046eb92e-fe2a-4cff-ab74-08d9fad5dca1.js.map
36.5 KB
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{ ConfigManager } from \"simba-config-manager\";\nimport { TimeManager } from \"simba-sdk\";\nimport { GameRecord } from \"../../avg/AVG\";\nimport { catFoodConfig } from \"../../config/CatFoodConfig\";\nimport { catLevelConfig } from \"../../config/CatLevelConfig\";\nimport { catRewardConfig } from \"../../config/CatRewardConfig\";\nimport { suitConfig } from \"../../config/SuitConfig\";\nimport { CatRewardStatus } from \"../ui/RewardLoginItem\";\nimport { GameModelManager } from \"./GameModelManager\";\n\nexport interface CatFoodConfig {\n id: number,\n name: string,\n limitAdEveryDay: number,\n numberEveryAd: number,\n exp: number,\n introduction: string\n}\n\nexport interface CatRewardConfig {\n id: number,\n rewardTpye: number,\n rewardUnlockCondition: number,\n rewardTaskDescription: string,\n catFoodNumber: number,\n cannedNumber: number,\n clothedId: number,\n specialPlotId: number | undefined\n}\n\nexport interface CatLevelConfig {\n level: number,\n totalExp: number,\n expForLevelUp: number\n}\n\nexport interface SuitConfig {\n clothingType: number,\n clothingId: number,\n suitId: number,\n clothingName: string,\n unlockCondition: string,\n isUnlock: boolean,\n}\n\nexport enum CatRewardConfigTpye {\n CatLoginRewardConfig = 1,\n CatLevelRewardConfig,\n CatPlotRewardConfig,\n}\n\nexport enum ClothingType {\n Suit = 0,\n Hair,\n Clothed,\n Shoe,\n}\n\nexport enum SuitStatus {\n Lock = 0,\n Unlock,\n Wear,\n}\n\n/**\n * 卧室背景图\n */\nexport enum BackgroundType {\n Original = 0,//初始背景图\n Halloween = 1,//万圣节背景图\n}\n\nclass BedRoomCatModelManager1 {\n /**存档Key */\n private CatFoodNumber = \"CatFoodNumber_\";\n private CatFoodAdTimes = \"CatFoodAdTimes_\";\n private LastLoginTime = \"LastLoginTime\";\n private TotalLoginDays = \"TotalLoginDays\";\n private CatLevel = \"CatLevel\";\n private CatExp = \"CatExp\";\n private CatRewardStatus = \"CatRewardStatus_\";\n private UnlockSuit = \"UnlockSuit_\"\n private UsingSuitId = \"UsingSuitId\";\n private ShareSuitId = \"ShareSuitId\";\n private ClickedSuitId = \"ClickedSuitId\";\n private BackgroundType = \"BackgroundType\";\n\n /**\n * 通过猫粮Id增加该猫粮的数量存档\n * @param foodId 猫粮Id\n * @param number 新增的数量\n */\n addCatFoodNumberByFoodId(foodId: number, number: number) {\n let catFoodNumber = GameRecord.globalVariables[this.CatFoodNumber + foodId];\n let newCatFoodNumber = catFoodNumber ? catFoodNumber + number : number;\n let temp = newCatFoodNumber;\n GameRecord.globalVariables[this.CatFoodNumber + foodId] = temp;\n GameRecord.saveRecord();\n }\n\n /**\n * 通过猫粮Id减少该猫粮的数量存档\n * @param foodId 猫粮Id\n * @param number 减少的数量\n */\n reduceCatFoodNumberByFoodId(foodId: number, number: number = 1) {\n let catFoodNumber = GameRecord.globalVariables[this.CatFoodNumber + foodId];\n let newCatFoodNumber = catFoodNumber ? catFoodNumber - number : 0;\n let temp = newCatFoodNumber;\n GameRecord.globalVariables[this.CatFoodNumber + foodId] = temp;\n GameRecord.saveRecord();\n }\n\n /**\n * 通过猫粮Id设置该猫粮的数量存档\n * @param foodId 猫粮Id\n * @param number 修改的数量\n */\n setCatFoodNumberByFoodId(foodId: number, number: number) {\n number = number >= 0 ? number : 0;\n GameRecord.globalVariables[this.CatFoodNumber + foodId] = number;\n GameRecord.saveRecord();\n }\n\n /**\n * 通过猫粮Id获取该猫粮现有的数量\n * @param foodId 猫粮Id\n * @returns 返回值为猫粮现有的数量\n */\n getCatFoodNumberByFoodId(foodId: number): number {\n let catFoodNumber = GameRecord.globalVariables[this.CatFoodNumber + foodId];\n return catFoodNumber ? catFoodNumber : 0;\n }\n\n /**\n * 获取猫粮配置信息\n * @returns 返回值为猫粮配置信息的数组\n */\n getCatFoodConfig(): CatFoodConfig[] {\n let ret: CatFoodConfig[] = [];\n let cfg = ConfigManager.getAllConfig(catFoodConfig);\n for (let id in cfg) {\n ret.push({\n id: Number(id), name: cfg[id].name, limitAdEveryDay: cfg[id].limitAdEveryDay,\n numberEveryAd: cfg[id].numberEveryAd, exp: cfg[id].exp, introduction: cfg[id].introduction\n });\n }\n return ret;\n }\n\n /**\n * 通过猫粮Id新增广告获取该猫粮的次数\n * @param foodId 猫粮Id\n */\n addAdTimesByFoodId(foodId: number) {\n let catFoodAdTimes = GameRecord.globalVariables[this.CatFoodAdTimes + foodId];\n let newCatFoodAdTimes = catFoodAdTimes ? catFoodAdTimes + 1 : 1;\n let temp = newCatFoodAdTimes;\n GameRecord.globalVariables[this.CatFoodAdTimes + foodId] = temp;\n GameRecord.saveRecord();\n }\n\n /**\n * 通过猫粮Id获取该猫粮观看广告的剩余次数\n * @param foodId 猫粮Id\n * @returns 返回值为该猫粮观看广告的剩余次数\n */\n getRemainingTimesByFoodId(foodId: number): number {\n let catFoodAdTimes = GameRecord.globalVariables[this.CatFoodAdTimes + foodId];\n catFoodAdTimes = catFoodAdTimes ? catFoodAdTimes : 0;\n let remainingTimes = this.getCatFoodConfig()[foodId - 1].limitAdEveryDay - catFoodAdTimes;\n return remainingTimes ? remainingTimes : 0;\n }\n\n /**\n * 检查是否为新的一天\n * 刷新每日通过观看广告获取猫粮的次数\n * 记录累计登录天数\n */\n checkIsNextDay() {\n let lastLoginTime = GameRecord.globalVariables[this.LastLoginTime];\n let totalLoginDays = GameRecord.globalVariables[this.TotalLoginDays];\n if (lastLoginTime && totalLoginDays) {\n let overdue: boolean = GameModelManager.checkOverdue(lastLoginTime);\n if (overdue) {\n let catFoodConfig = this.getCatFoodConfig();\n //刷新每日通过观看广告获取猫粮的次数\n for (let i = 0; i < catFoodConfig.length; i++) {\n GameRecord.globalVariables[this.CatFoodAdTimes + catFoodConfig[i].id] = 0;\n }\n GameRecord.globalVariables[this.LastLoginTime] = TimeManager.getTime();\n //记录累计登录天数\n GameRecord.globalVariables[this.TotalLoginDays] = totalLoginDays + 1;\n }\n } else {\n GameRecord.globalVariables[this.LastLoginTime] = TimeManager.getTime();\n //记录累计登录天数\n GameRecord.globalVariables[this.TotalLoginDays] = totalLoginDays ? totalLoginDays + 1 : 1;\n }\n }\n\n /**\n * 初始化奖励的状态\n */\n initCatRewardStatus() {\n //初始化登录奖励的状态\n let loginRewardStatus = GameRecord.globalVariables[this.CatRewardStatus + CatRewardConfigTpye.CatLoginRewardConfig] as number[];\n if (!loginRewardStatus) {\n let tmp: number[] = [];\n for (let i = 0; i < this.getCatRewardConfigByConfigType(CatRewardConfigTpye.CatLoginRewardConfig).length; i++) {\n tmp.push(0);\n }\n loginRewardStatus = tmp;\n }\n if (loginRewardStatus.length < this.getCatRewardConfigByConfigType(CatRewardConfigTpye.CatLoginRewardConfig).length) {\n let difference = this.getCatRewardConfigByConfigType(CatRewardConfigTpye.CatLoginRewardConfig).length - loginRewardStatus.length;\n for (let i = 0; i < difference; i++) {\n loginRewardStatus.push(0);\n }\n }\n let totalLoginDays = this.getTotalLoginDays();\n for (let i = 0; i < totalLoginDays; i++) {\n if (loginRewardStatus[i] == CatRewardStatus.unlock) {\n loginRewardStatus[i] = CatRewardStatus.available\n }\n }\n let tempLoginRewardStatus = [...loginRewardStatus];\n GameRecord.globalVariables[this.CatRewardStatus + CatRewardConfigTpye.CatLoginRewardConfig] = tempLoginRewardStatus;\n\n //初始化等级奖励的状态\n let levelRewardStatus = GameRecord.globalVariables[this.CatRewardStatus + CatRewardConfigTpye.CatLevelRewardConfig] as number[];\n if (!levelRewardStatus) {\n let tmp: number[] = [];\n for (let i = 0; i < this.getCatRewardConfigByConfigType(CatRewardConfigTpye.CatLevelRewardConfig).length; i++) {\n tmp.push(0);\n }\n levelRewardStatus = tmp;\n }\n if (levelRewardStatus.length < this.getCatRewardConfigByConfigType(CatRewardConfigTpye.CatLevelRewardConfig).length) {\n let difference = this.getCatRewardConfigByConfigType(CatRewardConfigTpye.CatLevelRewardConfig).length - levelRewardStatus.length;\n for (let i = 0; i < difference; i++) {\n levelRewardStatus.push(0);\n }\n }\n let catLevel = this.getCatLevel();\n for (let i = 0; i < catLevel; i++) {\n if (levelRewardStatus[i] == CatRewardStatus.unlock) {\n levelRewardStatus[i] = CatRewardStatus.available\n }\n }\n let tempLevelRewardStatus = [...levelRewardStatus];\n GameRecord.globalVariables[this.CatRewardStatus + CatRewardConfigTpye.CatLevelRewardConfig] = tempLevelRewardStatus;\n\n //初始化章节奖励的状态\n let plotRewardStatus = GameRecord.globalVariables[this.CatRewardStatus + CatRewardConfigTpye.CatPlotRewardConfig] as number[];\n if (!plotRewardStatus) {\n let tmp: number[] = [];\n for (let i = 0; i < this.getCatRewardConfigByConfigType(CatRewardConfigTpye.CatPlotRewardConfig).length; i++) {\n tmp.push(0);\n }\n plotRewardStatus = tmp;\n }\n if (plotRewardStatus.length < this.getCatRewardConfigByConfigType(CatRewardConfigTpye.CatPlotRewardConfig).length) {\n let difference = this.getCatRewardConfigByConfigType(CatRewardConfigTpye.CatPlotRewardConfig).length - plotRewardStatus.length;\n for (let i = 0; i < difference; i++) {\n plotRewardStatus.push(0);\n }\n }\n let largestChapterId = this.getLargestCompletedChapterId();\n for (let i = 0; i < this.getCatRewardConfigByConfigType(CatRewardConfigTpye.CatPlotRewardConfig).length; i++) {\n if (this.getCatRewardConfigByConfigType(CatRewardConfigTpye.CatPlotRewardConfig)[i].rewardUnlockCondition <= largestChapterId) {\n if (plotRewardStatus[i] == CatRewardStatus.unlock) {\n plotRewardStatus[i] = CatRewardStatus.available\n }\n }\n }\n let tempPlotRewardStatus = [...plotRewardStatus];\n GameRecord.globalVariables[this.CatRewardStatus + CatRewardConfigTpye.CatPlotRewardConfig] = tempPlotRewardStatus;\n //防止在加载界面保存会造成存档丢失的问题\n //GameRecord.autoSave();\n }\n\n /**\n * 根据奖励类型获取奖励的状态\n * @param catRewardConfigTpye 奖励类型\n * @returns 返回值为奖励的状态数组\n */\n getCatRewardStatus(catRewardConfigTpye: CatRewardConfigTpye): number[] {\n let catRewardStatus = GameRecord.globalVariables[this.CatRewardStatus + catRewardConfigTpye] as number[];\n return catRewardStatus ? catRewardStatus : [];\n }\n\n /**\n * 根据奖励类型和按钮序号(任务序号)改变对应任务的奖励状态\n * @param catRewardConfigTpye 奖励类型\n * @param btnNumber 按钮序号\n */\n changeCatRewardStatus(catRewardConfigTpye: CatRewardConfigTpye, btnNumber: number) {\n let catRewardStatus = GameRecord.globalVariables[this.CatRewardStatus + catRewardConfigTpye] as number[];\n if (catRewardStatus) {\n if (catRewardStatus[btnNumber] == CatRewardStatus.available) {\n catRewardStatus[btnNumber] = CatRewardStatus.received\n }\n let temp = [...catRewardStatus];\n GameRecord.globalVariables[this.CatRewardStatus + catRewardConfigTpye] = temp;\n GameRecord.saveRecord();\n } else {\n console.error(\"TotalLoginDaysStatus is not found\");\n }\n }\n\n /**\n * 获取累计登录的天数\n * @returns 返回值为累计登录的天数\n */\n getTotalLoginDays(): number {\n let totalLoginDays = GameRecord.globalVariables[this.TotalLoginDays];\n return totalLoginDays ? totalLoginDays : 0;\n }\n\n /**\n * 保存饭统等级到存档\n * @param level 饭统等级\n */\n saveCatLevel(level: number) {\n GameRecord.globalVariables[this.CatLevel] = level;\n GameRecord.saveRecord();\n }\n\n /**\n * 获取饭统的等级\n * @returns 返回值为饭统的等级\n */\n getCatLevel(): number {\n let catLevel = GameRecord.globalVariables[this.CatLevel];\n return catLevel ? catLevel : 0;\n }\n\n /**\n * 增加饭统的经验值\n * @param exp 新增的经验值\n */\n addCatExp(exp: number) {\n let catExp = this.getCatExp();\n GameRecord.globalVariables[this.CatExp] = catExp + exp;\n GameRecord.saveRecord();\n }\n\n /**\n * 获取饭统的经验值\n * @returns 返回值为饭统的经验值\n */\n getCatExp(): number {\n let catExp = GameRecord.globalVariables[this.CatExp];\n return catExp ? catExp : 0;\n }\n\n /**\n * 获取当前完成的最大的主线章节\n * @returns 返回值为当前完成的最大的主线章节\n */\n getLargestCompletedChapterId(): number {\n let chapterId = 0;\n let models = GameModelManager.getMainDatingEventScenesModel();\n for (let i = 0; i < models.length; i++) {\n if (models[i].status == 4) {\n chapterId = models[i].config.id;\n }\n }\n return chapterId;\n }\n\n /**\n * 根据奖励类型获取对应的奖励配置信息\n * @param catRewardConfigTpye 奖励类型\n * @returns 返回值为奖励配置信息\n */\n getCatRewardConfigByConfigType(catRewardConfigTpye: CatRewardConfigTpye): CatRewardConfig[] {\n let ret: CatRewardConfig[] = [];\n let cfg = ConfigManager.getAllConfig(catRewardConfig);\n for (let id in cfg) {\n if (cfg[id].rewardType == catRewardConfigTpye) {\n ret.push({\n id: Number(id), rewardTpye: cfg[id].rewardType, rewardUnlockCondition: cfg[id].rewardUnlockCondition, rewardTaskDescription: cfg[id].rewardTaskDescription,\n catFoodNumber: cfg[id].CatFoodNumber, cannedNumber: cfg[id].CannedNumber, clothedId: cfg[id].ClothesId, specialPlotId: cfg[id].SpecialPlotId\n });\n }\n }\n return ret;\n }\n\n /**\n * 获取饭统等级配置信息\n * @returns 返回值为饭统等级配置信息\n */\n getCatLevelConfig(): CatLevelConfig[] {\n let ret: CatLevelConfig[] = [];\n let cfg = ConfigManager.getAllConfig(catLevelConfig);\n for (let id in cfg) {\n ret.push({ level: cfg[id].level, totalExp: cfg[id].totalExp, expForLevelUp: cfg[id].expForLevelUp });\n }\n return ret;\n }\n\n /**\n * 根据套装ID获取该套装的配置信息表\n * @param suitId 套装ID\n * @returns 返回值为该套装的配置信息表\n */\n getSuitConfigBySuitId(suitId: number): SuitConfig[] {\n let ret: SuitConfig[] = [];\n let cfg = ConfigManager.getAllConfig(suitConfig);\n for (let id in cfg) {\n if (suitId == cfg[id].suitId) {\n ret.push({\n clothingType: cfg[id].clothingType, clothingId: cfg[id].clothingId, suitId: cfg[id].suitId,\n clothingName: cfg[id].clothingName, unlockCondition: cfg[id].unlockCondition, isUnlock: cfg[id].isUnlock\n });\n }\n }\n return ret;\n }\n\n /**\n * 根据套装ID保存该套装已解锁的服装\n * @param suitId 套装ID\n * @param clothingId 服装ID\n */\n saveUnlockClothingBySuitId(suitId: number, clothingId: number) {\n let unlockClothing = GameRecord.globalVariables[this.UnlockSuit + suitId] as number[];\n unlockClothing = unlockClothing ? unlockClothing : [];\n if (unlockClothing.indexOf(clothingId) == -1) {\n unlockClothing.push(clothingId);\n let temp = [...unlockClothing];\n GameRecord.globalVariables[this.UnlockSuit + suitId] = temp;\n GameRecord.saveRecord();\n }\n }\n\n /**\n * 根据套装ID获取该套装已解锁的服装\n * @param suitId 套装ID\n * @returns 返回值为该套装已解锁的服装\n */\n getUnlockClothingBySuitId(suitId: number): number[] {\n let unlockClothing = GameRecord.globalVariables[this.UnlockSuit + suitId] as number[];\n unlockClothing = unlockClothing ? unlockClothing : [];\n return unlockClothing;\n }\n\n /**\n * 通过套装ID获取该套装现在的穿着状态\n * @param suitId 套装ID\n * @returns 返回值为该套装的穿着状态\n */\n checkSuitStatus(suitId: number): SuitStatus {\n let suitConfig = this.getSuitConfigBySuitId(suitId);\n let unlockClothing = this.getUnlockClothingBySuitId(suitId);\n let usingSuitId = this.getUsingSuitId();\n if (suitConfig.length !== unlockClothing.length) {\n return SuitStatus.Lock;\n }\n if (suitId !== usingSuitId) {\n return SuitStatus.Unlock;\n } else {\n return SuitStatus.Wear;\n }\n }\n\n /**\n * 存储被点击过的套装ID\n * @param suitId 套装ID\n */\n saveSuitIsClicked(suitId: number) {\n let clickedSuitId = GameRecord.globalVariables[this.ClickedSuitId] as number[];\n clickedSuitId = clickedSuitId ? clickedSuitId : [];\n if (clickedSuitId.indexOf(suitId) == -1) {\n clickedSuitId.push(suitId);\n let temp = [...clickedSuitId];\n GameRecord.globalVariables[this.ClickedSuitId] = temp;\n GameRecord.saveRecord();\n }\n }\n\n /**\n * 通过套装ID获取该套装有没有被点击过\n * @param suitId 套装ID\n * @returns 返回值为该套装有没有被点击过\n */\n getSuitIsClicked(suitId: number): boolean {\n let clickedSuitId = GameRecord.globalVariables[this.ClickedSuitId] as number[];\n clickedSuitId = clickedSuitId ? clickedSuitId : [];\n if (clickedSuitId.indexOf(suitId) == -1) {\n return false;\n }\n return true;\n }\n\n /**\n * 保存分享过的套装ID到存档\n * @param suitId 套装ID\n */\n saveSuitShareStatusBySuitId(suitId: number) {\n let shareSuitId = GameRecord.globalVariables[this.ShareSuitId] as number[];\n shareSuitId = shareSuitId ? shareSuitId : [];\n if (shareSuitId.indexOf(suitId) == -1) {\n shareSuitId.push(suitId);\n let temp = [...shareSuitId];\n GameRecord.globalVariables[this.ShareSuitId] = temp;\n GameRecord.saveRecord();\n }\n }\n\n /**\n * 根据套装ID检查该套装是否被分享过\n * @param suitId 套装ID\n * @returns 返回值为该套装是否被分享过\n */\n checkIsShowSuitShareBtnBySuitId(suitId: number): boolean {\n let suitConfig = this.getSuitConfigBySuitId(suitId);\n let unlockClothing = this.getUnlockClothingBySuitId(suitId);\n if (suitConfig.length !== unlockClothing.length) {\n return false;\n }\n let shareSuitId = GameRecord.globalVariables[this.ShareSuitId] as number[];\n shareSuitId = shareSuitId ? shareSuitId : [];\n let isShow = shareSuitId.indexOf(suitId) == -1;\n return isShow;\n }\n\n /**\n * 清除分享套装的存档记录\n */\n clearSuitShareRecord() {\n GameRecord.globalVariables[this.ShareSuitId] = [];\n GameRecord.saveRecord();\n }\n\n /**\n * 改变使用中的套装Id\n * @param suitId 套装Id\n */\n changeUsingSuitId(suitId: number) {\n GameRecord.globalVariables[this.UsingSuitId] = suitId;\n GameRecord.saveRecord();\n }\n\n /**\n * 获取正在使用中的套装ID\n * @returns 返回值为正在使用中的套装ID\n */\n getUsingSuitId(): number {\n let usingSuitId = GameRecord.globalVariables[this.UsingSuitId] as number;\n usingSuitId = usingSuitId ? usingSuitId : 1;\n return usingSuitId;\n }\n\n /**\n * 保存卧室背景类型\n * @param type 卧室背景类型\n */\n setBackgroundType(type: BackgroundType) {\n GameRecord.globalVariables[this.BackgroundType] = type;\n GameRecord.saveRecord();\n }\n\n /**\n * 获取卧室背景类型\n * @returns 返回值为卧室背景类型\n */\n getBackgroundType(): BackgroundType {\n let type = GameRecord.globalVariables[this.BackgroundType];\n type = type ? type : BackgroundType.Original;\n return type;\n }\n\n /**\n * 检查是否可更换卧室背景\n * @returns 返回值为是否可更换卧室背景\n */\n checkUnlockChangeBackground(): boolean {\n let canChange: boolean = false;\n let plotId: number = 12698;//55章剧情最后一个剧情ID\n let record = GameRecord.getPlotsInfo();\n if (record[`${plotId}`] && record[`${plotId}`].cnt >= 1) {\n canChange = true;\n }\n return canChange;\n }\n}\n\nexport let BedRoomCatModelManager = new BedRoomCatModelManager1();"]}