更新复活补丁
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@ -5427,7 +5427,6 @@ export default class MapConroler extends cc.Component {
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runRewiveCopy() {
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if (!this.isMapRuntimeAlive()) return;
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this.isreview = true;
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MiniGameSdk.API.showToast("继续游戏");
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this.gameOver = false;
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this.gameWin = false;
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if (this.iceTrue() == false && !this.isPauseOpen() && !this.shopPause) {
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@ -5435,9 +5434,6 @@ export default class MapConroler extends cc.Component {
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}
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this.timeNumber = 31;
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this.add_Time += 30;
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NumberToImage.getTimeMargi3(30, 45, "company_", this.timeLabel)
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this.blockNum = this.blocks.length;
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if (this.canCompleteLevel()) this.nextLevel(1);
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this.releaseLosePanel();
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setTimeout(() => {
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if (!this.isMapRuntimeAlive()) return;
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@ -5446,6 +5442,15 @@ export default class MapConroler extends cc.Component {
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this.stopTimeCutDown();
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}
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// 展示与胜利检查保留在礼包发奖收尾,避免阻断复活或提前触发结算。
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finishRewiveCopy() {
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if (!this.isMapRuntimeAlive()) return;
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MiniGameSdk.API.showToast("继续游戏");
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NumberToImage.getTimeMargi3(30, 45, "company_", this.timeLabel)
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this.blockNum = this.blocks.length;
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if (this.canCompleteLevel()) this.nextLevel(1);
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}
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//上传数数游戏完成事件 可成功可失败
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trackFinishi(name, customEventData) {
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let overTime = Date.now();
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@ -140,12 +140,18 @@ export default class Revive extends cc.Component {
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if (uid !== cc.fx.GameConfig.GM_INFO.uid || !order || !/^reborn_Gift(?:_[2-5])?$/.test(productId)) return;
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const currentRun = purchaseMap && cc.isValid(purchaseMap, true) && MapConroler._instance === purchaseMap;
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if (currentRun) purchaseMap.recordRebornGiftPurchase(order);
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if (cc.fx.GameTool.shopBuy(productId, false, { outTradeNo: order }) === false) return;
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if (cc.fx.GameTool.shopBuy(productId, false, {
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outTradeNo: order,
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onRebornGiftGranted: () => {
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// 旧局订单仍发奖励,但不能复活新局。
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if (currentRun) {
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cc.fx.GameConfig.GM_INFO.revive = 0;
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purchaseMap.runRewiveCopy();
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}
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},
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}) === false) return;
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this.buyGift();
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// 旧局订单仍发奖励,但不能复活新局或提高新局的礼包价格。
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if (currentRun) {
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this.revivew(purchaseMap);
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}
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if (currentRun) this.revivew(purchaseMap);
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}
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addListener() {
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@ -174,7 +180,6 @@ export default class Revive extends cc.Component {
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}
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//发奖励
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revivew(map: MapConroler) {
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cc.fx.GameConfig.GM_INFO.revive = 0;
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if (map) map.setPropNum();
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const jiazaiNode = cc.find("Canvas"); // 假设 JiaZai 挂在 Canvas 节点
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const jiazaiComp = jiazaiNode && jiazaiNode.getComponent(JiaZai);
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@ -197,7 +202,7 @@ export default class Revive extends cc.Component {
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this.node.active = false;
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}
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}, 200);
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if (map && cc.isValid(map)) map.runRewiveCopy();
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if (map && cc.isValid(map)) map.finishRewiveCopy();
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}
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buyProduct(customData) {
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// cc.fx.GameTool.shopBuy("revive", false);
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@ -576,8 +576,8 @@ var GameTool = {
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// MiniGameSdk.API.showToast(data);
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}
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else {
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// let data = "消耗" + (-coin) + "金币";
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// MiniGameSdk.API.showToast(data);
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let data = "消耗" + (-coin) + "金币";
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MiniGameSdk.API.showToast(data);
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}
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if (cc.fx.GameConfig.GM_INFO.coin < 0) {
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cc.fx.GameConfig.GM_INFO.coin = 0;
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@ -1258,6 +1258,7 @@ var GameTool = {
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}
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this.getShopProp(propData3, compensate);
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if (rebornOrderKey) cc.fx.StorageMessage.setStorage(rebornOrderKey, true);
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if (orderContext?.onRebornGiftGranted) orderContext.onRebornGiftGranted();
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break;
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case "starter_pack": {
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const reward = starterPackReward();
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