Launcher.js.map
24.3 KB
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{ SDK } from \"simba-sdk\";\nimport { GameRecord, initAVG, PlotManager } from \"../avg/AVG\";\nimport { DummyLabel, DummyNode, DummyProgressBar, DummySprite } from \"../common/CCDummyObjects\";\nimport { AudioManager } from \"simba-cc-audio-manager\";\nimport { UIManager } from \"../common/gameplay/managers/UIManager\";\nimport { AnimationUtils } from \"../common/utils/AnimationUtils\";\nimport { GameConfig } from \"../GameConfig\";\nimport { LoadingState } from \"./Enums\";\nimport GameDotMgr from \"./GameDotMgr\";\nimport { GameModelManager } from \"./model/GameModelManager\";\nimport AlertDialogViewPresenter from \"./ui/presenter/AlertDialogViewPresenter\";\nimport MainViewPresenter from \"./ui/presenter/MainViewPresenter\";\nimport { AlertDialogViewProps } from \"./ui/view/type/AlertDialogView\";\nimport PortraitFixComponent from \"../common/components/PortraitFixComponent\";\nimport { ResUtils } from \"simba-cc-resutils\";\nimport CCGameCenterComponent from \"../cooperation/script/CCGameCenterComponent\";\nimport CCGameCenterNodeFactory from \"../cooperation/script/CCGameCenterNodeFactory\";\nimport CustomerServiceDataCenter from \"../customerService/script/CustomerServiceDataCenter\";\nimport { EventCenter } from \"../cooperation/event/EventCenter\";\nimport { CompositeDisposable } from \"../cooperation/event/EventKit\";\nimport UnlockSpecialPlotEventManager from \"./model/UnlockSpecialPlotEventManager\";\nimport { UnlockItemModelManager } from \"./model/UnlockItemModelManager\";\nimport { UnlockSpecialPlotModelManager } from \"./model/UnlockSpecialPlotModelManager\";\nimport { BedRoomCatModelManager } from \"./model/BedRoomCatModelManager\";\nimport { initExchangeCode } from \"simba-sdk-exchangecode\";\n\nconst { ccclass, property } = cc._decorator;\n\n\n@ccclass\nexport default class Launcher extends cc.Component {\n\n @property({ type: cc.ProgressBar, displayName: \"进度条\" })\n progressBar: cc.ProgressBar = DummyProgressBar;\n\n @property({ type: cc.Label, displayName: \"进度展示文本\" })\n progressLabel: cc.Label = DummyLabel;\n\n @property({ type: cc.Node, displayName: \"UI根结点\" })\n uiRootNode: cc.Node = DummyNode;\n\n @property({ type: cc.Node, displayName: \"场景最上层弱提示根结点\" })\n toastParentNode: cc.Node = DummyNode;\n\n @property({ type: cc.Node, displayName: \"加载界面节点\" })\n loadingNode: cc.Node = DummyNode;\n\n @property({ type: cc.Node, displayName: \"加载界面人物图\" })\n loadingRoleNode: cc.Node = DummyNode;\n\n @property({ type: cc.Node })\n VerbRoot: cc.Node = DummyNode;\n\n @property({ tooltip: \"是否加载导量UI\" })\n isLoadGameCenter: boolean = false;\n\n @property({ type: cc.Label, displayName: \"玩家ID文本\" })\n userIdLabel: cc.Label = DummyLabel;\n\n @property({ type: cc.Node, displayName: \"热更节点\" })\n hotUpdateNode: cc.Node = DummyNode;\n\n @property(cc.Sprite)\n bgSpr: cc.Sprite = DummySprite;\n\n loginCount: number = 0;\n private _gameCenterViewNode: cc.Node = DummyNode;\n private _disposable: CompositeDisposable = new CompositeDisposable;\n\n async onLoad() {\n this.screenAdapter();\n if (cc.sys.isNative) {\n this._disposable.add(EventCenter.GameStart.on(this.onGameStart));\n let hotNode = await ResUtils.createWithPrefab('prefab/HotUpdate');\n hotNode.parent = this.hotUpdateNode;\n }\n\n this.scheduleOnce(() => {\n this.preloadView();\n this.preloadDir();\n });\n //关闭fps展示\n cc.debug.setDisplayStats(GameConfig.showFPS);\n /**关闭多点触摸 特效层将不能使用 */\n cc.macro.ENABLE_MULTI_TOUCH = false;\n this.fixScreenSize();\n this.scheduleOnce(async () => {\n try {\n let node = await ResUtils.createWithPrefab('prefab/ui/VerbView');\n node.parent = this.VerbRoot;\n } catch (error) {\n console.error(error);\n }\n if (!this.isLoadGameCenter) return;\n //加载矩阵导量UI\n try {\n this._disposable.add(EventCenter.SHOW_GAME_CENTER_LIST_VIEW.on(this.onShowGameCenterListView));\n let gameCenterMomentItem = await ResUtils.loadRes('prefab/cooperation/GameCenterMomentItem', cc.Prefab);\n CCGameCenterNodeFactory.getInstance().registerMomentPrefab(gameCenterMomentItem);\n let gameCenterBtn = await ResUtils.loadRes('prefab/cooperation/GameCenterBtn', cc.Prefab);\n let gameCenterView = await ResUtils.loadRes('prefab/cooperation/GameCenterView', cc.Prefab);\n let cooperationItem = await ResUtils.loadRes('prefab/cooperation/CooperationItem', cc.Prefab);\n let cCGameCenterComponent = this.node.addComponent(CCGameCenterComponent);\n cCGameCenterComponent.gameCenterBtnPrefab = gameCenterBtn;\n cCGameCenterComponent.gameCenterViewPrefab = gameCenterView;\n cCGameCenterComponent.gameCenterItemPrefab = cooperationItem;\n cCGameCenterComponent.gameCenterMomentPrefab = gameCenterMomentItem;\n cCGameCenterComponent.gameCenterParentNode = this.node;\n cCGameCenterComponent.appID = \"wx7a067b995e670485\";\n cCGameCenterComponent.gameID = \"yybs\";\n cCGameCenterComponent.gameChannel = \"wechat\";\n cCGameCenterComponent.isRelease = !GameConfig.debug;\n\n cCGameCenterComponent.init();\n } catch (error) {\n console.error(error);\n }\n });\n CustomerServiceDataCenter.getInstance().init();\n ResUtils.loadRes(\"audio/bgm/bayinhe\", cc.AudioClip);\n ResUtils.loadRes(\"audio/bgm/wanshengj\", cc.AudioClip);\n }\n\n /**创建prefab对应的节点 */\n createNode(gameCenterViewPrefab: cc.Prefab) {\n if (!gameCenterViewPrefab) {\n cc.error(\"gameCenterViewPrefab is not set , please check it over\");\n } else {\n this._gameCenterViewNode = cc.instantiate(gameCenterViewPrefab);\n }\n let parentNode: cc.Node = cc.director.getScene();\n this._gameCenterViewNode.parent = parentNode;\n this._gameCenterViewNode.position = cc.v3(cc.winSize.width / 2, cc.winSize.height / 2, 0);\n }\n /**控制游戏列表是否展示 */\n onShowGameCenterListView = (isShow: boolean) => {\n if (!this._gameCenterViewNode) {\n return;\n }\n this._gameCenterViewNode.active = isShow;\n }\n fixScreenSize() {\n // let comp = this.loadingRoleNode.getComponent(PortraitFixComponent);\n // if (comp) {\n // comp.fixScreenSize(false);\n // }\n let sf = this.bgSpr.spriteFrame;\n this.node.getComponent(cc.Widget).updateAlignment();\n let sizeSF = sf.getOriginalSize();\n let nodeSize = cc.size(this.node.width, this.node.height);\n let scaleTemp = 1;\n let scaleX = nodeSize.width / sizeSF.width;\n let scaleY = nodeSize.height / sizeSF.height;\n scaleTemp = Math.max(scaleX, scaleY);\n this.bgSpr.node.scale = scaleTemp;\n }\n\n preloadView() {\n // let viewList: string[] = [\n // 'prefab/ui/MainView',\n // 'prefab/ui/MessageView',\n // 'prefab/ui/message/MessageEntryItem',\n // 'prefab/ui/BedroomView',\n // 'prefab/ui/discover/SettingView'\n // ]\n let viewList: string[] = [\n 'prefab/ui/MainView',\n 'prefab/ui/MessageView',\n 'prefab/ui/message/MessageEntryItem'\n ]\n cc.resources.preload(viewList, (error: Error, items: any[]) => {\n });\n }\n\n preloadDir() {\n cc.resources.preloadDir('plots');//剧情数据\n cc.resources.preloadDir('userdata/language');//语言配置\n cc.resources.preloadDir('config');//剧情配置\n // cc.resources.preloadDir('textures/items');\n }\n\n screenAdapter() {\n let winSize = cc.winSize;\n if (winSize.width / winSize.height > 720 / 1280) {\n let canvas = this.node.getComponent(cc.Canvas);\n canvas.fitWidth = true;\n canvas.fitHeight = true;\n }\n }\n\n start() {\n if (!cc.sys.isNative)\n this.initializeGame();\n }\n\n onGameStart = () => {\n this.initializeGame();\n }\n\n async initializeGame() {\n AudioManager.init(\"audio/bgm/\", \"audio/effect/\", \"audio/voice/\");\n while (true) {\n try {\n await UIManager.init(this.uiRootNode!, this.toastParentNode!);\n break;\n } catch (e) {\n console.error(e);\n }\n }\n\n AnimationUtils.animateProgress(this.progressBar!, 0.2);\n let ret = false;\n let tryCount = 0;\n while (!ret && tryCount < 3) {\n tryCount++;\n ret = await SDK.init();\n // initExchangeCode();\n }\n if (!ret) {\n UIManager.showToast(\"SDK init failed. sdk初始化失败\");\n return;\n }\n AnimationUtils.animateProgress(this.progressBar, 0.4, 1, this.progressLabel);\n await this.loginGame();\n }\n\n lateInit = async () => {\n let mainViewPromise = UIManager.pushPresenter(MainViewPresenter, undefined);\n AnimationUtils.animateProgress(this.progressBar, 0.6, 1, this.progressLabel);\n if (CC_DEV) {\n globalThis['PlotManager'] = PlotManager;\n globalThis['GameRecord'] = GameRecord;\n let ConfigManager = require('simba-config-manager')\n globalThis['ConfigManager'] = ConfigManager;\n }\n await initAVG();\n //解决清档\n await this.dealEmptyRecord();\n if (GameConfig.EMPTY_RECORD_WHEN_LOGIN) {\n PlotManager.stop();\n await GameRecord.emptyRecords();\n }\n AnimationUtils.animateProgress(this.progressBar, 0.8, 1, this.progressLabel);\n await PlotManager.start(0, false);\n AnimationUtils.animateProgress(this.progressBar, 0.9, 1, this.progressLabel);\n await initExchangeCode();\n // init game data\n await GameModelManager.init((value: number) => {\n AnimationUtils.animateProgress(this.progressBar, value, 1, this.progressLabel);\n });\n GameDotMgr.getInstance().dotLoading(LoadingState.LoadingStart);\n AnimationUtils.animateProgress(this.progressBar, 0.95, 1, this.progressLabel);\n GameDotMgr.getInstance().dotLoading(LoadingState.LoadingEnd);\n (await mainViewPromise).start();\n AnimationUtils.animateProgress(this.progressBar, 1.0, 1, this.progressLabel);\n // GameDotMgr.getInstance().dotLoading(LoadingState.EnterLobby);\n this.loadingNode.active = false;\n //检查是否解锁手表次留番外\n UnlockSpecialPlotEventManager.getInstance().nextDayUnlockedSpecialPlot(4);\n //进入游戏首先判断是否为第二天并改变相关功能状态\n BedRoomCatModelManager.checkIsNextDay();\n }\n\n loginGame = async () => {\n return new Promise<void>(async (resolve, reject) => {\n this.loginCount++;\n try {\n let ret = await SDK.login();\n if (ret) {\n this.userIdLabel.string = ret.playerId;\n await this.lateInit();\n resolve();\n }\n } catch (error) {\n if (this.loginCount > 3) {\n this.showLoginFailed();\n reject(new Error(\"登录失败\"));\n } else if (error == \"timeout\") {\n this.loginGame();\n }\n }\n });\n }\n\n showLoginFailed() {\n let temp: AlertDialogViewProps =\n {\n dataptr: {},\n titlecontent: \"网络错误\",\n content: \"是否重新连接?\",\n ishasad: false,\n istwobtn: true,\n adconfig: \"\",\n hasBanner: false,\n callback: (type, ret) => {\n if (ret) {\n this.loginCount = 0;\n this.loginGame();\n } else {\n cc.director.end();\n }\n }\n };\n UIManager.pushPresenter(AlertDialogViewPresenter, temp);\n }\n\n async dealEmptyRecord() {\n /**此次执行清档操作的版本号 */\n let optionV = \"1.0.2\";\n /**需要清档的玩家注册版本号列表 */\n let needEmptyRegVersionArr: string[] = [\"1.0.0\", \"1.0.1\"];\n let emptyVersionRecordKey = \"empty_record_versions\";\n let needEmpty: boolean = this.checkIsNeedEmptyRecord(optionV, emptyVersionRecordKey, needEmptyRegVersionArr);\n console.log(\"是否需要清档操作:\", needEmpty);\n if (needEmpty) {\n await GameRecord.emptyRecords();\n GameRecord.globalVariables[emptyVersionRecordKey] = optionV;\n GameRecord.saveRecord();\n }\n }\n\n checkIsNeedEmptyRecord(optionV: string, emptyVersionRecordKey: string, needEmptyRegVersionArr: string[]): boolean {\n let empty = false;\n let regV = GameRecord.globalVariables[\"register_version\"] as string;\n //不存在或者当前注册版本不在需要清档的版本内容中,则直接返回不需要清档\n if (!regV || needEmptyRegVersionArr.findIndex((v) => v == regV) === (-1)) {\n return false;\n }\n\n let emptyRecordVersionString: string = GameRecord.globalVariables[emptyVersionRecordKey] as string;\n if (!emptyRecordVersionString || \"\" === emptyRecordVersionString.trim()) {\n return true;\n }\n empty = emptyRecordVersionString != optionV;\n return empty;\n }\n}"]}