修复负体力BUG,修复小方块缺失
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@ -694,6 +694,17 @@ export default class JiaZai extends cc.Component {
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// 处理下一个订单
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processOrder(index + 1);
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}, order.outTradeNo);
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let price = order.price || 0;
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const dataSuccess = {
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outTradeNo: order,
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price: price,
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payment_name: productId,
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payment_num: 1,
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type: systemType,
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}
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cc.fx.GameTool.shushu_Track("payment", dataSuccess);
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let name = "补发充值成功" + productId;
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MiniGameSdk.API.yinli_Pay(price, Utils.outTradeNo, name);
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} else {
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// 如果当前订单不处理,直接处理下一个订单
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processOrder(index + 1);
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@ -644,6 +644,7 @@ export default class MapConroler extends cc.Component {
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let pointD = cc.v2(pointA.x, pointA.y + 1);
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let pointE = cc.v2(pointA.x, pointA.y - 1);
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let opacity = 0;
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let turn = 0;
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if (type == "wall") opacity = 255;
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if (type == "turn") opacity = 250;
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@ -654,6 +655,13 @@ export default class MapConroler extends cc.Component {
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}
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else dir.push("right");
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}
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else if (type == "turn") {
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if (this.mapBlocksWall[pointB.x][pointB.y].opacity == 249) {
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dir.push("right");
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turn += 1;
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console.log("从转角处增加", turn);
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}
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}
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}
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if (pointC.x >= 0) {
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if (this.mapBlocksWall[pointC.x][pointC.y].opacity == opacity) {
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@ -662,6 +670,13 @@ export default class MapConroler extends cc.Component {
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}
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else dir.push("left");
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}
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else if (type == "turn") {
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if (this.mapBlocksWall[pointC.x][pointC.y].opacity == 249) {
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dir.push("left");
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turn += 1;
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console.log("从转角处增加", turn);
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}
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}
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}
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if (pointD.y < this.mapHeight) {
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if (this.mapBlocksWall[pointD.x][pointD.y].opacity == opacity) {
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@ -670,6 +685,13 @@ export default class MapConroler extends cc.Component {
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}
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else dir.push("up");
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}
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else if (type == "turn") {
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if (this.mapBlocksWall[pointD.x][pointD.y].opacity == 249) {
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dir.push("up");
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turn += 1;
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console.log("从转角处增加", turn);
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}
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}
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}
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if (pointE.y >= 0) {
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if (this.mapBlocksWall[pointE.x][pointE.y].opacity == opacity) {
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@ -678,17 +700,25 @@ export default class MapConroler extends cc.Component {
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}
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else dir.push("down");
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}
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else if (type == "turn") {
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if (this.mapBlocksWall[pointE.x][pointE.y].opacity == 249) {
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dir.push("down");
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turn += 1;
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console.log("从转角处增加", turn);
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}
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if (dir.length > 2) {
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}
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}
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if (dir.length > 2 || turn > 1) {
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return null;
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}
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if (dir.length == 1) {
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if (type == "wall")
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return dir[0];
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else
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else {
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return null;
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}
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}
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else if (dir.length == 2) {
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return dir[0] + dir[1];
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}
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@ -700,6 +730,7 @@ export default class MapConroler extends cc.Component {
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let block = this.wallInfo[i];
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if (block.opacity != 250) {
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let dir = this.getWllDiraction("turn", cc.v2(block.getComponent("MapBlock").posX, block.getComponent("MapBlock").posY));
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console.log("转角方向", dir, block.getComponent("MapBlock").posX, block.getComponent("MapBlock").posY);
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if (dir != null) {
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this.createTurn(dir, block, block.getComponent("MapBlock").posX, block.getComponent("MapBlock").posY);
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}
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@ -1602,10 +1633,10 @@ export default class MapConroler extends cc.Component {
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againLevel() {
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cc.fx.AudioManager._instance.playEffect("anniu_Big", null);
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// if (cc.fx.GameConfig.GM_INFO.hp < 1) {
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// MiniGameSdk.API.showToast("体力值不足");
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// return;
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// }
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if (cc.fx.GameConfig.GM_INFO.hp < 1) {
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MiniGameSdk.API.showToast("体力值不足");
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return;
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}
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if (!this.againCanTouch) return;
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this.againCanTouch = false;
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@ -81,7 +81,13 @@ export default class Utils {
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}
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static getPayInfo(callBack) {
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const delays = [1000, 3000, 6000, 9000, 12000];// 延迟时间数组
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// 延迟时间数组,按照 1 秒 3 次、2 秒 5 次、5 秒 6 次、15 秒 5 次的规则生成
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const delays = [
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...Array(3).fill(1000),
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...Array(5).fill(2000),
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...Array(6).fill(5000),
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...Array(5).fill(15000)
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];
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let attempt = 0; // 轮询次数
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const poll = () => {
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@ -92,7 +98,7 @@ export default class Utils {
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}
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console.log("请求uid:", Utils.uid);
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console.log("outTradeNo:", this.outTradeNo);
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console.log("outTradeNo:", Utils.outTradeNo);
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Utils.POST("wx/getPayInfo", { uid: Utils.uid, outTradeNo: Utils.outTradeNo }, res => {
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console.log("查询字符结果:", res);
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if (res.code === 1 && (res.data.pay_state === 1 || res.data.pay_state === 2)) {
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@ -176,7 +182,13 @@ export default class Utils {
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});
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}
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static getIosPayInfo(order, callBack) {
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const delays = [1000, 3000, 6000, 9000, 12000];// 延迟时间数组
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// 延迟时间数组,按照 1 秒 3 次、2 秒 5 次、5 秒 6 次、15 秒 5 次的规则生成
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const delays = [
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...Array(3).fill(1000),
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...Array(5).fill(2000),
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...Array(6).fill(5000),
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...Array(5).fill(15000)
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];
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let attempt = 0; // 轮询次数
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const iosOutTradeNo = order;
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@ -857,10 +869,10 @@ export default class Utils {
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Utils.POST("monthlyCard", setData, res => {
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// console.log("获得monthlyCard数据:", res);
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if (res.code === 1) {
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console.log("服务器:获取monthlyCard成功'✅ ", res);
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// console.log("服务器:获取monthlyCard成功'✅ ", res);
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if (callBack) callBack(res);
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} else {
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console.log("服务器:获取monthlyCard失败'❌ ", res);
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// console.log("服务器:获取monthlyCard失败'❌ ", res);
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if (callBack) callBack(res);
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}
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});
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@ -885,10 +897,10 @@ export default class Utils {
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Utils.POST("monthlyCard", setData, res => {
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// console.log("获得monthlyCard数据:", res);
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if (res.code === 1) {
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console.log("服务器:上传monthlyCard成功'✅ ", res);
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// console.log("服务器:上传monthlyCard成功'✅ ", res);
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if (callBack) callBack(res);
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} else {
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console.log("服务器:上传monthlyCard失败'❌ ", res);
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// console.log("服务器:上传monthlyCard失败'❌ ", res);
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if (callBack) callBack(res);
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}
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});
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@ -623,6 +623,8 @@ var GameTool = {
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}
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else {
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cc.fx.GameConfig.GM_INFO.hp += health;
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if (cc.fx.GameConfig.GM_INFO.hp < 0)
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cc.fx.GameConfig.GM_INFO.hp = 0;
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}
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// else MiniGameSdk.API.showToast("体力值恢复");
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@ -491,7 +491,8 @@ export default class NewClass extends cc.Component {
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}
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else {
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Utils.getPayInfo((data) => {
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//console.log("7.14_______________充值成功,准备轮训");
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// MiniGameSdk.API.showToast("充值成功");
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console.log("7.28_______________充值成功,准备轮训");
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//console.log("获得轮训结果:", data);
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this.closeLoad();
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if (data.data.pay_state == 1) {
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@ -518,7 +519,7 @@ export default class NewClass extends cc.Component {
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}
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cc.fx.GameTool.shushu_Track("payment", dataSuccess);
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let name = "购买金币道具:" + productId;
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MiniGameSdk.API.yinli_Pay(price, Utils.outTradeNo, name)
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MiniGameSdk.API.yinli_Pay(price, Utils.outTradeNo, name);
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console.log("7.14_______________充值成功,轮训成功,准备发货");
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Utils.setPayInfo(
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(res) => {
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