221 lines
6.9 KiB
TypeScript
221 lines
6.9 KiB
TypeScript
// Learn TypeScript:
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// - https://docs.cocos.com/creator/manual/en/scripting/typescript.html
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// Learn Attribute:
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// - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html
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// Learn life-cycle callbacks:
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// - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html
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import JiaZai from "./JiaZai";
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import MapConroler from "./Map";
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import SceneManager from "./SceneManager";
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import { MiniGameSdk } from "./Sdk/MiniGameSdk";
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import { getGiveUpLosses, renderGiveUpConfirmation } from "./GiveUpConfirmation";
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const { ccclass, property } = cc._decorator;
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@ccclass
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export default class setUi extends cc.Component {
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static _instance: any;
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time: number = 0;
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@property(cc.Node)
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music: cc.Node = null;
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@property(cc.Node)
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effect: cc.Node = null;
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@property(cc.Node)
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vibrate: cc.Node = null;
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@property(cc.Node)
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win: cc.Node = null;
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@property(cc.Node)
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win2: cc.Node = null;
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@property({ type: [cc.SpriteFrame], tooltip: "放弃提示,依次为 giveup1~giveup6" })
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giveUpFrames: cc.SpriteFrame[] = [];
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musicState: boolean = true;
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effectState: boolean = true;
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vibrateState: boolean = true;
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onLoad() {
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this.musicState = cc.fx.GameConfig.GM_INFO.musicOpen;
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this.effectState = cc.fx.GameConfig.GM_INFO.effectOpen;
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this.vibrateState = cc.fx.GameConfig.GM_INFO.vibrateOpen;
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if (this.musicState == true) {
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this.music.children[0].active = true;
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} else {
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this.music.children[1].active = true;
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}
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if (this.effectState == true) {
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this.effect.children[0].active = true;
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} else {
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this.effect.children[1].active = true;
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}
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if (this.vibrate != null) {
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if (this.vibrateState == true) {
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this.vibrate.children[0].active = true;
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} else {
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this.vibrate.children[1].active = true;
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}
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}
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}
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start() {
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}
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clickMusic() {
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if (this.musicState) {
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this.musicState = false;
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cc.fx.GameConfig.GM_INFO.musicOpen = this.musicState;
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this.setMusicConfig();
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this.music.children[0].active = false;
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this.music.children[1].active = true;
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//如果音乐关闭了,则停止音乐
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cc.fx.AudioManager._instance.releaseBackgroundMusicFromMemory();
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}
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else {
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cc.fx.AudioManager._instance.stopMusic();
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this.musicState = true;
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cc.fx.GameConfig.GM_INFO.musicOpen = this.musicState;
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this.setMusicConfig();
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this.music.children[0].active = true;
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this.music.children[1].active = false;
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cc.fx.AudioManager._instance.playMusicGame();
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}
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}
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setMusicConfig() {
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let audioInfo = {
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"musicOpen": cc.fx.GameConfig.GM_INFO.musicOpen, //音乐
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"effectOpen": cc.fx.GameConfig.GM_INFO.effectOpen, //音效
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"vibrateOpen": cc.fx.GameConfig.GM_INFO.vibrateOpen, //震动
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}
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cc.fx.StorageMessage.setStorage("music", audioInfo);
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}
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clickEffect() {
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if (this.effectState) {
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this.effectState = false;
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cc.fx.GameConfig.GM_INFO.effectOpen = this.effectState;
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cc.fx.AudioManager._instance.releaseEffectsFromMemory();
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this.setMusicConfig();
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this.effect.children[0].active = false;
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this.effect.children[1].active = true;
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}
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else {
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this.effectState = true;
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cc.fx.GameConfig.GM_INFO.effectOpen = this.effectState;
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this.setMusicConfig();
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this.effect.children[0].active = true;
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this.effect.children[1].active = false;
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}
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}
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clickVibrate() {
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if (this.vibrateState) {
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this.vibrateState = false;
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cc.fx.GameConfig.GM_INFO.vibrateOpen = this.vibrateState;
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this.setMusicConfig();
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this.vibrate.children[0].active = false;
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this.vibrate.children[1].active = true;
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}
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else {
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this.vibrateState = true;
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cc.fx.GameConfig.GM_INFO.vibrateOpen = this.vibrateState;
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this.setMusicConfig();
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this.vibrate.children[0].active = true;
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this.vibrate.children[1].active = false;
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}
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}
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syncToggleState() {
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}
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//退出游戏
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clickExit() {
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cc.fx.AudioManager._instance.playEffect("anniu_little", null);
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const map = MapConroler._instance;
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if (!map.gameStart) {
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map.returnHome();
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return;
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}
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map.trackFinishi("give_up");
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map.powerState = cc.fx.GameTool.getUserPowerTime();
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if (!this.showGiveUpConfirmation(false)) map.returnHome();
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}
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private showGiveUpConfirmation(restart: boolean): boolean {
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this.cancelExit();
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const panel = cc.fx.GameConfig.usesRainbowWinStreakUI() ? this.win2 : this.win;
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const content = panel.getChildByName("Health");
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const losses = getGiveUpLosses(MapConroler._instance.powerState);
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if (!renderGiveUpConfirmation(content, this.giveUpFrames, losses)) return false;
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content.getChildByName("return").active = !restart;
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content.getChildByName("queding").active = restart;
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panel.active = true;
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panel.scale = 0.3;
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cc.tween(panel)
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.to(0.2, { scale: 1.05 }, { easing: 'backOut' })
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.to(0.15, { scale: 1.0 }, { easing: 'sineOut' })
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.start();
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return true;
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}
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returnHome() {
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if (cc.fx.GameConfig.GM_INFO.otherLevel == 0) {
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console.log("3从二级页面点击重开3");
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cc.fx.GameTool.setWinStreak("fail");
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MapConroler._instance.trackFinishi();
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}
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MapConroler._instance.returnHome();
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}
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//重开游戏
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clickRestart(event, customEventData) {
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cc.fx.AudioManager._instance.playEffect("anniu_little", null);
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const map = MapConroler._instance;
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if (!map.gameStart) {
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map.againLevel();
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return;
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}
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map.powerState = cc.fx.GameTool.getUserPowerTime();
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if (customEventData !== "hp") {
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if (!this.showGiveUpConfirmation(true)) map.againLevel();
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return;
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}
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// 保留原有确认重试后的连胜处理和重新开局调用。
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if (map.powerState || cc.fx.GameConfig.GM_INFO.otherLevel == 0) {
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cc.fx.GameTool.setWinStreak("fail");
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map.trackFinishi("give_up");
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}
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map.againLevel();
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}
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//取消
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cancelExit() {
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this.win.active = false;
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this.win2.active = false;
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}
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//关闭ui
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closeUi() {
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cc.fx.AudioManager._instance.playEffect("anniu_little", null);
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if (this.node) {
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this.node.active = false;
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}
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}
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// update (dt) {}
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}
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