diff --git a/assets/Scene/HomeScene.fire b/assets/Scene/HomeScene.fire index f10cb32..f8386d3 100644 --- a/assets/Scene/HomeScene.fire +++ b/assets/Scene/HomeScene.fire @@ -2727,7 +2727,7 @@ "__id__": 59 } ], - "_active": false, + "_active": true, "_components": [], "_prefab": null, "_opacity": 255, @@ -2889,9 +2889,9 @@ "_opacity": 255, "_color": { "__type__": "cc.Color", - "r": 0, - "g": 126, - "b": 81, + "r": 43, + "g": 161, + "b": 119, "a": 255 }, "_contentSize": { @@ -23914,7 +23914,7 @@ }, { "__type__": "cc.Node", - "_name": "snow", + "_name": "New Sprite", "_objFlags": 0, "_parent": { "__id__": 549 @@ -23975,7 +23975,7 @@ "_is3DNode": false, "_groupIndex": 0, "groupIndex": 0, - "_id": "57Jj49hjhB/IjIYaKr/0dU" + "_id": "dfTmaQPZhP2Ix1UZaSsYhR" }, { "__type__": "cc.Sprite", @@ -23992,9 +23992,11 @@ ], "_srcBlendFactor": 770, "_dstBlendFactor": 771, - "_spriteFrame": null, + "_spriteFrame": { + "__uuid__": "8cdb44ac-a3f6-449f-b354-7cd48cf84061" + }, "_type": 0, - "_sizeMode": 1, + "_sizeMode": 0, "_fillType": 0, "_fillCenter": { "__type__": "cc.Vec2", @@ -24005,7 +24007,7 @@ "_fillRange": 0, "_isTrimmedMode": true, "_atlas": null, - "_id": "2bcu5aMTJNR6oODV5J/k9N" + "_id": "261B3Em/hFEYAUHj+xC1wf" }, { "__type__": "cc.Widget", @@ -24032,7 +24034,7 @@ "_isAbsVerticalCenter": true, "_originalWidth": 40, "_originalHeight": 36, - "_id": "fbxK6OjL1B/51Esr/XOCZN" + "_id": "28DG1qweVHkIaUIntr+PXW" }, { "__type__": "cc.Widget", diff --git a/assets/Script/JiaZai.ts b/assets/Script/JiaZai.ts index 7add363..b52ed53 100644 --- a/assets/Script/JiaZai.ts +++ b/assets/Script/JiaZai.ts @@ -257,6 +257,11 @@ export default class JiaZai extends cc.Component { }); } + else { + if (JiaZai.cachedRewardPrefab) { + this.getOrder(); + } + } if (cc.fx.GameConfig.GM_INFO.otherLevel > 0) { @@ -1562,7 +1567,7 @@ export default class JiaZai extends cc.Component { } if (data.data != null && data.code == 0) { - //console.log("未到期已领取"); + console.log("未到期已领取"); } if (data.code == 1) { this.getcard.active = true; diff --git a/assets/Script/Map.ts b/assets/Script/Map.ts index 59e0021..3bd97db 100644 --- a/assets/Script/Map.ts +++ b/assets/Script/Map.ts @@ -2025,7 +2025,6 @@ export default class MapConroler extends cc.Component { freezeBlock[i].getChildByName("freeze").getComponent("Freeze").reduce(1); } } - console.log("冻结方块数量", freezeBlock.length); let floorBlock = this.node.children.filter(child => { if (child.getComponent("Block")) { diff --git a/assets/Script/prop/Boom.ts b/assets/Script/prop/Boom.ts index 020f8a6..69bb1b9 100644 --- a/assets/Script/prop/Boom.ts +++ b/assets/Script/prop/Boom.ts @@ -55,6 +55,11 @@ export default class Boom extends cc.Component { } reduceTime(num) { + if (this.node.parent) { + if (this.node.parent.getComponent("Block").block_Info.floor) { + return; + } + } if (this.node.name == "boom2") { this.time -= num; if (this.time <= 0) this.time = 0; diff --git a/assets/career/prefab/rankGame.prefab b/assets/career/prefab/rankGame.prefab index 75e4ac0..d9e3f38 100644 --- a/assets/career/prefab/rankGame.prefab +++ b/assets/career/prefab/rankGame.prefab @@ -6698,7 +6698,7 @@ "__id__": 403 } ], - "_active": false, + "_active": true, "_components": [ { "__id__": 419 @@ -7060,7 +7060,7 @@ "_isSystemFontUsed": true, "_spacingX": 0, "_batchAsBitmap": false, - "_styleFlags": 0, + "_styleFlags": 1, "_underlineHeight": 0, "_N$horizontalAlign": 2, "_N$verticalAlign": 2, @@ -7168,7 +7168,7 @@ "_isSystemFontUsed": true, "_spacingX": 0, "_batchAsBitmap": false, - "_styleFlags": 0, + "_styleFlags": 1, "_underlineHeight": 0, "_N$horizontalAlign": 1, "_N$verticalAlign": 2, diff --git a/assets/custom/Json/level20.json b/assets/custom/Json/level20.json index 7207065..942b6ba 100644 --- a/assets/custom/Json/level20.json +++ b/assets/custom/Json/level20.json @@ -7,7 +7,7 @@ 9, 9 ], - "time": 140, + "time": 170, "gap": [ { "x": 3, diff --git a/assets/custom/Json/level23.json b/assets/custom/Json/level23.json index 2dd44ca..d92cebf 100644 --- a/assets/custom/Json/level23.json +++ b/assets/custom/Json/level23.json @@ -7,7 +7,7 @@ 9, 11 ], - "time": 100, + "time": 130, "gap": [ { "x": 1, diff --git a/assets/custom/Json/level24.json b/assets/custom/Json/level24.json index 89a14c3..8bdfa61 100644 --- a/assets/custom/Json/level24.json +++ b/assets/custom/Json/level24.json @@ -7,7 +7,7 @@ 7, 9 ], - "time": 150, + "time": 180, "gap": [ { "x": 1, diff --git a/assets/custom/Json/level496.json b/assets/custom/Json/level496.json index 50dcf12..c4cbfa9 100644 --- a/assets/custom/Json/level496.json +++ b/assets/custom/Json/level496.json @@ -97,7 +97,7 @@ }, { "block": 1, - "color": 9, + "color": 8, "type": 0, "position": { "x": -180, @@ -108,7 +108,7 @@ }, { "block": 1, - "color": 3, + "color": 9, "type": 0, "position": { "x": 420, @@ -141,7 +141,7 @@ }, { "block": 2, - "color": 7, + "color": 3, "type": 0, "position": { "x": 180, @@ -152,7 +152,7 @@ }, { "block": 0, - "color": 3, + "color": 9, "type": 0, "position": { "x": 300, @@ -166,7 +166,7 @@ "color": 11, "type": 0, "position": { - "x": 300, + "x": 180, "y": 120, "z": 0 }, @@ -174,7 +174,7 @@ }, { "block": 0, - "color": 9, + "color": 8, "type": 6, "position": { "x": -180, @@ -186,7 +186,7 @@ }, { "block": 2, - "color": 7, + "color": 3, "type": 1, "position": { "x": -60, @@ -257,7 +257,7 @@ { "id": 497, "num": 0, - "color": 3, + "color": 9, "special": 0, "length": 1 }, @@ -278,14 +278,14 @@ { "id": 500, "num": 7, - "color": 7, + "color": 3, "special": 0, "length": 2 }, { "id": 501, "num": 11, - "color": 7, + "color": 3, "special": 0, "length": 0 }, @@ -327,7 +327,7 @@ { "id": 507, "num": 23, - "color": 9, + "color": 8, "special": 0, "length": 1 }, diff --git a/assets/effect/snow/雪.effect b/assets/effect/snow/雪.effect index 7bd92ca..14a2f4e 100644 --- a/assets/effect/snow/雪.effect +++ b/assets/effect/snow/雪.effect @@ -65,7 +65,7 @@ CCProgram fs %{ uniform sampler2D texture; #endif - #define LAYERS 6 + #define LAYERS 20 #define DEPTH .4 #define WIDTH .3 #define SPEED .3 diff --git a/assets/effect/snow/雪.effect.meta b/assets/effect/snow/雪.effect.meta index 35dec9c..c1f3c6b 100644 --- a/assets/effect/snow/雪.effect.meta +++ b/assets/effect/snow/雪.effect.meta @@ -6,11 +6,11 @@ { "glsl1": { "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}", - "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nuniform vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);\nvec2 uv = 500./1000. + vec2(1.,1.)*gl_FragCoord.xy / 1000.;\nvec3 acc = vec3(0.0);\nfloat dof = 5.*sin(cc_time.x*.1);\nfor (int i=0;i<6;i++) {\n float fi = float(i);\n vec2 q = uv*(1.+fi*.4);\n float shouldDrift = step(0.6, fract(fi * 7.238917));\n float driftAmount = shouldDrift * .2 * sin(cc_time.x * 0.5 + fi * 1.5) * (1.0 + 0.5 * sin(fi * 3.7));\n q += vec2(q.y*(.3*mod(fi*7.238917,1.)-.3*.5) + driftAmount, .3*cc_time.x/(1.+fi*.4*.03));\n vec3 n = vec3(floor(q),31.189+fi);\n vec3 m = floor(n)*.00001 + fract(n);\n vec3 mp = (31415.9+m)/fract(p*m);\n vec3 r = fract(mp);\n vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);\n s += .008*abs(2.*fract(8.*q.yx)-1.);\n float d = .5*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;\n float edge = .004+.04*min(.5*abs(fi-5.-dof),1.);\n float sizeVariation = 0.9 + 0.3 * sin(fi * 2.1);\n acc += vec3(smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*.4)*sizeVariation));\n}\n float a = 0.;\n if(acc.r+acc.g+acc.b>0.3){\n a = acc.r+acc.g+acc.b;\n }\ngl_FragColor = vec4(vec3(acc*5.),a);\n}" + "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nuniform vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);\nvec2 uv = 500./1000. + vec2(1.,1.)*gl_FragCoord.xy / 1000.;\nvec3 acc = vec3(0.0);\nfloat dof = 5.*sin(cc_time.x*.1);\nfor (int i=0;i<20;i++) {\n float fi = float(i);\n vec2 q = uv*(1.+fi*.4);\n float shouldDrift = step(0.6, fract(fi * 7.238917));\n float driftAmount = shouldDrift * .2 * sin(cc_time.x * 0.5 + fi * 1.5) * (1.0 + 0.5 * sin(fi * 3.7));\n q += vec2(q.y*(.3*mod(fi*7.238917,1.)-.3*.5) + driftAmount, .3*cc_time.x/(1.+fi*.4*.03));\n vec3 n = vec3(floor(q),31.189+fi);\n vec3 m = floor(n)*.00001 + fract(n);\n vec3 mp = (31415.9+m)/fract(p*m);\n vec3 r = fract(mp);\n vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);\n s += .008*abs(2.*fract(8.*q.yx)-1.);\n float d = .5*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;\n float edge = .004+.04*min(.5*abs(fi-5.-dof),1.);\n float sizeVariation = 0.9 + 0.3 * sin(fi * 2.1);\n acc += vec3(smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*.4)*sizeVariation));\n}\n float a = 0.;\n if(acc.r+acc.g+acc.b>0.3){\n a = acc.r+acc.g+acc.b;\n }\ngl_FragColor = vec4(vec3(acc*5.),a);\n}" }, "glsl3": { "vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}", - "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);\nvec2 uv = 500./1000. + vec2(1.,1.)*gl_FragCoord.xy / 1000.;\nvec3 acc = vec3(0.0);\nfloat dof = 5.*sin(cc_time.x*.1);\nfor (int i=0;i<6;i++) {\n float fi = float(i);\n vec2 q = uv*(1.+fi*.4);\n float shouldDrift = step(0.6, fract(fi * 7.238917));\n float driftAmount = shouldDrift * .2 * sin(cc_time.x * 0.5 + fi * 1.5) * (1.0 + 0.5 * sin(fi * 3.7));\n q += vec2(q.y*(.3*mod(fi*7.238917,1.)-.3*.5) + driftAmount, .3*cc_time.x/(1.+fi*.4*.03));\n vec3 n = vec3(floor(q),31.189+fi);\n vec3 m = floor(n)*.00001 + fract(n);\n vec3 mp = (31415.9+m)/fract(p*m);\n vec3 r = fract(mp);\n vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);\n s += .008*abs(2.*fract(8.*q.yx)-1.);\n float d = .5*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;\n float edge = .004+.04*min(.5*abs(fi-5.-dof),1.);\n float sizeVariation = 0.9 + 0.3 * sin(fi * 2.1);\n acc += vec3(smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*.4)*sizeVariation));\n}\n float a = 0.;\n if(acc.r+acc.g+acc.b>0.3){\n a = acc.r+acc.g+acc.b;\n }\ngl_FragColor = vec4(vec3(acc*5.),a);\n}" + "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);\nvec2 uv = 500./1000. + vec2(1.,1.)*gl_FragCoord.xy / 1000.;\nvec3 acc = vec3(0.0);\nfloat dof = 5.*sin(cc_time.x*.1);\nfor (int i=0;i<20;i++) {\n float fi = float(i);\n vec2 q = uv*(1.+fi*.4);\n float shouldDrift = step(0.6, fract(fi * 7.238917));\n float driftAmount = shouldDrift * .2 * sin(cc_time.x * 0.5 + fi * 1.5) * (1.0 + 0.5 * sin(fi * 3.7));\n q += vec2(q.y*(.3*mod(fi*7.238917,1.)-.3*.5) + driftAmount, .3*cc_time.x/(1.+fi*.4*.03));\n vec3 n = vec3(floor(q),31.189+fi);\n vec3 m = floor(n)*.00001 + fract(n);\n vec3 mp = (31415.9+m)/fract(p*m);\n vec3 r = fract(mp);\n vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);\n s += .008*abs(2.*fract(8.*q.yx)-1.);\n float d = .5*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;\n float edge = .004+.04*min(.5*abs(fi-5.-dof),1.);\n float sizeVariation = 0.9 + 0.3 * sin(fi * 2.1);\n acc += vec3(smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*.4)*sizeVariation));\n}\n float a = 0.;\n if(acc.r+acc.g+acc.b>0.3){\n a = acc.r+acc.g+acc.b;\n }\ngl_FragColor = vec4(vec3(acc*5.),a);\n}" } } ],