diff --git a/assets/Script/JiaZai.ts b/assets/Script/JiaZai.ts index 05add35..41de3e8 100644 --- a/assets/Script/JiaZai.ts +++ b/assets/Script/JiaZai.ts @@ -162,12 +162,15 @@ export default class JiaZai extends cc.Component { 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)); + this.Stamina.getChildByName("skyLine").active = true; } else { + this.Stamina.getChildByName("skyLine").active = false; console.log("无限体力时间已过期"); } } else { + this.Stamina.getChildByName("skyLine").active = false; console.log("没有无限体力时间"); } cc.fx.GameTool.getHealth(null); @@ -558,6 +561,9 @@ export default class JiaZai extends cc.Component { else if (order.itemid == "gold_4") { coinTemp = 32000; } else if (order.itemid == "gold_5") { coinTemp = 100000; } else if (order.itemid == "gold_6") { coinTemp = 240000; } + else if (order.itemid == "unlimited_health_bundle_1") { coinTemp = 5000; } + else if (order.itemid == "unlimited_health_bundle_2") { coinTemp = 12000; } + else if (order.itemid == "unlimited_health_bundle_3") { coinTemp = 30000; } let title = "充值补发奖励金币:" + coinTemp; MiniGameSdk.API.showToast(title); cc.fx.GameTool.shopBuy(productId); diff --git a/assets/Script/Map.ts b/assets/Script/Map.ts index d40b55e..d81c21e 100644 --- a/assets/Script/Map.ts +++ b/assets/Script/Map.ts @@ -125,6 +125,8 @@ export default class MapConroler extends cc.Component { topDoors: any; //上门 bottomDoors: any; //下门 leftDoors: any; + powerState: boolean = false; // + SceneManager: any; // mapInfo: number[][] = []; @@ -157,6 +159,7 @@ export default class MapConroler extends cc.Component { this.reviewState = false; this.homeCanTouch = true; this.againCanTouch = true; + this.powerState = false; this.new_mode = 0; this.count_Time = 0; this.add_Time = 0; @@ -168,6 +171,18 @@ export default class MapConroler extends cc.Component { this.setPropNum(); // cc.game.addPersistRootNode(this.node); MapConroler._instance = this; + const canvasTemp = cc.find("Canvas"); // 假设 Canvas 节点 + if (canvasTemp) { + const SceneManager = canvasTemp.getComponent("SceneManager"); + if (SceneManager) { + MapConroler._instance.SceneManager = SceneManager + } else { + console.log("SceneManager 组件未找到"); + } + } else { + console.log("SceneManager 节点未找到"); + } + } start() { @@ -278,8 +293,12 @@ export default class MapConroler extends cc.Component { startUpdate() { if (this.gameStart == false) { this.gameStart = true; - cc.fx.GameTool.setUserHealth(-1, (data) => { - }) + let power = cc.fx.GameTool.getUserPowerTime(); + if (!power) { + cc.fx.GameTool.setUserHealth(-1, (data) => { + }) + } + this.powerState = power; this.count_Time = Date.now(); //发送数数事件——进入关卡 console.log("准备进入下一关,发送下一关进入"); @@ -1423,8 +1442,11 @@ export default class MapConroler extends cc.Component { this.gameWin = true; if (cc.fx.GameConfig.GM_INFO.hp < 5) { console.log("恢复一点体力", cc.fx.GameConfig.GM_INFO.level); - cc.fx.GameTool.setUserHealth(1, (data) => { - }) + if (!this.powerState) { + cc.fx.GameTool.setUserHealth(1, (data) => { + }) + } + this.powerState = false; } this.stopTimeCutDown(); // console.log("即将上报成功________________________:",this.add_Time); @@ -1616,6 +1638,10 @@ export default class MapConroler extends cc.Component { homeBtn() { // alert("游戏失败"); + if (this.powerState) { + this.returnHome(); + return; + } cc.fx.AudioManager._instance.playEffect("anniu_Big", null); if (!this.homeCanTouch) return; this.homeCanTouch = false; @@ -1632,12 +1658,6 @@ export default class MapConroler extends cc.Component { result: "fail" } cc.fx.GameTool.shushu_Track("finish_stage", data); - - // if (this.gameStart == true) { - // cc.fx.GameTool.setUserHealth(-1, (data) => { - // }) - // } - // this.node.parent.parent.parent.destroy(); } uploadToCloud(level: number) { if (typeof wx !== 'undefined') { @@ -1865,6 +1885,7 @@ export default class MapConroler extends cc.Component { } handleBuySuccess(data) { + this.node.parent.parent.parent.getComponent("SceneManager").resetBtn(); this.updateCoin(); this.pause = false; @@ -1888,6 +1909,10 @@ export default class MapConroler extends cc.Component { this.setPropNum(); // this.iceLabel.string = cc.fx.GameConfig.GM_INFO.freezeAmount.toString(); MiniGameSdk.API.showToast("购买冻结时间成功"); + let data = [ + { "freeze": 3 }, + ] + MapConroler._instance.SceneManager.openRewardWindow(data); }, 200); @@ -1903,6 +1928,10 @@ export default class MapConroler extends cc.Component { MiniGameSdk.API.showToast("购买魔法棒成功"); this.setPropNum(); // this.magicLabel.string = cc.fx.GameConfig.GM_INFO.magicAmount.toString(); + let data = [ + { "magic": 3 }, + ] + MapConroler._instance.SceneManager.openRewardWindow(data); }, 200); } @@ -1917,6 +1946,10 @@ export default class MapConroler extends cc.Component { this.setPropNum(); // this.hammerLabel.string = cc.fx.GameConfig.GM_INFO.hammerAmount.toString(); MiniGameSdk.API.showToast("购买锤子成功"); + let data = [ + { "hammer": 1 }, + ] + MapConroler._instance.SceneManager.openRewardWindow(data); }, 200); } diff --git a/assets/Script/SceneManager.ts b/assets/Script/SceneManager.ts index 2c98d93..7a570a4 100644 --- a/assets/Script/SceneManager.ts +++ b/assets/Script/SceneManager.ts @@ -14,11 +14,17 @@ const { ccclass, property } = cc._decorator; @ccclass export default class SceneManager extends cc.Component { + // 缓存 shop 预制体 private static cachedShopPrefab: cc.Prefab | null = null; // 缓存 shop 节点 private shopNode: cc.Node | null = null; + // 缓存 reward 预制体 + private static cachedRewardPrefab: cc.Prefab | null = null; + // 缓存 reward 奖励窗口 节点 + private RewardNode: cc.Node | null = null; + @property(cc.Label) label: cc.Label = null; @@ -83,6 +89,13 @@ export default class SceneManager extends cc.Component { } SceneManager.cachedShopPrefab = prefab; }); + bundle.load('prefab/RewardWindow', cc.Prefab, (err: Error, prefab: cc.Prefab) => { + if (err) { + cc.error(err.message || err); + return; + } + SceneManager.cachedRewardPrefab = prefab; + }); }); } setTimeout(() => { @@ -192,8 +205,6 @@ export default class SceneManager extends cc.Component { this.closePause(); if (MapConroler._instance.gameStart == true) { MiniGameSdk.API.showToast("体力值减少"); - // cc.fx.GameTool.setUserHealth(-1, (data) => { - // }) if (MapConroler._instance.count_Time) { let overTime = Date.now(); let count_Time = overTime - MapConroler._instance.count_Time; @@ -363,6 +374,29 @@ export default class SceneManager extends cc.Component { this.node.getChildByName("Game").getChildByName("propWindow").active = false; } + openRewardWindow(data) { + console.log("_____________________打開獎勵弹窗"); + if (!SceneManager.cachedRewardPrefab) { + cc.error('Reward prefab is not loaded yet.'); + return; + } + if (!this.RewardNode) { + // 第一次使用,创建节点 + this.RewardNode = cc.instantiate(SceneManager.cachedRewardPrefab); + this.node.addChild(this.RewardNode); + this.RewardNode.zIndex = 99; + this.RewardNode.getComponent("Reward").init(data); + } + else { + this.RewardNode.destroy(); + this.RewardNode = null; + this.RewardNode = cc.instantiate(SceneManager.cachedRewardPrefab); + this.node.addChild(this.RewardNode); + this.RewardNode.zIndex = 99; + this.RewardNode.getComponent("RewardWindow").init(data); + } + } + update(dt) { } diff --git a/assets/Script/module/Config/GameConfig.ts b/assets/Script/module/Config/GameConfig.ts index e4581ce..d8e754d 100644 --- a/assets/Script/module/Config/GameConfig.ts +++ b/assets/Script/module/Config/GameConfig.ts @@ -98,13 +98,15 @@ export class GameConfig { shushu_DistinctId: string; //数数访客ID shushu_AccountId: string; //数数账号ID uid: string; //用户和后端唯一id - userPowerTime: number; + userPowerTime: number; //用户体力恢复时间 + freezeFirst: boolean; hammerFirst: boolean; magicAFirst: boolean; }; + //游戏内信息 static get Instance() { @@ -242,6 +244,9 @@ export class GameConfig { shushu_AccountId: "", //数数账号ID uid: "", //用户和后端唯一id userPowerTime: 0, //用户体力恢复时间 + freezeFirst: false, + hammerFirst: false, + magicAFirst: false, }; // this.setCode(this.getKey("scode")); // this.GM_INFO.level = 0; diff --git a/assets/Script/module/Tool/GameTool.ts b/assets/Script/module/Tool/GameTool.ts index 9446805..90e3254 100644 --- a/assets/Script/module/Tool/GameTool.ts +++ b/assets/Script/module/Tool/GameTool.ts @@ -1,4 +1,5 @@ +import MapConroler from "../../Map"; import Freeze from "../../prop/Freeze"; import SceneManager from "../../SceneManager"; import { MiniGameSdk } from "../../Sdk/MiniGameSdk"; @@ -904,49 +905,73 @@ var GameTool = { let price = 0; let getCoin = 0; + var rewardData = null; + switch (productId) { case "gold_1": cc.fx.GameTool.changeCoin(1200); coin = 1200; price = 600; MiniGameSdk.API.showToast("充值成功,获得1200金币"); + rewardData = [ + { type: "coin", count: coin }, + ] break; case "gold_2": cc.fx.GameTool.changeCoin(8000); coin = 8000; price = 3600; MiniGameSdk.API.showToast("充值成功,获得8000金币"); + rewardData = [ + { type: "coin", count: coin }, + ] break; case "gold_3": cc.fx.GameTool.changeCoin(16000); coin = 16000; price = 6800; MiniGameSdk.API.showToast("充值成功,获得16000金币"); + this.rewardData = [ + { type: "coin", count: coin }, + ] break; case "gold_4": cc.fx.GameTool.changeCoin(32000); coin = 32000; price = 12800; MiniGameSdk.API.showToast("充值成功,获得32000金币"); + rewardData = [ + { type: "coin", count: coin }, + ] break; case "gold_5": cc.fx.GameTool.changeCoin(100000); coin = 100000; price = 32800; MiniGameSdk.API.showToast("充值成功,获得100000金币"); + rewardData = [ + { type: "coin", count: coin }, + ] break; case "gold_6": cc.fx.GameTool.changeCoin(240000); coin = 240000; price = 64800; MiniGameSdk.API.showToast("充值成功,获得240000金币"); + rewardData = [ + { type: "coin", count: coin }, + ] break; case "unlimited_health_bundle_1": cc.fx.GameTool.changeCoin(5000); coin = 5000; price = 1800; - this.setUserPowerTime(60); + this.setUserPowerTime(1800); MiniGameSdk.API.showToast("获得无限体力小组合包"); + rewardData = [ + { type: "coin", count: coin }, + { type: "infinite_health", count: 1800 }, + ] break; case "unlimited_health_bundle_2": cc.fx.GameTool.changeCoin(12000); @@ -959,8 +984,15 @@ var GameTool = { "price": price } this.getShopProp(propData, null); - this.setUserPowerTime(120); + this.setUserPowerTime(3600); MiniGameSdk.API.showToast("获得无限体力大组合包"); + rewardData = [ + { type: "coin", count: coin }, + { type: "freeze", count: 2 }, + { type: "hammer", count: 2 }, + { type: "magic", count: 2 }, + { type: "infinite_health", count: 3600 }, + ] break; case "unlimited_health_bundle_3": cc.fx.GameTool.changeCoin(30000); @@ -973,10 +1005,22 @@ var GameTool = { "price": price } this.getShopProp(propData2, null); - this.setUserPowerTime(180); + this.setUserPowerTime(7200); MiniGameSdk.API.showToast("获得无限体力超组合包"); + rewardData = [ + { type: "coin", count: coin }, + { type: "freeze", count: 6 }, + { type: "hammer", count: 6 }, + { type: "magic", count: 6 }, + { type: "infinite_health", count: 7200 }, + ] break; } + + + if (MapConroler._instance != null) + MapConroler._instance.SceneManager.openRewardWindow(rewardData); + const dataTemp = { change_reason: "shop", id: "1001", @@ -1243,7 +1287,25 @@ var GameTool = { console.log("购买无限体力同步:", data); }) } + }, + getUserPowerTime() { + if (cc.fx.GameConfig.GM_INFO.userPowerTime > 0) { + let nowTime = Math.floor(Date.now() / 1000); + if (nowTime >= cc.fx.GameConfig.GM_INFO.userPowerTime) { + cc.fx.GameConfig.GM_INFO.userPowerTime = 0; + cc.fx.StorageMessage.setStorage("userPowerTime", 0); + Utils.setUserPowerTime(0, (data) => { + console.log("购买无限体力同步:", data); + }) + return false; + } else { + return true; + } + } + else { + return false; + } } }; diff --git a/assets/Script/setUi.ts b/assets/Script/setUi.ts index 11ad8ae..c9e1422 100644 --- a/assets/Script/setUi.ts +++ b/assets/Script/setUi.ts @@ -37,19 +37,19 @@ export default class setUi extends cc.Component { this.musicState = cc.fx.GameConfig.GM_INFO.musicOpen; this.effectState = cc.fx.GameConfig.GM_INFO.effectOpen; this.vibrateState = cc.fx.GameConfig.GM_INFO.vibrateOpen; - if(this.musicState == true) { + if (this.musicState == true) { this.music.children[0].active = true; - }else { + } else { this.music.children[1].active = true; } - if(this.effectState == true) { + if (this.effectState == true) { this.effect.children[0].active = true; - }else { + } else { this.effect.children[1].active = true; } - if(this.vibrateState == true) { + if (this.vibrateState == true) { this.vibrate.children[0].active = true; - }else { + } else { this.vibrate.children[1].active = true; } } @@ -64,8 +64,8 @@ export default class setUi extends cc.Component { cc.fx.GameConfig.GM_INFO.musicOpen = this.musicState; this.setMusicConfig(); - this.music.children[0].active = false; - this.music.children[1].active = true; + this.music.children[0].active = false; + this.music.children[1].active = true; //如果音乐关闭了,则停止音乐 cc.fx.AudioManager._instance.stopMusic(); } @@ -102,7 +102,7 @@ export default class setUi extends cc.Component { this.setMusicConfig(); this.effect.children[0].active = true; this.effect.children[1].active = false; - + } } @@ -122,42 +122,42 @@ export default class setUi extends cc.Component { this.setMusicConfig(); this.vibrate.children[0].active = true; this.vibrate.children[1].active = false; - + } } syncToggleState() { - + } //退出游戏 clickExit() { - if(MapConroler._instance.gameStart == true) { + if (MapConroler._instance.gameStart == true && MapConroler._instance.powerState == false) { this.exit.active = true; } - else{ + else { MapConroler._instance.returnHome(); } } //取消 cancelExit() { this.exit.active = false; - // 获取场景中的 pause 组件 - // const pauseTs = cc.find("Canvas"); - // if (pauseTs) { - // const pause = pauseTs.getComponent(SceneManager); - // if (pause) { - // pause.closePause(); - // } else { - // console.warn("pause 组件未找到"); - // } - // } else { - // console.warn("pause 节点未找到"); - // } + // 获取场景中的 pause 组件 + // const pauseTs = cc.find("Canvas"); + // if (pauseTs) { + // const pause = pauseTs.getComponent(SceneManager); + // if (pause) { + // pause.closePause(); + // } else { + // console.warn("pause 组件未找到"); + // } + // } else { + // console.warn("pause 节点未找到"); + // } } //关闭ui closeUi() { - cc.fx.AudioManager._instance.playEffect("anniu_little", null); + cc.fx.AudioManager._instance.playEffect("anniu_little", null); this.node.active = false; } diff --git a/assets/shop/prefab/rewardNode.prefab b/assets/shop/prefab/rewardNode.prefab index 59fab0b..c485ef1 100644 --- a/assets/shop/prefab/rewardNode.prefab +++ b/assets/shop/prefab/rewardNode.prefab @@ -934,7 +934,7 @@ "__type__": "TypedArray", "ctor": "Float64Array", "array": [ - -37.185, + -31.807, -125.613, 0, 0, diff --git a/assets/shop/script/shop.ts b/assets/shop/script/shop.ts index cce47c2..55a8b39 100644 --- a/assets/shop/script/shop.ts +++ b/assets/shop/script/shop.ts @@ -376,9 +376,6 @@ export default class NewClass extends cc.Component { }); } else { - console.log("上品ID:", productId); - MiniGameSdk.API.showToast(productId); - cc.fx.GameTool.shopBuy(productId); const data = { outTradeNo: Utils.outTradeNo, price: price, @@ -389,127 +386,125 @@ export default class NewClass extends cc.Component { cc.fx.GameTool.shushu_Track("init_order", data); this.openLoad(); - - //console.log("7.14_____________________", "调用充值接口"); - // Utils.buyProp(id, count, price, (res) => { - // //console.log("获得充值结果", res); - // if (res == null) { - // MiniGameSdk.API.showToast("充值失败"); - // this.btn_Touch = true; - // const dataFail = { - // outTradeNo: Utils.outTradeNo, - // price: price, - // payment_name: productId, - // payment_num: 1, - // type: systemType, - // fail_reason: "网络异常,没有拉起支付", - // } - // cc.fx.GameTool.shushu_Track("payment_fail", dataFail); - // this.closeLoad(); - // return; - // } - // else if (res.err) { - // MiniGameSdk.API.showToast("充值失败"); - // //console.log(res); - // this.btn_Touch = true; - // let name = "支付拉起失败"; - // if (res.errCode == -2) { - // name = "用户取消充值"; - // } - // const dataFail = { - // outTradeNo: Utils.outTradeNo, - // price: price, - // payment_name: productId, - // payment_num: 1, - // type: systemType, - // fail_reason: name, - // } - // cc.fx.GameTool.shushu_Track("payment_fail", dataFail); - // this.closeLoad(); - // return; - // } - // else { - // Utils.getPayInfo((data) => { - // //console.log("7.14_______________充值成功,准备轮训"); - // //console.log("获得轮训结果:", data); - // this.closeLoad(); - // if (data.data.pay_state == 1) { - // this.btn_Touch = true; - // MiniGameSdk.API.showToast("取消充值"); - // const dataFail2 = { - // outTradeNo: Utils.outTradeNo, - // price: price, - // payment_name: productId, - // payment_num: 1, - // type: systemType, - // fail_reason: "用户取消支付", - // } - // cc.fx.GameTool.shushu_Track("payment_fail", dataFail2); - // } - // else if (data.data.pay_state == 2) { - // this.btn_Touch = true; - // const dataSuccess = { - // outTradeNo: Utils.outTradeNo, - // price: price, - // payment_name: productId, - // payment_num: 1, - // type: systemType, - // } - // cc.fx.GameTool.shushu_Track("payment", dataSuccess); - // let name = "购买金币道具:" + productId; - // MiniGameSdk.API.yinli_Pay(price, Utils.outTradeNo, name) - // //console.log("7.14_______________充值成功,轮训成功,准备发货"); - // Utils.setPayInfo( - // (res) => { - // //console.log("设置轮训结果:", res); - // if (res.code === 1) { - // //console.log("7.14_________正式发货"); - // MiniGameSdk.API.showToast("充值成功"); - // cc.fx.GameTool.shopBuy(productId); - // //console.log("充值成功获得金币"); - // } - // else { - // MiniGameSdk.API.showToast("网络异常,充值奖励将在登录后再次发放"); - // const dataFail4 = { - // outTradeNo: Utils.outTradeNo, - // price: price, - // payment_name: productId, - // payment_num: 1, - // type: systemType, - // fail_reason: "成功付款,但是发货时请求服务器失败,充值成功未发货", - // } - // cc.fx.GameTool.shushu_Track("payment_fail", dataFail4); - // } - // NumberToImage.numberToImageNodes(cc.fx.GameConfig.GM_INFO.coin, 30, 15, "coin_", this.coin, true); - // if (this.node.parent.getComponent("JiaZai")) - // this.node.parent.getComponent("JiaZai").updateCoin(); - // else if (this.node.parent.getComponent("SceneManager")) { - // this.node.parent.getComponent("SceneManager").updateCoin(); - // } - // }, null) - // } - // else { - // NumberToImage.numberToImageNodes(cc.fx.GameConfig.GM_INFO.coin, 30, 15, "coin_", this.coin, true); - // const dataFail3 = { - // outTradeNo: Utils.outTradeNo, - // price: price, - // payment_name: productId, - // payment_num: 1, - // type: systemType, - // fail_reason: "拉起支付后,付款时网络异常付款失败", - // } - // cc.fx.GameTool.shushu_Track("payment_fail", dataFail3); - // this.btn_Touch = true; - // if (this.node.parent.getComponent("JiaZai")) - // this.node.parent.getComponent("JiaZai").updateCoin(); - // else if (this.node.parent.getComponent("SceneManager")) { - // this.node.parent.getComponent("SceneManager").updateCoin(); - // } - // } - // }) - // } - // }); + Utils.buyProp(id, count, price, (res) => { + //console.log("获得充值结果", res); + if (res == null) { + MiniGameSdk.API.showToast("充值失败"); + this.btn_Touch = true; + const dataFail = { + outTradeNo: Utils.outTradeNo, + price: price, + payment_name: productId, + payment_num: 1, + type: systemType, + fail_reason: "网络异常,没有拉起支付", + } + cc.fx.GameTool.shushu_Track("payment_fail", dataFail); + this.closeLoad(); + return; + } + else if (res.err) { + MiniGameSdk.API.showToast("充值失败"); + //console.log(res); + this.btn_Touch = true; + let name = "支付拉起失败"; + if (res.errCode == -2) { + name = "用户取消充值"; + } + const dataFail = { + outTradeNo: Utils.outTradeNo, + price: price, + payment_name: productId, + payment_num: 1, + type: systemType, + fail_reason: name, + } + cc.fx.GameTool.shushu_Track("payment_fail", dataFail); + this.closeLoad(); + return; + } + else { + Utils.getPayInfo((data) => { + //console.log("7.14_______________充值成功,准备轮训"); + //console.log("获得轮训结果:", data); + this.closeLoad(); + if (data.data.pay_state == 1) { + this.btn_Touch = true; + MiniGameSdk.API.showToast("取消充值"); + const dataFail2 = { + outTradeNo: Utils.outTradeNo, + price: price, + payment_name: productId, + payment_num: 1, + type: systemType, + fail_reason: "用户取消支付", + } + cc.fx.GameTool.shushu_Track("payment_fail", dataFail2); + } + else if (data.data.pay_state == 2) { + this.btn_Touch = true; + const dataSuccess = { + outTradeNo: Utils.outTradeNo, + price: price, + payment_name: productId, + payment_num: 1, + type: systemType, + } + cc.fx.GameTool.shushu_Track("payment", dataSuccess); + let name = "购买金币道具:" + productId; + MiniGameSdk.API.yinli_Pay(price, Utils.outTradeNo, name) + //console.log("7.14_______________充值成功,轮训成功,准备发货"); + Utils.setPayInfo( + (res) => { + //console.log("设置轮训结果:", res); + if (res.code === 1) { + //console.log("7.14_________正式发货"); + MiniGameSdk.API.showToast("充值成功"); + cc.fx.GameTool.shopBuy(productId); + //console.log("充值成功获得金币"); + } + else { + MiniGameSdk.API.showToast("网络异常,充值奖励将在登录后再次发放"); + const dataFail4 = { + outTradeNo: Utils.outTradeNo, + price: price, + payment_name: productId, + payment_num: 1, + type: systemType, + fail_reason: "成功付款,但是发货时请求服务器失败,充值成功未发货", + } + cc.fx.GameTool.shushu_Track("payment_fail", dataFail4); + } + NumberToImage.numberToImageNodes(cc.fx.GameConfig.GM_INFO.coin, 30, 15, "coin_", this.coin, true); + if (this.node.parent.getComponent("JiaZai")) + this.node.parent.getComponent("JiaZai").updateCoin(); + else if (this.node.parent.getComponent("SceneManager")) { + this.node.parent.getComponent("SceneManager").updateCoin(); + } + }, null) + } + else { + NumberToImage.numberToImageNodes(cc.fx.GameConfig.GM_INFO.coin, 30, 15, "coin_", this.coin, true); + const dataFail3 = { + outTradeNo: Utils.outTradeNo, + price: price, + payment_name: productId, + payment_num: 1, + type: systemType, + fail_reason: "拉起支付后,付款时网络异常付款失败", + } + cc.fx.GameTool.shushu_Track("payment_fail", dataFail3); + this.btn_Touch = true; + if (this.node.parent.getComponent("JiaZai")) + this.node.parent.getComponent("JiaZai").updateCoin(); + else if (this.node.parent.getComponent("SceneManager")) { + this.node.parent.getComponent("SceneManager").updateCoin(); + } + } + }) + } + }); } }