems() { this.updatePassCheckStatus(); // 通知所有 passCheckItem 组件更新界面 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 passCheckItem 组件并刷新 for (let i = 0; i < content.childrenCount; i++) { const child = content.children[i]; // 查找 passCheckItem 节点(通常是间接子节点) if (child.name === "passCheckItem") { console.log("1111:", child.name); // const passCheckItemNode = child.getChildByName("passCheckItem"); // if (passCheckItemNode) { // console.log("2222:"); const passCheckItem = child.getComponent("passCheckItem"); if (passCheckItem) { console.log("3333:"); passCheckItem.dataChanged(); } // } } } } } } // private onRewardClaimed = (itemIndex: number, isLeftReward: boolean) => { // console.log("收到奖励领取事件:", itemIndex, isLeftReward); // this.updatePassCheckStatus(itemIndex, isLeftReward); // } public updateRewardStatus(itemIndex: number, isLeftReward: boolean) { // this.updatePassCheckStatus(itemIndex, isLeftReward); const currentTime = Date.now(); console.log("22222222222222222:", itemIndex, isLeftReward); // 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 if (this.rewardUpdateTimeout) { clearTimeout(this.rewardUpdateTimeout); } this.rewardUpdateTimeout = setTimeout(() => { this.updatePassCheckStatus(itemIndex, isLeftReward); this.rewardUpdateTimeout = null; }, 50); } public updateActivateStatus() { this.updatePassCheckStatus(); } protected onDestroy(): void { 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 if (this.listData) { this.listData = null; } // 如果列表组件存在,尝试清理它 if (this.list && cc.isValid(this.list.node)) { try { // 先清理数据 if (this.list.setData) { this.list.setData([]); } } catch (e) { console.warn("清理列表数据时出错:", e); } } this.list = null; this.passCheckItem = null; } }