Launcher.js.map 20.3 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 { ResUtils } from \"simba-cc-resutils\";\nimport CustomerServiceDataCenter from \"../customerService/script/CustomerServiceDataCenter\";\nimport UnlockSpecialPlotEventManager from \"./model/UnlockSpecialPlotEventManager\";\nimport { initExchangeCode } from \"simba-sdk-exchangecode\";\nimport { CompositeDisposable } from \"../event/EventKit\";\nimport { EventCenter } from \"../event/EventCenter\";\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        });\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 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        ]\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    }\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}"]}