优化战令充值后领取
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@ -2348,6 +2348,14 @@ export default class Block extends cc.Component {
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let cm: any = cc.director.getCollisionManager();
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let cm: any = cc.director.getCollisionManager();
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cm.update();
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cm.update();
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}
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}
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// 可移动地板会带着整组方块一起移动,花瓣盖板下的方块也还未解锁。
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// 这两种状态不能借用自身颜色的单色地块穿行,否则组内其他颜色的方块
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// 可能停在单色地块上,并在解除地板/盖板后无法移出。
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canPassSameColorSimpleBlock() {
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return this.block_Info?.floorMove !== true && this.flowerType !== 2;
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}
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// ============================================
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// ============================================
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// 恢复成普通方块方法
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// 恢复成普通方块方法
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// 功能:将特殊类型方块恢复为普通块(type=0)
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// 功能:将特殊类型方块恢复为普通块(type=0)
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@ -5963,6 +5963,10 @@ export default class MapConroler extends cc.Component {
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//判断方块是否是可移动类型,或者可消除类型
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//判断方块是否是可移动类型,或者可消除类型
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blockCanMove(block) {
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blockCanMove(block) {
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// 花瓣盖板尚未解除时,方块不能独立移动或参与可通行预判。
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if (block.getComponent("Block").flowerType == 2) {
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return false;
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}
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//地板块不能消除
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//地板块不能消除
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if (block.getComponent("Block").block_Info.floor != undefined && block.getComponent("Block").block_Info.floor != null) {
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if (block.getComponent("Block").block_Info.floor != undefined && block.getComponent("Block").block_Info.floor != null) {
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return false;
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return false;
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@ -520,10 +520,14 @@ export class LQCollide extends Component {
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}
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}
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}
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}
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if (collide.node.parent.getComponent("Block")) {
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if (collide.node.parent.getComponent("Block")) {
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let collideBlock = collide.node.parent.getComponent("Block");
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let blockType22 = block.type == 22;
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let blockType22 = block.type == 22;
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let collideType22 = collide.node.parent.getComponent("Block").type == 22;
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let collideType22 = collideBlock.type == 22;
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if (blockType22 != collideType22) {
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if (blockType22 != collideType22) {
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if (block.color == collide.node.parent.getComponent("Block").color && collide.node.parent.getComponent("Block").block_Info.floor == undefined) {
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// 同色单色地块只对可独立移动的普通方块放行。判断实际的
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// 非单色方块,避免碰撞双方顺序不同时出现一边能过、一边不能过。
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let colorBlock = blockType22 ? collideBlock : block;
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if (block.color == collideBlock.color && colorBlock.canPassSameColorSimpleBlock()) {
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jg = true;
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jg = true;
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}
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}
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}
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}
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@ -309,7 +309,7 @@ export class GameConfig {
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vibrateOpen: true, //震动
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vibrateOpen: true, //震动
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coinnum: 0, //每局的金币数
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coinnum: 0, //每局的金币数
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paid_user: false, //是否是付费用户
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paid_user: false, //是否是付费用户
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version: "1.9.96", //版本号
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version: "1.9.97", //版本号
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shushu_DistinctId: "", //数数访客ID
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shushu_DistinctId: "", //数数访客ID
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shushu_AccountId: "", //数数账号ID
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shushu_AccountId: "", //数数账号ID
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uid: "", //用户和后端唯一id
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uid: "", //用户和后端唯一id
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@ -749,21 +749,27 @@ export default class passCheck extends cc.Component {
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this.activateBtn.node.active = false;
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this.activateBtn.node.active = false;
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}
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}
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cc.fx.GameConfig.GM_INFO.passCheckActivate = true;
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cc.fx.GameConfig.GM_INFO.passCheckActivate = true;
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this.setbarNodePosX();
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// 获取passCheckMgr实例并更新激活状态
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// 获取passCheckMgr实例并更新激活状态
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if (this.passCheckMgr && typeof this.passCheckMgr.refreshPassCheckItems === 'function') {
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if (this.passCheckMgr && typeof this.passCheckMgr.refreshPassCheckItems === 'function') {
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this.passCheckMgr.refreshPassCheckItems();
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this.passCheckMgr.refreshPassCheckItems();
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}
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}
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this.setbarNodePosX();
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}
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}
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setbarNodePosX() {
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setbarNodePosX() {
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let activate = cc.fx.GameConfig.GM_INFO.passCheckActivate;
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let activate = cc.fx.GameConfig.GM_INFO.passCheckActivate;
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let barNode = this.node.getChildByName("centralNode").getChildByName("barNode")
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let centralNode = this.node && this.node.getChildByName("centralNode");
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let barNode = centralNode && centralNode.getChildByName("barNode");
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if (barNode) {
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if (activate || cc.fx.GameConfig.GM_INFO.getItemType == 1) {
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if (activate || cc.fx.GameConfig.GM_INFO.getItemType == 1) {
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barNode.x = 0;
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barNode.x = 0;
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} else {
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} else {
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barNode.x = -253;
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barNode.x = -253;
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}
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}
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} else {
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console.warn("setbarNodePosX: centralNode 或 barNode 不存在,跳过位置更新");
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}
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}
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}
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allGetReward() {
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allGetReward() {
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