更新无限体力

This commit is contained in:
YZ\249929363 2025-07-18 12:08:33 +08:00
parent 69f5b2d2db
commit 00ec26b4d2
6 changed files with 226 additions and 49 deletions

View File

@ -215,7 +215,7 @@ export default class GameManager extends cc.Component {
if (typeof wx !== 'undefined' && wx !== null) { if (typeof wx !== 'undefined' && wx !== null) {
MiniGameSdk.API.shushu_Init(); MiniGameSdk.API.shushu_Init();
Utils.getUserInfo((data) => { Utils.getUserInfo((data) => {
console.log("登陆成功", data); console.log("登陆成功_____________", data);
if (data.data._id) { if (data.data._id) {
cc.fx.GameConfig.GM_INFO.uid = data.data._id; cc.fx.GameConfig.GM_INFO.uid = data.data._id;
cc.fx.StorageMessage.setStorage("uid", data.data._id); cc.fx.StorageMessage.setStorage("uid", data.data._id);
@ -226,6 +226,8 @@ export default class GameManager extends cc.Component {
cc.fx.GameConfig.GM_INFO.allOutTradeNo = data.data.outTradeNo; cc.fx.GameConfig.GM_INFO.allOutTradeNo = data.data.outTradeNo;
console.log("______________________________有未发放奖励", cc.fx.GameConfig.GM_INFO.allOutTradeNo); console.log("______________________________有未发放奖励", cc.fx.GameConfig.GM_INFO.allOutTradeNo);
} }
this.setUserPower(data);
let levelInfo = cc.fx.StorageMessage.getStorage("level"); let levelInfo = cc.fx.StorageMessage.getStorage("level");
//旧的读取数据设置数据方法,以强联网为主 //旧的读取数据设置数据方法,以强联网为主
if (levelInfo == undefined || levelInfo == "" || levelInfo == null) { if (levelInfo == undefined || levelInfo == "" || levelInfo == null) {
@ -405,20 +407,21 @@ export default class GameManager extends cc.Component {
if (data.result.code == 404 && data.result.message == "未找到道具数据") { if (data.result.code == 404 && data.result.message == "未找到道具数据") {
console.log("没有道具信息,从用户接口拿到数据", propInfo); console.log("没有道具信息,从用户接口拿到数据", propInfo);
if (propInfo.freezeAmount == undefined || propInfo.hammerAmount == undefined || propInfo.magicAmount == undefined) { if (propInfo.freezeAmount == undefined || propInfo.hammerAmount == undefined || propInfo.magicAmount == undefined) {
console.log("2222222道具数据异常"); console.log("____________________道具数据异常");
cc.fx.GameConfig.GM_INFO.freezeAmount = 0; cc.fx.GameConfig.GM_INFO.freezeAmount = 3;
cc.fx.GameConfig.GM_INFO.hammerAmount = 0; cc.fx.GameConfig.GM_INFO.hammerAmount = 3;
cc.fx.GameConfig.GM_INFO.magicAmoun = 0; cc.fx.GameConfig.GM_INFO.magicAmoun = 3;
let propInfoNew = { let propInfoNew = {
"freezeAmount": cc.fx.GameConfig.GM_INFO.freezeAmount, "freezeAmount": cc.fx.GameConfig.GM_INFO.freezeAmount,
"hammerAmount": cc.fx.GameConfig.GM_INFO.hammerAmount, "hammerAmount": cc.fx.GameConfig.GM_INFO.hammerAmount,
"magicAmount": cc.fx.GameConfig.GM_INFO.magicAmoun, "magicAmount": cc.fx.GameConfig.GM_INFO.magicAmoun,
"timestamp": timestamp "timestamp": timestamp
} }
console.log("1111111上传道具信息:", propInfoNew); console.log("_______________上传道具信息:", propInfoNew);
cc.fx.StorageMessage.setStorage("prop", propInfoNew); cc.fx.StorageMessage.setStorage("prop", propInfoNew);
} }
else { else {
console.log("_______________________道具数据正常", propInfo);
// cc.fx.GameConfig.GM_INFO.freezeAmount = data.result.data.freeze; // cc.fx.GameConfig.GM_INFO.freezeAmount = data.result.data.freeze;
// cc.fx.GameConfig.GM_INFO.hammerAmount = data.result.data.hammer; // cc.fx.GameConfig.GM_INFO.hammerAmount = data.result.data.hammer;
// cc.fx.GameConfig.GM_INFO.magicAmount = data.result.data.magic_wand; // cc.fx.GameConfig.GM_INFO.magicAmount = data.result.data.magic_wand;
@ -426,16 +429,11 @@ export default class GameManager extends cc.Component {
cc.fx.GameConfig.GM_INFO.hammerAmount = propInfo.hammerAmount; cc.fx.GameConfig.GM_INFO.hammerAmount = propInfo.hammerAmount;
cc.fx.GameConfig.GM_INFO.magicAmount = propInfo.magicAmount; cc.fx.GameConfig.GM_INFO.magicAmount = propInfo.magicAmount;
} }
// cc.fx.GameConfig.GM_INFO.freezeAmount = propInfo.freezeAmount;
// cc.fx.GameConfig.GM_INFO.hammerAmount = propInfo.hammerAmount;
// cc.fx.GameConfig.GM_INFO.magicAmount = propInfo.magicAmount;
cc.fx.GameTool.setUserProp(0, 0, (data) => { cc.fx.GameTool.setUserProp(0, 0, (data) => {
}); });
} }
else if (data.result.code == 200) { else if (data.result.code == 200) {
// console.log("本地时间戳",propInfo.timestamp,"服务器时间戳",data.result.timestamp); console.log("本地时间戳", propInfo.timestamp, "服务器时间戳", data.result.timestamp);
if ((data.result.timestamp - propInfo.timestamp) < 10000) { if ((data.result.timestamp - propInfo.timestamp) < 10000) {
console.log("以前端道具为主:", propInfo); console.log("以前端道具为主:", propInfo);
if (propInfo.freezeAmount == undefined || propInfo.hammerAmount == undefined || propInfo.magicAmount == undefined) { if (propInfo.freezeAmount == undefined || propInfo.hammerAmount == undefined || propInfo.magicAmount == undefined) {
@ -547,12 +545,13 @@ export default class GameManager extends cc.Component {
cc.fx.GameTool.setUserLevel((data) => { cc.fx.GameTool.setUserLevel((data) => {
}); });
setTimeout(() => { setTimeout(() => {
cc.fx.GameConfig.GM_INFO.freezeAmount = 0; cc.fx.GameConfig.GM_INFO.freezeAmount = 3;
cc.fx.GameConfig.GM_INFO.hammerAmount = 0; cc.fx.GameConfig.GM_INFO.hammerAmount = 3;
cc.fx.GameConfig.GM_INFO.magicAmount = 0; cc.fx.GameConfig.GM_INFO.magicAmount = 3;
cc.fx.GameTool.setUserProp(0, 0, (data) => { cc.fx.GameTool.setUserProp(0, 0, (data) => {
if (data.result.code == 200) { if (data.result.code == 200) {
console.log("上传道具信息成功", data); console.log("1111111上传道具信息成功", data);
} }
else { else {
MiniGameSdk.API.showToast("网络异常,正在努力加载"); MiniGameSdk.API.showToast("网络异常,正在努力加载");
@ -627,32 +626,32 @@ export default class GameManager extends cc.Component {
cc.fx.GameTool.getUserProp((data) => { cc.fx.GameTool.getUserProp((data) => {
if (data.result.code == 404 && data.result.message == "未找到道具数据") { if (data.result.code == 404 && data.result.message == "未找到道具数据") {
console.log("没有道具信息,从用户接口拿到数据"); console.log("没有道具信息,从用户接口拿到数据");
cc.fx.GameConfig.GM_INFO.freezeAmount = 0; cc.fx.GameConfig.GM_INFO.freezeAmount = 3;
cc.fx.GameConfig.GM_INFO.hammerAmount = 0; cc.fx.GameConfig.GM_INFO.hammerAmount = 3;
cc.fx.GameConfig.GM_INFO.magicAmount = 0; cc.fx.GameConfig.GM_INFO.magicAmount = 3;
let propInfo = { let propInfo = {
"freezeAmount": 0, "freezeAmount": 3,
"hammerAmount": 0, "hammerAmount": 3,
"magicAmount": 0, "magicAmount": 3,
"timestamp": timestamp, "timestamp": timestamp,
} }
console.log("上传道具信息:", propInfo); console.log("上传道具信息44444444:", propInfo);
cc.fx.StorageMessage.setStorage("prop", propInfo); cc.fx.StorageMessage.setStorage("prop", propInfo);
cc.fx.GameTool.setUserProp(0, 0, (data) => { cc.fx.GameTool.setUserProp(0, 0, (data) => {
}); });
} }
else if (data.result.code == 200) { else if (data.result.code == 200) {
console.log("有道具信息,从道具接口拿到数据", data.result.data); console.log("有道具信息,从道具接口拿到数据", data.result.data);
cc.fx.GameConfig.GM_INFO.freezeAmount = data.result.data.freeze || 0; cc.fx.GameConfig.GM_INFO.freezeAmount = data.result.data.freeze || 3;
cc.fx.GameConfig.GM_INFO.hammerAmount = data.result.data.hammer || 0; cc.fx.GameConfig.GM_INFO.hammerAmount = data.result.data.hammer || 3;
cc.fx.GameConfig.GM_INFO.magicAmount = data.result.data.magic_wand || 0; cc.fx.GameConfig.GM_INFO.magicAmount = data.result.data.magic_wand || 3;
let propInfo = { let propInfo = {
"freezeAmount": cc.fx.GameConfig.GM_INFO.freezeAmount, "freezeAmount": cc.fx.GameConfig.GM_INFO.freezeAmount,
"hammerAmount": cc.fx.GameConfig.GM_INFO.hammerAmount, "hammerAmount": cc.fx.GameConfig.GM_INFO.hammerAmount,
"magicAmount": cc.fx.GameConfig.GM_INFO.magicAmount, "magicAmount": cc.fx.GameConfig.GM_INFO.magicAmount,
"timestamp": timestamp, "timestamp": timestamp,
} }
console.log("上传道具信息:", propInfo); console.log("上传道具信息6666666:", propInfo);
cc.fx.StorageMessage.setStorage("prop", propInfo); cc.fx.StorageMessage.setStorage("prop", propInfo);
} }
@ -707,6 +706,72 @@ export default class GameManager extends cc.Component {
} }
} }
setUserPower(data) {
let nowTime = Math.floor(Date.now() / 1000);
let powerTime = cc.fx.StorageMessage.getStorage("userPowerTime");
//本地没缓存
if (powerTime == "undifend" || powerTime == null || powerTime == "" || powerTime == 0) {
//本地没缓存,但是服务器有缓存,判断服务器的无限体力时间是否过期
if (data.data.userPowerTime && data.data.userPowerTime != 0) {
powerTime = data.data.userPowerTime;
if (powerTime > nowTime) {
cc.fx.GameConfig.GM_INFO.userPowerTime = powerTime;
cc.fx.StorageMessage.setStorage("userPowerTime", powerTime);
}
else {
cc.fx.GameConfig.GM_INFO.userPowerTime = 0;
cc.fx.StorageMessage.setStorage("userPowerTime", 0);
}
}
//本地没缓存,服务器也没缓存
else {
powerTime = 0;
cc.fx.GameConfig.GM_INFO.userPowerTime = 0;
cc.fx.StorageMessage.setStorage("userPowerTime", 0);
}
}
//本地有缓存
else {
//本地有缓存,且服务器有缓存
if (data.data.userPowerTime && data.data.userPowerTime != 0) {
//服务器缓存大于本地缓存,以服务器缓存为主
if (data.data.userPowerTime > powerTime) {
powerTime = data.data.userPowerTime;
if (powerTime > nowTime) {
cc.fx.GameConfig.GM_INFO.userPowerTime = powerTime;
cc.fx.StorageMessage.setStorage("userPowerTime", powerTime);
}
else {
cc.fx.GameConfig.GM_INFO.userPowerTime = 0;
cc.fx.StorageMessage.setStorage("userPowerTime", 0);
}
}
//服务器缓存小于本地缓存,以本地缓存为主
else {
if (powerTime > nowTime) {
cc.fx.GameConfig.GM_INFO.userPowerTime = powerTime;
cc.fx.StorageMessage.setStorage("userPowerTime", powerTime);
}
else {
cc.fx.GameConfig.GM_INFO.userPowerTime = 0;
cc.fx.StorageMessage.setStorage("userPowerTime", 0);
}
}
}
//本地有缓存,服务器没缓存
else {
if (powerTime > nowTime) {
cc.fx.GameConfig.GM_INFO.userPowerTime = powerTime;
cc.fx.StorageMessage.setStorage("userPowerTime", powerTime);
}
else {
cc.fx.GameConfig.GM_INFO.userPowerTime = 0;
cc.fx.StorageMessage.setStorage("userPowerTime", 0);
}
}
}
}
update(dt) { update(dt) {
//console.log("加载1:", this.load1, "加载2:", this.load2, "加载3:", this.load3, "加载4:", this.load4, "加载5:", this.load5, "加载6:", this.load6, "时间:", this.timeNumber); //console.log("加载1:", this.load1, "加载2:", this.load2, "加载3:", this.load3, "加载4:", this.load4, "加载5:", this.load5, "加载6:", this.load6, "时间:", this.timeNumber);
if (this.load1 && this.load2 && this.load3 && this.load4 && this.load5 && this.load6 == true && this.timeNumber <= 0) { if (this.load1 && this.load2 && this.load3 && this.load4 && this.load5 && this.load6 == true && this.timeNumber <= 0) {

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@ -158,7 +158,18 @@ export default class JiaZai extends cc.Component {
// //console.log("已经进入Home界面"); // //console.log("已经进入Home界面");
// //console.log("金币",cc.fx.GameConfig.GM_INFO.coin); // //console.log("金币",cc.fx.GameConfig.GM_INFO.coin);
// //console.log("关卡",cc.fx.GameConfig.GM_INFO.level+1); // //console.log("关卡",cc.fx.GameConfig.GM_INFO.level+1);
if (cc.fx.GameConfig.GM_INFO.userPowerTime != 0) {
let nowTime = Math.floor(Date.now() / 1000);
if (cc.fx.GameConfig.GM_INFO.userPowerTime > nowTime) {
console.log("还有无限体力时间_____________", (cc.fx.GameConfig.GM_INFO.userPowerTime - nowTime));
}
else {
console.log("无限体力时间已过期");
}
}
else {
console.log("没有无限体力时间");
}
cc.fx.GameTool.getHealth(null); cc.fx.GameTool.getHealth(null);
// cc.fx.GameConfig.LEVEL_INFO_init(false,0); // cc.fx.GameConfig.LEVEL_INFO_init(false,0);
setTimeout(() => { setTimeout(() => {

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@ -1878,7 +1878,7 @@ export default class MapConroler extends cc.Component {
else if (data == "hammerAmount") hammerBtn.getComponent("btnControl").setTouch(true); else if (data == "hammerAmount") hammerBtn.getComponent("btnControl").setTouch(true);
else if (data == "magicAmount") magicBtn.getComponent("btnControl").setTouch(true); else if (data == "magicAmount") magicBtn.getComponent("btnControl").setTouch(true);
if (data == "freezeAmount") { if (data == "freezeAmount") {
cc.fx.GameConfig.GM_INFO.freezeAmount += 3; // cc.fx.GameConfig.GM_INFO.freezeAmount += 3;
let propInfo = cc.fx.StorageMessage.getStorage("prop"); let propInfo = cc.fx.StorageMessage.getStorage("prop");
propInfo.freezeAmount = cc.fx.GameConfig.GM_INFO.freezeAmount; propInfo.freezeAmount = cc.fx.GameConfig.GM_INFO.freezeAmount;
propInfo.timestamp = timestamp; propInfo.timestamp = timestamp;
@ -1893,7 +1893,7 @@ export default class MapConroler extends cc.Component {
} }
else if (data == "magicAmount") { else if (data == "magicAmount") {
cc.fx.GameConfig.GM_INFO.magicAmount += 3; // cc.fx.GameConfig.GM_INFO.magicAmount += 3;
let propInfo = cc.fx.StorageMessage.getStorage("prop"); let propInfo = cc.fx.StorageMessage.getStorage("prop");
propInfo.magicAmount = cc.fx.GameConfig.GM_INFO.magicAmount; propInfo.magicAmount = cc.fx.GameConfig.GM_INFO.magicAmount;
propInfo.timestamp = timestamp; propInfo.timestamp = timestamp;
@ -1907,7 +1907,7 @@ export default class MapConroler extends cc.Component {
} }
else if (data == "hammerAmount") { else if (data == "hammerAmount") {
cc.fx.GameConfig.GM_INFO.hammerAmount += 1; // cc.fx.GameConfig.GM_INFO.hammerAmount += 1;
let propInfo = cc.fx.StorageMessage.getStorage("prop"); let propInfo = cc.fx.StorageMessage.getStorage("prop");
propInfo.hammerAmount = cc.fx.GameConfig.GM_INFO.hammerAmount; propInfo.hammerAmount = cc.fx.GameConfig.GM_INFO.hammerAmount;
propInfo.timestamp = timestamp; propInfo.timestamp = timestamp;

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@ -97,12 +97,14 @@ export class GameConfig {
version: number; //版本号 version: number; //版本号
shushu_DistinctId: string; //数数访客ID shushu_DistinctId: string; //数数访客ID
shushu_AccountId: string; //数数账号ID shushu_AccountId: string; //数数账号ID
uid: string; uid: string; //用户和后端唯一id
userPowerTime: number;
}; };
//游戏内信息 //游戏内信息
static get Instance() { static get Instance() {
@ -227,9 +229,9 @@ export class GameConfig {
iosOutTradeNo: "", //ios订单号 iosOutTradeNo: "", //ios订单号
allOutTradeNo: [], //订单号数组 allOutTradeNo: [], //订单号数组
min_Time: 0, //体力恢复的剩余时间 min_Time: 0, //体力恢复的剩余时间
freezeAmount: 0, //冻结道具次数 freezeAmount: 3, //冻结道具次数
hammerAmount: 0, //锤子道具次数 hammerAmount: 3, //锤子道具次数
magicAmount: 0, //魔法棒道具次数 magicAmount: 3, //魔法棒道具次数
musicOpen: true, //音乐 musicOpen: true, //音乐
effectOpen: true, //音效 effectOpen: true, //音效
vibrateOpen: true, //震动 vibrateOpen: true, //震动
@ -239,6 +241,7 @@ export class GameConfig {
shushu_DistinctId: "", //数数访客ID shushu_DistinctId: "", //数数访客ID
shushu_AccountId: "", //数数账号ID shushu_AccountId: "", //数数账号ID
uid: "", //用户和后端唯一id uid: "", //用户和后端唯一id
userPowerTime: 0, //用户体力恢复时间
}; };
// this.setCode(this.getKey("scode")); // this.setCode(this.getKey("scode"));
// this.GM_INFO.level = 0; // this.GM_INFO.level = 0;

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@ -484,6 +484,7 @@ export default class Utils {
uid: cc.fx.GameConfig.GM_INFO.uid, uid: cc.fx.GameConfig.GM_INFO.uid,
action: 'read', action: 'read',
} }
Utils.POST("userData", data, res => { Utils.POST("userData", data, res => {
console.log("获得userData数据:", res); console.log("获得userData数据:", res);
if (res.code === 1) { if (res.code === 1) {
@ -562,7 +563,7 @@ export default class Utils {
let setData = { let setData = {
uid: cc.fx.GameConfig.GM_INFO.uid, uid: cc.fx.GameConfig.GM_INFO.uid,
action: 'save', action: 'save',
coinAmount: cc.fx.GameConfig.GM_INFO.coin coinAmount: parseInt(cc.fx.GameConfig.GM_INFO.coin)
} }
Utils.POST("userCoin", setData, res => { Utils.POST("userCoin", setData, res => {
console.log("获得userCoin数据:", res); console.log("获得userCoin数据:", res);
@ -615,7 +616,7 @@ export default class Utils {
let setData = { let setData = {
uid: cc.fx.GameConfig.GM_INFO.uid, uid: cc.fx.GameConfig.GM_INFO.uid,
action: 'save', action: 'save',
levelAmount: cc.fx.GameConfig.GM_INFO.level levelAmount: parseInt(cc.fx.GameConfig.GM_INFO.level)
} }
Utils.POST("userLevel", setData, res => { Utils.POST("userLevel", setData, res => {
console.log("获得userLevel数据:", res); console.log("获得userLevel数据:", res);
@ -671,11 +672,7 @@ export default class Utils {
uid: cc.fx.GameConfig.GM_INFO.uid, uid: cc.fx.GameConfig.GM_INFO.uid,
action: 'save', action: 'save',
propType: propid, propType: propid,
propData: { propData: JSON.stringify(amount),
freeze: cc.fx.GameConfig.GM_INFO.freezeAmount,
hammer: cc.fx.GameConfig.GM_INFO.hammerAmount,
magic_wand: cc.fx.GameConfig.GM_INFO.wandAmount,
},
} }
} }
else { else {
@ -756,6 +753,60 @@ export default class Utils {
} }
} }
//获得关卡等级信息
static getUserPowerTime(callBack) {
if (typeof wx !== 'undefined' && wx !== null) {
let uid = cc.fx.StorageMessage.getStorage("uid");
//旧的读取数据设置数据方法,以强联网为主
if (uid != undefined && uid != "" && uid != null) {
cc.fx.GameConfig.GM_INFO.uid = uid;
}
let setData = {
uid: cc.fx.GameConfig.GM_INFO.uid,
action: 'read',
}
Utils.POST("userPower", setData, res => {
console.log("获得userPower数据:", res);
if (res.code === 1) {
console.log("服务器:获得无限体力成功", res);
if (callBack) callBack(res);
} else {
console.log("服务器:获得无限体力失败", res);
if (callBack) callBack(res);
}
});
}
}
//上传关卡等级信息
static setUserPowerTime(userPowerTime, callBack) {
if (typeof wx !== 'undefined' && wx !== null) {
let uid = cc.fx.StorageMessage.getStorage("uid");
//旧的读取数据设置数据方法,以强联网为主
if (uid != undefined && uid != "" && uid != null) {
cc.fx.GameConfig.GM_INFO.uid = uid;
}
let setData = {
uid: cc.fx.GameConfig.GM_INFO.uid,
action: 'save',
userPowerTime: userPowerTime
}
Utils.POST("userPower", setData, res => {
console.log("获得userPower数据:", res);
if (res.code === 1) {
console.log("服务器:上传无限体力成功", res);
if (callBack) callBack(res);
} else {
console.log("服务器:上传无限体力失败", res);
if (callBack) callBack(res);
}
});
}
}
// const propName={ // const propName={
//   gold_1: "金币包1", //   gold_1: "金币包1",
//   gold_2: "金币包2", //   gold_2: "金币包2",

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@ -684,23 +684,41 @@ var GameTool = {
num: -cost num: -cost
} }
cc.fx.GameTool.shushu_Track("resource_cost", dataTemp); cc.fx.GameTool.shushu_Track("resource_cost", dataTemp);
cc.fx.GameTool.setUserProp(propid, num, (data) => {
})
let _id = ""; let _id = "";
if (propid == 2001) _id = "freeze_in_game"; let propNumber = 0;
else if (propid == 2002) _id = "hammer_in_game"; if (propid == 2001) {
else if (propid == 2003) _id = "wand_in_game"; _id = "freeze_in_game";
cc.fx.GameConfig.GM_INFO.freezeAmount += num;
propNumber = cc.fx.GameConfig.GM_INFO.freezeAmount;
}
else if (propid == 2002) {
_id = "hammer_in_game";
cc.fx.GameConfig.GM_INFO.hammerAmount += num;
propNumber = cc.fx.GameConfig.GM_INFO.hammerAmount;
}
else if (propid == 2003) {
_id = "wand_in_game";
cc.fx.GameConfig.GM_INFO.magicAmount += num;
propNumber = cc.fx.GameConfig.GM_INFO.magicAmount;
}
console.log("购买道具:", num);
cc.fx.GameTool.setUserProp(propid, propNumber, (data) => {
})
const data = { const data = {
change_reason: "game", change_reason: "game",
id: propid, id: propid,
num: 3 num: num
} }
cc.fx.GameTool.shushu_Track("resource_get", data); cc.fx.GameTool.shushu_Track("resource_get", data);
const buyData = { const buyData = {
item_id: _id, item_id: _id,
item_num: 3, item_num: num,
item_price: cost, item_price: cost,
cost_type: "gold" cost_type: "gold"
} }
@ -927,6 +945,7 @@ var GameTool = {
cc.fx.GameTool.changeCoin(5000); cc.fx.GameTool.changeCoin(5000);
coin = 5000; coin = 5000;
price = 1800; price = 1800;
this.setUserPowerTime(60);
MiniGameSdk.API.showToast("获得无限体力小组合包"); MiniGameSdk.API.showToast("获得无限体力小组合包");
break; break;
case "unlimited_health_bundle_2": case "unlimited_health_bundle_2":
@ -940,6 +959,7 @@ var GameTool = {
"price": price "price": price
} }
this.getShopProp(propData, null); this.getShopProp(propData, null);
this.setUserPowerTime(120);
MiniGameSdk.API.showToast("获得无限体力大组合包"); MiniGameSdk.API.showToast("获得无限体力大组合包");
break; break;
case "unlimited_health_bundle_3": case "unlimited_health_bundle_3":
@ -953,6 +973,7 @@ var GameTool = {
"price": price "price": price
} }
this.getShopProp(propData2, null); this.getShopProp(propData2, null);
this.setUserPowerTime(180);
MiniGameSdk.API.showToast("获得无限体力超组合包"); MiniGameSdk.API.showToast("获得无限体力超组合包");
break; break;
} }
@ -1199,5 +1220,31 @@ var GameTool = {
} }
}, },
//购买无限体力
setUserPowerTime(time) {
//@ts-ignore
if (typeof wx !== 'undefined' && wx !== null) {
let nowTime = Math.floor(Date.now() / 1000);
let powerTime = cc.fx.StorageMessage.getStorage("userPowerTime");
if (powerTime == "undifend" || powerTime == null || powerTime == "" || powerTime == 0) {
powerTime = Math.floor(Date.now() / 1000) + time;
} else {
if (nowTime >= powerTime) {
powerTime = nowTime + time;
}
else {
powerTime = powerTime + time;
}
}
cc.fx.GameConfig.GM_INFO.userPowerTime = powerTime;
cc.fx.StorageMessage.setStorage("userPowerTime", powerTime);
Utils.setUserPowerTime(powerTime, (data) => {
console.log("购买无限体力同步:", data);
})
}
}
}; };
export { GameTool }; export { GameTool };