修改通行证补发逻辑, 修改 addLevel添加无尽关卡 修改随机到没有的关卡 默认+1
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@ -143,6 +143,7 @@ export default class JiaZai extends cc.Component {
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this.specialLevelShow();
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}
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this.endlessLevelShow();
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this.passCheckBuyState();
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this.checkAndSetPlayerPassLevel();
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// this.checkDailyQuests();
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@ -2212,9 +2213,20 @@ export default class JiaZai extends cc.Component {
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this.winStreakNode.getComponent("WinStreak").init();
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}
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}
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passCheckBuyState() {
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let passCheckActivate = cc.fx.StorageMessage.getStorage("PassCheckActivate");
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if (passCheckActivate) {
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// 需要补发通行证
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this.reissuePaaCheck();
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}
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}
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reissuePaaCheck() {
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cc.fx.GameConfig.GM_INFO.passCheckActivate = true;
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// 本地缓存一个购买通行证参数 如果没有给服务器发送成功,后续进入再发 过期自动清空
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cc.fx.StorageMessage.setStorage("PassCheckActivate", true);
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Utils.getPassCheckInfo((res) => {
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if (res.code === 1) {
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@ -2239,6 +2251,9 @@ export default class JiaZai extends cc.Component {
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}
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console.log("补发通行证", passCheckData)
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Utils.setPassCheckInfo((res) => {
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if (res.code === 1) {
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cc.fx.StorageMessage.setStorage("PassCheckActivate", null);
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}
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}, passCheckData)
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}
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})
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@ -2379,6 +2394,7 @@ export default class JiaZai extends cc.Component {
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console.log("清空通行证", null);
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cc.fx.GameConfig.GM_INFO.playerPassLevel = 0;
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cc.fx.StorageMessage.setStorage("ProgressIndex", 0);
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cc.fx.StorageMessage.setStorage("PassCheckActivate", null);
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}, passCheck)
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}
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@ -2318,47 +2318,50 @@ export default class MapConroler extends cc.Component {
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let overTime = Date.now();
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this.count_Time = overTime - this.count_Time;
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let endLevelShow = () => {
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let levelNum = this.node.parent.parent.getChildByName("Win").getChildByName("tween").getChildByName("endlessNode").getChildByName("levelNum")
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NumberToImage.numberToImageNodes(cc.fx.GameConfig.GM_INFO.endLevelNum, 45, 48, "half_black_", levelNum, true);// 45 48
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cc.fx.GameTool.setEndLevelLabelPos(levelNum);
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if (!cc.fx.GameConfig.GM_INFO.randomLevel || cc.fx.GameConfig.GM_INFO.randomLevel === 0) {
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cc.fx.GameConfig.GM_INFO.randomLevel = 31;
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}
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cc.fx.StorageMessage.setStorage("randomLevel", cc.fx.GameConfig.GM_INFO.randomLevel);
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}
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console.log("222222222222222", cc.fx.GameTool.maxLevel(), cc.fx.GameConfig.GM_INFO.GameplayType)
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if (cc.fx.GameConfig.GM_INFO.otherLevel > 0) {
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} else if (cc.fx.GameTool.maxLevel() && cc.fx.GameConfig.GM_INFO.GameplayType == 1) {
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if (!cc.fx.GameConfig.GM_INFO.randomLevel || cc.fx.GameConfig.GM_INFO.randomLevel === 0) {
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Utils.getEndlessLevel((data) => {
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if (data.code == 1) {
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cc.fx.GameConfig.GM_INFO.randomLevel = Number(data.data.userLevel) || cc.fx.GameTool.getNextLevel();
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cc.fx.GameConfig.GM_INFO.endLevelNum = Number(data.data.endLevelNum) || 1;
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console.log("获取无尽模式等级成功", cc.fx.GameConfig.GM_INFO.randomLevel, data);
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} else {
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cc.fx.GameConfig.GM_INFO.randomLevel = cc.fx.GameTool.getNextLevel() || 0;
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cc.fx.GameConfig.GM_INFO.endLevelNum = 1;
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}
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endLevelShow();
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});
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} else {
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cc.fx.GameConfig.GM_INFO.randomLevel = cc.fx.GameTool.getNextLevel();
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endLevelShow();
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cc.fx.GameConfig.GM_INFO.endLevelNum = cc.fx.GameConfig.GM_INFO.endLevelNum + 1;
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cc.fx.StorageMessage.setStorage("endLevelNum", cc.fx.GameConfig.GM_INFO.endLevelNum);
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console.log("无尽模式保存下一关等级:", cc.fx.GameConfig.GM_INFO.randomLevel, cc.fx.GameConfig.GM_INFO.endLevelNum);
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Utils.setEndlessLevel(() => { }, cc.fx.GameConfig.GM_INFO.randomLevel, cc.fx.GameConfig.GM_INFO.endLevelNum);
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}
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}
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else cc.fx.GameTool.addLevel(this.count_Time, this.add_Time, (data) => {
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let endLevelShow = () => {
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let levelNum = this.node.parent.parent.getChildByName("Win").getChildByName("tween").getChildByName("endlessNode").getChildByName("levelNum")
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NumberToImage.numberToImageNodes(cc.fx.GameConfig.GM_INFO.endLevelNum, 45, 48, "half_black_", levelNum, true);// 45 48
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cc.fx.GameTool.setEndLevelLabelPos(levelNum);
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if (!cc.fx.GameConfig.GM_INFO.randomLevel || cc.fx.GameConfig.GM_INFO.randomLevel === 0) {
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cc.fx.GameConfig.GM_INFO.randomLevel = 31;
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}
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cc.fx.StorageMessage.setStorage("randomLevel", cc.fx.GameConfig.GM_INFO.randomLevel);
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}
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console.log("222222222222222", cc.fx.GameTool.maxLevel(), cc.fx.GameConfig.GM_INFO.GameplayType)
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// if (cc.fx.GameTool.maxLevel() && cc.fx.GameConfig.GM_INFO.GameplayType == 1) {
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if (cc.fx.GameTool.maxLevel() && cc.fx.GameConfig.GM_INFO.GameplayType == 1) {
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if (!cc.fx.GameConfig.GM_INFO.randomLevel || cc.fx.GameConfig.GM_INFO.randomLevel === 0) {
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Utils.getEndlessLevel((data) => {
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if (data.code == 1) {
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cc.fx.GameConfig.GM_INFO.randomLevel = Number(data.data.userLevel) || cc.fx.GameTool.getNextLevel();
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cc.fx.GameConfig.GM_INFO.endLevelNum = Number(data.data.endLevelNum) || 1;
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console.log("获取无尽模式等级成功", cc.fx.GameConfig.GM_INFO.randomLevel, data);
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} else {
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cc.fx.GameConfig.GM_INFO.randomLevel = cc.fx.GameTool.getNextLevel() || 0;
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cc.fx.GameConfig.GM_INFO.endLevelNum = 1;
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}
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endLevelShow();
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});
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} else {
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cc.fx.GameConfig.GM_INFO.randomLevel = cc.fx.GameTool.getNextLevel();
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endLevelShow();
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cc.fx.GameConfig.GM_INFO.endLevelNum = cc.fx.GameConfig.GM_INFO.endLevelNum + 1;
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cc.fx.StorageMessage.setStorage("endLevelNum", cc.fx.GameConfig.GM_INFO.endLevelNum);
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console.log("无尽模式保存下一关等级:", cc.fx.GameConfig.GM_INFO.randomLevel, cc.fx.GameConfig.GM_INFO.endLevelNum);
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Utils.setEndlessLevel(() => { }, cc.fx.GameConfig.GM_INFO.randomLevel, cc.fx.GameConfig.GM_INFO.endLevelNum);
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}
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}
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// console.log("加分后排行结果", data);
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if (data.code == 1) {
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if (data.data.rank != -1) {
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@ -136,7 +136,8 @@ export class GameConfig {
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getProgressLevel: number; //获取进度关卡
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getProgress: number; //获取进度
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getItemType: number; popPassCheck: boolean; // 弹窗通行证
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passCheckActivate: boolean; winStreak: number; //连胜
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passCheckActivate: boolean;
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winStreak: number; //连胜
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tasks: { levelPass: { value: number; target: number; state: number; }; share: { value: number; target: number; state: number; }; useEnergy: { value: number; target: number; state: number; }; useProp: { value: number; target: number; state: number; }; }; addLevel: number; //每日过关数
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address: string; //用户城市信息
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firstTime: number; //用户注册时间
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@ -443,7 +444,13 @@ export class GameConfig {
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if (err) {
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console.log("______________没有这个关卡:", name);
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cc.fx.GameTool.addLevel(null, null, null);
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self.LEVEL_INFO_init(type, time, false);
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if (endless) {
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cc.fx.GameConfig.GM_INFO.randomLevel = cc.fx.GameConfig.GM_INFO.randomLevel + 1;
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cc.fx.GameConfig.LEVEL_INFO_init(type, time, false, true);
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} else {
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self.LEVEL_INFO_init(type, time, false);
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}
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return;
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}
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let jsonData: object = res.json!;
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@ -359,7 +359,12 @@ var GameTool = {
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//增加关卡数
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addLevel(time1, time2, callBack) {
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cc.fx.GameConfig.GM_INFO.level += 1;
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if (cc.fx.GameTool.maxLevel()) {
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} else {
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cc.fx.GameConfig.GM_INFO.level += 1;
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}
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cc.fx.GameTool.maxLevel()
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MiniGameSdk.API.setNewCloudlevel();
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const timestamp = Date.now();
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