更新功能
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@ -170,7 +170,7 @@ export default class MapConroler extends cc.Component {
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revolving_state: number = 0;//是否是旋转门关卡,0:不是,1:顺时针旋转,2:逆时针旋转
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revolving_state: number = 0;//是否是旋转门关卡,0:不是,1:顺时针旋转,2:逆时针旋转
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revolvingWallArray: any; //旋转门数组
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revolvingWallArray: any; //旋转门数组
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jumpWallArray: any; //跳跃门数组
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jumpWallArray: any; //跳跃门数组
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jump_state: number = 0;//跳跃门关卡的顺时针逆时针顺序,1:顺时针,2:逆时针
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jump_state: any;//跳跃门关卡的顺时针逆时针顺序,true:顺时针,false:逆时针,null则没有
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hitSoundCount: number;
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hitSoundCount: number;
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hitSoundTime: number;
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hitSoundTime: number;
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hammerSpecial: boolean = false;
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hammerSpecial: boolean = false;
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@ -190,6 +190,7 @@ export default class MapConroler extends cc.Component {
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private magicEffect1: cc.Node = null; // 第一套特效节点
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private magicEffect1: cc.Node = null; // 第一套特效节点
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private magicEffect2: cc.Node = null; // 第二套特效节点
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private magicEffect2: cc.Node = null; // 第二套特效节点
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questionArray: any[];
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questionArray: any[];
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jumpDirection: any;
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onLoad() {
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onLoad() {
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//以下为检验关卡
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//以下为检验关卡
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@ -254,7 +255,7 @@ export default class MapConroler extends cc.Component {
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this.changeColor = false;
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this.changeColor = false;
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this.floorMove = false;
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this.floorMove = false;
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this.revolving_state = 0;
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this.revolving_state = 0;
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this.jump_state = 0;
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this.jump_state = null;
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this.hitSoundCount = 0;
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this.hitSoundCount = 0;
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this.hitSoundTime = 0;
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this.hitSoundTime = 0;
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this.cityRank = cc.fx.GameConfig.GM_INFO.cityRank;
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this.cityRank = cc.fx.GameConfig.GM_INFO.cityRank;
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@ -873,7 +874,7 @@ export default class MapConroler extends cc.Component {
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if (this.revolving_state != 0) {
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if (this.revolving_state != 0) {
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this.createRevolvingWall();
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this.createRevolvingWall();
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}
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}
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if (this.jump_state != 0) {
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if (this.jump_state != null) {
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this.createJumpWall();
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this.createJumpWall();
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}
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}
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}
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}
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@ -1229,8 +1230,8 @@ export default class MapConroler extends cc.Component {
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else if (doorInfo[j].special == 5) {
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else if (doorInfo[j].special == 5) {
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this.revolving_state = 2;
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this.revolving_state = 2;
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}
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}
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else if (doorInfo[j].jump != undefined && doorInfo[j].jump != null) {
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else if (doorInfo[j].jumpDirection != undefined && doorInfo[j].jumpDirection != null) {
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this.jump_state = doorInfo[j].jump;
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this.jump_state = doorInfo[j].jumpDirection;
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}
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}
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wall.getComponent("Wall").init(doorInfo[j], null, null, null);
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wall.getComponent("Wall").init(doorInfo[j], null, null, null);
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this.wallArray.push(wall.parent);
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this.wallArray.push(wall.parent);
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@ -1327,10 +1328,10 @@ export default class MapConroler extends cc.Component {
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// 移动到下一组的位置
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// 移动到下一组的位置
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i += length;
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i += length;
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}
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}
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if (this.jump_state == 1) {
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if (this.jump_state == true) {
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}
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}
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//如果是逆时针
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//如果是逆时针
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else if (this.jump_state == 2) {
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else if (this.jump_state == false) {
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let wallStart = this.jumpWallArray[0];
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let wallStart = this.jumpWallArray[0];
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// 获取从索引1开始的剩余元素
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// 获取从索引1开始的剩余元素
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const restOfArray = this.jumpWallArray.slice(1);
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const restOfArray = this.jumpWallArray.slice(1);
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@ -1510,6 +1511,7 @@ export default class MapConroler extends cc.Component {
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}
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}
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}
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}
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return null;
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return null;
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}
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}
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getMinAndMax(block) {
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getMinAndMax(block) {
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@ -1729,6 +1731,7 @@ 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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}
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}
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var recorder
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}
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}
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if (pz == 0) jg = -1;
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if (pz == 0) jg = -1;
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@ -1744,7 +1747,6 @@ export default class MapConroler extends cc.Component {
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}
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}
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//粘合块解锁状态变化
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//粘合块解锁状态变化
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this.changeAdhesive();
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this.changeAdhesive();
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console.log("粘合块处理完毕");
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}
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}
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changeFreeze() {
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changeFreeze() {
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@ -443,8 +443,8 @@ var GameTool = {
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//关卡上限
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//关卡上限
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maxLevel() {
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maxLevel() {
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let jg = false;
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let jg = false;
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if (cc.fx.GameConfig.GM_INFO.level > 1049) {
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if (cc.fx.GameConfig.GM_INFO.level > 1099) {
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cc.fx.GameConfig.GM_INFO.level = 1050;
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cc.fx.GameConfig.GM_INFO.level = 1100;
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jg = true;
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jg = true;
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}
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}
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return jg;
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return jg;
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@ -43,7 +43,8 @@
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"num": 10,
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"num": 10,
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"color": 10,
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"color": 10,
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"special": 0,
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"special": 0,
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"jump": 1,
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"jump": true,
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"jumpDirection": true,
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"length": 2
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"length": 2
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},
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},
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{
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{
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