更新提前判输游戏逻辑
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@ -765,12 +765,15 @@ export default class Block extends cc.Component {
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this.node.removeFromParent();
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this.node.removeFromParent();
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setTimeout(() => {
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setTimeout(() => {
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if (MapConroler._instance.blockNum != 0 && (MapConroler._instance.openWall.length > 0 ||
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if (MapConroler._instance.blockNum != 0 && (MapConroler._instance.openWall.length > 0 ||
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MapConroler._instance.revolving_state != 0)
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MapConroler._instance.revolving_state != 0 || MapConroler._instance.longAndShortWall.length > 0)
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&& !MapConroler._instance.gameOver && !MapConroler._instance.gameWin) {
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&& !MapConroler._instance.gameOver && !MapConroler._instance.gameWin) {
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let gameover = MapConroler._instance.predict_End(colorTemp);
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let gameover = MapConroler._instance.predict_End(colorTemp);
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if (gameover == false) {
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if (gameover == false) {
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if (MapConroler._instance.revolving_state == 0)
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if (MapConroler._instance.revolving_state == 0)
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MapConroler._instance.failLevel("lock");
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MapConroler._instance.failLevel("lock");
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else if (MapConroler._instance.longAndShortWall.length > 0) {
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console.log("长墙和短墙无法通过");
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}
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else
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else
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MapConroler._instance.failLevel("rotate");
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MapConroler._instance.failLevel("rotate");
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}
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}
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@ -1060,12 +1063,15 @@ export default class Block extends cc.Component {
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MapConroler._instance.checkColor(colorTemp, true);
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MapConroler._instance.checkColor(colorTemp, true);
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setTimeout(() => {
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setTimeout(() => {
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if (MapConroler._instance.blockNum != 0 && (MapConroler._instance.openWall.length > 0 ||
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if (MapConroler._instance.blockNum != 0 && (MapConroler._instance.openWall.length > 0 ||
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MapConroler._instance.revolving_state != 0)
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MapConroler._instance.revolving_state != 0 || MapConroler._instance.longAndShortWall.length > 0)
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&& !MapConroler._instance.gameOver && !MapConroler._instance.gameWin) {
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&& !MapConroler._instance.gameOver && !MapConroler._instance.gameWin) {
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let gameover = MapConroler._instance.predict_End(colorTemp);
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let gameover = MapConroler._instance.predict_End(colorTemp);
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if (gameover == false) {
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if (gameover == false) {
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if (MapConroler._instance.revolving_state == 0)
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if (MapConroler._instance.revolving_state == 0)
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MapConroler._instance.failLevel("lock");
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MapConroler._instance.failLevel("lock");
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else if (MapConroler._instance.longAndShortWall.length > 0) {
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console.log("长墙和短墙无法通过");
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}
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else
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else
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MapConroler._instance.failLevel("rotate");
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MapConroler._instance.failLevel("rotate");
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}
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}
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@ -1213,12 +1219,15 @@ export default class Block extends cc.Component {
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MapConroler._instance.checkColor(colorTemp, true);
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MapConroler._instance.checkColor(colorTemp, true);
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setTimeout(() => {
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setTimeout(() => {
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if (MapConroler._instance.blockNum != 0 && (MapConroler._instance.openWall.length > 0 ||
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if (MapConroler._instance.blockNum != 0 && (MapConroler._instance.openWall.length > 0 ||
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MapConroler._instance.revolving_state != 0)
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MapConroler._instance.revolving_state != 0 || MapConroler._instance.longAndShortWall.length > 0)
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&& !MapConroler._instance.gameOver && !MapConroler._instance.gameWin) {
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&& !MapConroler._instance.gameOver && !MapConroler._instance.gameWin) {
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let gameover = MapConroler._instance.predict_End(colorTemp);
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let gameover = MapConroler._instance.predict_End(colorTemp);
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if (gameover == false) {
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if (gameover == false) {
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if (MapConroler._instance.revolving_state == 0)
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if (MapConroler._instance.revolving_state == 0)
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MapConroler._instance.failLevel("lock");
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MapConroler._instance.failLevel("lock");
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else if (MapConroler._instance.longAndShortWall.length > 0) {
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console.log("长墙和短墙无法通过");
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}
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else
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else
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MapConroler._instance.failLevel("rotate");
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MapConroler._instance.failLevel("rotate");
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}
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}
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@ -184,7 +184,7 @@ export default class MapConroler extends cc.Component {
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questionArray: any[];
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questionArray: any[];
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onLoad() {
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onLoad() {
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alert("最新版11点");
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MiniGameSdk.API.setNewCloudlevel();
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MiniGameSdk.API.setNewCloudlevel();
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cc.fx.GameConfig.GM_INFO.review = 0;
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cc.fx.GameConfig.GM_INFO.review = 0;
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cc.fx.GameConfig.GM_INFO.reviewBoom = 0;
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cc.fx.GameConfig.GM_INFO.reviewBoom = 0;
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@ -4114,12 +4114,14 @@ export default class MapConroler extends cc.Component {
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let shu = block.getComponent("Block").shu;
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let shu = block.getComponent("Block").shu;
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let direction = wall.node.parent.name;
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let direction = wall.node.parent.name;
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if (direction == "left" || direction == "right") {
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if (direction == "left" || direction == "right") {
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if (wall.wall_Info.length >= shu) {
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if (wall.length >= shu) {
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console.log("竖方向长短不够");
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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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else {
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else {
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if (wall.wall_Info.length >= heng) {
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if (wall.length >= heng) {
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console.log("横方向长短不够");
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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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@ -4129,12 +4131,14 @@ export default class MapConroler extends cc.Component {
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return jg;
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return jg;
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}
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}
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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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if (block.getComponent("Block").type == 10 || block.getComponent("Block").type == 3
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if (block.getComponent("Block").type == 10 || block.getComponent("Block").type == 3
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|| block.getComponent("Block").type == 4) {
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|| block.getComponent("Block").type == 4) {
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return false;
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return false;
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}
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}
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//开关方块不能通过
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// if (block.getComponent("Block").type == 10 || block.getComponent("Block").type == 3
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// if (block.getComponent("Block").type == 10 || block.getComponent("Block").type == 3
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// || block.getComponent("Block").type == 4 || block.getComponent("Block").type == 16) {
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// || block.getComponent("Block").type == 4 || block.getComponent("Block").type == 16) {
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// return false;
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// return false;
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@ -4157,12 +4161,10 @@ export default class MapConroler extends cc.Component {
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return true;
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return true;
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}
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}
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//有变色门,且无开关门
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//有变色门,且无开关门
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if (this.changeColor == true && this.openWall.length == 0) {
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if (this.changeColor == true && this.openWall.length == 0 && this.longAndShortWall.length == 0) {
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alert("11111111");
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return true;
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return true;
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}
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}
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if (this.blocks.length == 0) {
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if (this.blocks.length == 0) {
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alert("2222222");
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return true;
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return true;
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}
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}
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let result = false;
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let result = false;
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@ -4209,8 +4211,11 @@ export default class MapConroler extends cc.Component {
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console.log("冻结门,不可通行");
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console.log("冻结门,不可通行");
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continue;
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continue;
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}
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}
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// else if (this.wall_Pass[j].longAndShort) {
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// console.log("长短门,判断是否可通行");
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// }
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else {
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else {
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// console.log("普通门,判断是否可通行");
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console.log("普通门,判断是否可通行");
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result = this.blockCanPass(this.blocks[i], this.wall_Pass[j]);
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result = this.blockCanPass(this.blocks[i], this.wall_Pass[j]);
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if (result == true)
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if (result == true)
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return result;
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return result;
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