"use strict"; cc._RF.push(module, 'c5692vnhwNF5J9nI7VNKQNW', 'GameConfig'); // Script/module/Config/GameConfig.ts "use strict"; var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.GameConfig = void 0; var share_1 = require("../Share/share"); var _a = cc._decorator, ccclass = _a.ccclass, property = _a.property; var GameConfig = /** @class */ (function () { function GameConfig() { } GameConfig_1 = GameConfig; Object.defineProperty(GameConfig, "Instance", { //游戏内信息 get: function () { if (this._instance == null) { this._instance = new GameConfig_1(); } return this._instance; }, enumerable: false, configurable: true }); //getSeedRandom GameConfig.init = function (Authentication) { this.CLICK_init(); this.LEVEL_INFO_init(); this.GM_INFO_init(); var self = this; // cc.resources.load('Json/CLICK_DATA', (err: any, res: cc.JsonAsset) => { // if (err) { // return; // } // let jsonData: object = res.json!; // self.CLICK_DATA = jsonData["data"]; // }) // cc.resources.load('Json/LEVEL_INFO', (err: any, res: cc.JsonAsset) => { // if (err) { // return; // } // let jsonData: object = res.json!; // self.LEVEL_INFO = jsonData["data"]; // }) // cc.resources.load('Json/GM_INFO', (err: any, res: cc.JsonAsset) => { // if (err) { // if(!Authentication) self.Authentication(); // return; // } // let jsonData: object = res.json!; // self.GM_INFO = jsonData["data"]; // cc.fx.GameTool.getCustom(false); // if(!Authentication) self.Authentication(); // }) //GAME_DATA 废弃了,暂时不删除以防后面修改回 一整局传一次 this.GAME_DATA = []; this.CUSTOM_INFO = [ //第一难度 { moveSpeed: 0, waitTime: 20, fastPath: 5 //最短路径 }, //第二难度 { moveSpeed: 0, waitTime: 20, fastPath: 5 //最短路径 }, //第三难度 { moveSpeed: 0, waitTime: 20, fastPath: 5 //最短路径 }, //第四难度 { moveSpeed: 0, waitTime: 20, fastPath: 5 //最短路径 }, //第五难度 { moveSpeed: 0, waitTime: 20, fastPath: 5 //最短路径 }, //第六难度 { moveSpeed: 0, waitTime: 20, fastPath: 5 //最短路径 }, //第七难度 { moveSpeed: 0, waitTime: 20, fastPath: 5 //最短路径 }, //第八难度 { moveSpeed: 0, waitTime: 20, fastPath: 5 //最短路径 }, //第九难度 { moveSpeed: 0, waitTime: 20, fastPath: 5 //最短路径 }, //第十难度 { moveSpeed: 0, waitTime: 20, fastPath: 5 //最短路径 } ]; share_1.WeChat.setShare(location.href); if (!Authentication) self.Authentication(); }; //数据备用 GameConfig.GM_INFO_init = function () { this.GM_INFO = { // isEnd: false, mean_Time: 0, total: 0, currSeed: 200000, gameId: "100012", userId: 0, guide: false, url: "https://api.sparkus.cn", success: false, matchId: null, custom: 0, round: 0, level: 0, stepTimeList: 0, successList: [], fen: 0, score: 0, igniteCount: 0, min_Steps: 0, min_Time: 0 //每一把上次距离洪峰到来时间 }; }; GameConfig.GM_INFO_SET = function (key, value) { this.GM_INFO[key] = value; }; GameConfig.CLICK_init = function () { this.CLICK_DATA = { type: 1, success: false, round: 0, getScore: 0, cumulativeScore: 0, mapId: "", difficulty: 0, optimizedSteps: 0, usedSteps: 0, stepList: [], startTime: -1, submitTime: -1, duration: 0, drawingBack: 0, drawingReset: 0, timer: 0, }; }; GameConfig.CLICK_SET = function (key, value) { this.CLICK_DATA[key] = value; }; GameConfig.LEVEL_INFO_init = function () { this.TIME_INFO = { waterSpeed: [0.3, 0.25, 0.2, 0.18, 0.16, 0.14, 0.12, 0.1], totalTime: 20, waterTime: [10, 12, 14, 16, 18, 20, 20, 20], roadSpeed: 0.2, ReinforceSpeed: 0.2, Xi_SoilSpeed: 0.2, }; this.LEVEL_INFO = [{ "id": "0001", "start": [['r'], ['b'], ['g']], "goal": [[], ['r', 'g'], ['b']], "middle": [[['b', 'r', 'g'], [], []], [['g'], ['b'], ['r']], [['r', 'b'], ['g'], []]], "steps": 17 //最大步数 }]; // 0 12 3 // 312 0 0 2 3 1 13 2 0 }; GameConfig.Authentication = function () { cc.fx.GameTool.Authentication(); }; var GameConfig_1; //所有控制信息都通过GameAppStart内控制 GameConfig._instance = null; GameConfig = GameConfig_1 = __decorate([ ccclass('GameConfig') ], GameConfig); return GameConfig; }()); exports.GameConfig = GameConfig; cc._RF.pop();