修改通行证
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@ -49,8 +49,8 @@ export default class JiaZai extends cc.Component {
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@property(cc.EditBox)
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custom: cc.EditBox = null;
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@property(cc.EditBox)
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activateEdBox: cc.EditBox = null;
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// @property(cc.EditBox)
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// activateEdBox: cc.EditBox = null;
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@property({ type: [cc.SpriteAtlas], tooltip: "方块颜色" })
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Block_Color: Array<cc.SpriteAtlas> = [];
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@ -236,10 +236,9 @@ export default class JiaZai extends cc.Component {
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}
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JiaZai.cachedPassCheckPrefab = prefab;
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//等级大于21开启
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if (cc.fx.GameConfig.GM_INFO.level >= 20) {
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if (cc.fx.GameConfig.GM_INFO.level >= 21) {
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let top = this.node.getChildByName("Load").getChildByName("Top");
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top.getChildByName("passBtn").active = true;
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this.popUpPassCheck()
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};
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});
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@ -281,6 +280,8 @@ export default class JiaZai extends cc.Component {
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//console.log("音乐开关", cc.fx.GameConfig.GM_INFO.musicOpen);
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AudioManager._instance.playMusicGame();
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// 从房间出来判断是否弹出通行证
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this.popUpPassCheck();
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this.onGames();
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}
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@ -414,9 +415,25 @@ export default class JiaZai extends cc.Component {
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this.monthH();
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}
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};
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if (cc.fx.GameConfig.GM_INFO.level >= 20) {
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if (cc.fx.GameConfig.GM_INFO.level >= 21) {
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let top = this.node.getChildByName("Load").getChildByName("Top");
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top.getChildByName("passBtn").active = true;
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let xinshouNode = this.Stamina.parent.getChildByName("xinshou");
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if (xinshouNode) {
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xinshouNode.y = -950;
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// 强制刷新节点的变换
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xinshouNode.setPosition(xinshouNode.x, -950);
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}
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} else {
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let top = this.node.getChildByName("Load").getChildByName("Top");
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top.getChildByName("passBtn").active = false;
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let xinshouNode = this.Stamina.parent.getChildByName("xinshou");
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if (xinshouNode) {
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xinshouNode.y = -710;
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// 强制刷新节点的变换
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xinshouNode.setPosition(xinshouNode.x, -710);
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}
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};
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if (cc.fx.GameConfig.GM_INFO.level >= 17) {
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let top = this.node.getChildByName("Load").getChildByName("Top");
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@ -1860,18 +1877,19 @@ export default class JiaZai extends cc.Component {
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}
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popUpPassCheck() {
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if (cc.fx.GameConfig.GM_INFO.openNewMode) {
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console.log("弹出通行证", cc.fx.GameConfig.GM_INFO.popPassCheck)
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if (cc.fx.GameConfig.GM_INFO.popPassCheck) {
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let date = new Date();
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let day = date.getDate(); // 当前日期(1-31)
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let month = date.getMonth() + 1; // 当前月份(1-12)
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let year = date.getFullYear(); // 当前年份
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let dateStr = `${year}-${String(month).padStart(2, '0')}-${String(day).padStart(2, '0')}`; // 格式化为 YYYY-MM-DD
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// 从缓存中获取上次弹窗的日期
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let cachedDateStr = cc.fx.StorageMessage.getStorage("CACHE_PASS_CHECK_DATE");
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let cachedDateStr = cc.fx.StorageMessage.getStorage("CACHE_PASS_CHECK");
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// 如果缓存中的日期和当前日期不一致
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if (cachedDateStr !== dateStr) {
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// 更新缓存
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cc.fx.StorageMessage.setStorage("CACHE_PASS_CHECK_DATE", dateStr);
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cc.fx.StorageMessage.setStorage("CACHE_PASS_CHECK", dateStr);
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this.openPassCheck();
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}
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}
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@ -1895,9 +1913,39 @@ export default class JiaZai extends cc.Component {
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console.log("解析后的 progressLevel:", passCheck[2].activate);
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} catch (e) {
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console.error("JSON 解析失败:", e);
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let endTiem = data.data.time + 5 * 60 * 1000;
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let passCheckData = {
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1: {
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time: "0",
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progress: 0,
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progressLevel: 0,
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activate: false,
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free: [],
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passCheck: [],
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},
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2: {
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time: endTiem.toString(),
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progress: 0,
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progressLevel: 1,
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activate: false,
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free: [1],
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passCheck: [1],
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}
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}
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cc.fx.GameConfig.GM_INFO.getProgress = 0;
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cc.fx.GameConfig.GM_INFO.getProgressLevel = 1;
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Utils.setPassCheckInfo((result) => {
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if (result.code === 1) {
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// console.log("GameScene 保存通行证成功");
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this.openPassCheck();
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} else {
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// console.log("GameScene 保存通行证失败", result);
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}
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}, passCheckData);
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return;
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}
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}
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console.log("passCheck:", passCheck.time, Number(passCheck[2].time), passCheck.time > Number(passCheck[2].time));
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// console.log("passCheck:", passCheck.time, Number(passCheck[2].time), passCheck.time > Number(passCheck[2].time));
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if (passCheck.time > Number(passCheck[2].time)) {
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this.checkAndSetPlayerPassLevel();
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}
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@ -1933,29 +1981,12 @@ export default class JiaZai extends cc.Component {
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let passCheck = null;
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Utils.setPassCheckInfo(() => {
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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.GameConfig.GM_INFO.playerPassLevel = 0;
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cc.fx.StorageMessage.setStorage("ProgressIndex", 0);
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this.checkAndSetPlayerPassLevel()
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}, passCheck)
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}
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gengxindianshu() {
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let shuju = parseInt(this.activateEdBox.string)
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for (let i = 0; i < shuju; i++) {
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setTimeout(() => {
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if (i == shuju - 1) {
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console.log("最后一次更新进度");
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this.setPassProgress(true);
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} else {
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this.setPassProgress(false);
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}
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}, i * 500); // 间隔0.3秒(300毫秒)调用一次
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}
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}
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setPassProgress(isLast = false) {
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setPassProgress() {
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Utils.getPassCheckInfo((res) => {
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if (res.code === 1) {
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@ -1965,35 +1996,60 @@ export default class JiaZai extends cc.Component {
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} else {
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passCheckData = res.data.passCheck;
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}
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if (passCheckData[2].time < res.data.time) {
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// passCheckData[2].time = res.data.time;
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passCheckData[1] = JSON.parse(JSON.stringify(passCheckData[2]));
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passCheckData[2] = {
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time: res.data.time + 5 * 60 * 1000,
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progress: 1,
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progressLevel: 1,
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activate: false,
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free: [],
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passCheck: [],
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cc.fx.GameConfig.GM_INFO.getItemType = 2;
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if (passCheckData == null || passCheckData == "null" || !passCheckData[2] || !passCheckData[2].time) {
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// let endTiem = data.data.time + 60 * 24 * 60 * 60 * 1000;
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let endTiem = res.data.time + 5 * 60 * 1000;
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passCheckData = {
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1: {
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time: "0",
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progress: 0,
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progressLevel: 0,
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activate: false,
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free: [],
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passCheck: [],
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},
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2: {
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time: endTiem.toString(),
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progress: 0,
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progressLevel: 1,
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activate: false,
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free: [1],
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passCheck: [1],
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}
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}
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cc.fx.GameConfig.GM_INFO.getProgress = 0;
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cc.fx.GameConfig.GM_INFO.getProgressLevel = 1;
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} else {
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if (passCheckData[2].time < res.data.time) {
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// passCheckData[2].time = res.data.time;
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passCheckData[1] = JSON.parse(JSON.stringify(passCheckData[2]));
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passCheckData[2] = {
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time: res.data.time + 5 * 60 * 1000,
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progress: 1,
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progressLevel: 1,
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activate: false,
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free: [],
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passCheck: [],
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}
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cc.fx.GameConfig.GM_INFO.getProgress = 0;
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cc.fx.GameConfig.GM_INFO.getProgressLevel = 1;
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}
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if (Number(passCheckData[2].progressLevel) > 30) {
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console.log("进度已满");
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passCheckData[2].progressLevel = 30;
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passCheckData[2].progress = 4;
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return;
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}
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}
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if (Number(passCheckData[2].progressLevel) > 30) {
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console.log("进度已满");
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passCheckData[2].progressLevel = 30;
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passCheckData[2].progress = 4;
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return;
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}
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const passCheckJson = cc.fx.GameConfig.PASS_CHECK;
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console.log("设置进度", cc.fx.GameConfig.GM_INFO.getProgress);
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cc.fx.GameConfig.GM_INFO.getProgress += 1;
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const item = passCheckJson[cc.fx.GameConfig.GM_INFO.getProgressLevel - 1];
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console.log("Item值", cc.fx.GameConfig.GM_INFO.getProgressLevel, item.token, item)
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console.log("判断", cc.fx.GameConfig.GM_INFO.getProgress, item.token)
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if (cc.fx.GameConfig.GM_INFO.getProgress < item.token) {
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} else if (cc.fx.GameConfig.GM_INFO.getProgress == item.token) {
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cc.fx.GameConfig.GM_INFO.popPassCheck = true;
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if (passCheckData && Array.isArray(passCheckData[2].free) && Array.isArray(passCheckData[2].passCheck)) {
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// 给数组末尾添加激活状态1
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if (passCheckData[2].free.length > 0) {
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@ -2014,7 +2070,6 @@ export default class JiaZai extends cc.Component {
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}
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else {
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cc.fx.GameConfig.GM_INFO.getProgressLevel += 1;
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cc.fx.GameConfig.GM_INFO.getProgress = 1;
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}
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@ -2023,7 +2078,6 @@ export default class JiaZai extends cc.Component {
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passCheckData[2].progressLevel = cc.fx.GameConfig.GM_INFO.getProgressLevel;
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passCheckData[2].progress = cc.fx.GameConfig.GM_INFO.getProgress;
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}
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console.log("保存的通行证数据", passCheckData);
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// 保存更新后的数据
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Utils.setPassCheckInfo((result) => {
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if (result.code === 1) {
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@ -2031,31 +2085,21 @@ export default class JiaZai extends cc.Component {
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} else {
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// console.log("GameScene 保存通行证失败", result);
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}
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if (isLast) {
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this.checkAndSetPlayerPassLevel();
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setTimeout(() => {
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MiniGameSdk.API.showToast("添加数据完成");
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}, 500);
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}
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}, passCheckData);
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console.log("通行证数据", passCheckData);
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} else {
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console.log("获取通行证信息失败", res);
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// console.log("获取通行证信息失败", res);
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}
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});
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console.log("进度", cc.fx.GameConfig.GM_INFO.getProgressLevel, cc.fx.GameConfig.GM_INFO.getProgress);
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// console.log("进度", cc.fx.GameConfig.GM_INFO.getProgressLevel, cc.fx.GameConfig.GM_INFO.getProgress);
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}
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checkAndSetPlayerPassLevel() {
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const currentLevel = cc.fx.GameConfig.GM_INFO.level;
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// 判断是否已经记录过playerPassLevel,如果没有并且当前等级大于等于21级,则记录
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console.log("当前等级:", currentLevel, typeof currentLevel)
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if (currentLevel >= 20) {
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if (currentLevel >= 21) {
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cc.fx.GameConfig.GM_INFO.playerPassLevel = currentLevel;
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console.log("记录玩家起始关卡:", currentLevel);
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let self = this;
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Utils.getPassCheckInfo((data) => {
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@ -2064,14 +2108,13 @@ export default class JiaZai extends cc.Component {
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let top = self.node.getChildByName("Load").getChildByName("Top");
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top.getChildByName("passBtn").active = false;
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} else {
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console.log("获取getpassCheckLv1", data.data.passCheck, typeof data.data.passCheck, data.data.passCheck == "null");
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cc.fx.GameConfig.GM_INFO.getItemType = 2;
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if (data.data.passCheck == null || data.data.passCheck == "null") {
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// let endTiem = data.data.time + 60 * 24 * 60 * 60 * 1000;
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let endTiem = data.data.time + 5 * 60 * 1000;
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let dataInfo = {
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1: {
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time: 0,
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time: "0",
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progress: 0,
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progressLevel: 0,
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activate: false,
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@ -2106,7 +2149,6 @@ export default class JiaZai extends cc.Component {
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passCheckLvObj = data.data.passCheck[2];
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}
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if (!parsedData || !parsedData[1] || !parsedData[1].time || !parsedData[2] || !parsedData[2].time) {
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console.log("通行证时间数据不完整,执行清理数据");
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self.qinglishuju();
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return;
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}
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@ -2115,19 +2157,15 @@ export default class JiaZai extends cc.Component {
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let time2 = Number(parsedData[2].time);
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// let allExpire = time2 + 30 * 24 * 60 * 60 * 1000;
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// let newTime = serverTime + 60 * 24 * 60 * 60 * 1000;
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let allExpire = time2 + 2 * 60 * 1000 + 30 * 1000; // 2 结束后 2分30秒
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// let allExpire = time2 + 2 * 60 * 1000 + 30 * 1000; // 2 结束后 2分30秒
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// let newTime = serverTime + 5 * 60 * 1000; // 当前期的结束时间
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// let outTime = time1 + 2 * 60 * 1000 + 30 * 1000; // 1的清理时间
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let allExpire = time2 + 5 * 60 * 1000; // 2 结束后 2分30秒
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let newTime = serverTime + 5 * 60 * 1000; // 当前期的结束时间
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let outTime = time1 + 2 * 60 * 1000 + 30 * 1000; // 1的清理时间
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let outTime = time1 + 5 * 60 * 1000; // 1的清理时间
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let now = new Date().getTime();
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console.log("服务器" + new Date(serverTime).toLocaleString() + "\n"
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+ "所有结束" + new Date(allExpire).toLocaleString() + "\n"
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+ "Time1" + new Date(time1).toLocaleString() + "\n"
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+ "Time2" + new Date(time2).toLocaleString() + "\n"
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+ "当前结束" + new Date(newTime).toLocaleString()
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);
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console.log("通行证时间判断", serverTime >= allExpire, serverTime >= time2 && serverTime < allExpire, time2 == newTime);
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if (serverTime >= allExpire) {
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console.log("清理数据 超时进入");
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// 清空数据
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self.qinglishuju();
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return;
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@ -2164,12 +2202,10 @@ export default class JiaZai extends cc.Component {
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cc.fx.GameConfig.GM_INFO.getProgressLevel = 1;
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cc.fx.GameConfig.GM_INFO.getProgress = 1;
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cc.fx.StorageMessage.setStorage("ProgressIndex", 1);
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console.log("清理数据 过时进入赋值", cc.fx.GameConfig.GM_INFO.getItemType, parsedData);
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Utils.setPassCheckInfo(() => { }, parsedData)
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return;
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} else {
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// 清空数据
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console.log("清理数据 领完");
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self.qinglishuju();
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return;
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}
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@ -2197,20 +2233,9 @@ export default class JiaZai extends cc.Component {
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} else {
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cc.fx.GameConfig.GM_INFO.getItemType = 2;
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}
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console.log("清理数据 未到时间", cc.fx.GameConfig.GM_INFO.getItemType, parsedData);
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} else {
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// parsedData[1] = {
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// time: "",
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// progress: 0,
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// progressLevel: 0,
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// activate: false,
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// free: [],
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// passCheck: [],
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// };
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cc.fx.GameConfig.GM_INFO.getItemType = 2;
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console.log("清理数据 第一期", cc.fx.GameConfig.GM_INFO.getItemType, parsedData);
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// Utils.setPassCheckInfo(() => { }, parsedData)
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}
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@ -2150,103 +2150,6 @@ export default class MapConroler extends cc.Component {
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}
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}
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// setPassProgress() {
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// console.log("设置进度", cc.fx.GameConfig.GM_INFO.getProgress);
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// cc.fx.GameConfig.GM_INFO.getProgress += 1;
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// const passCheckData = cc.fx.GameConfig.PASS_CHECK;
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// const item = passCheckData[cc.fx.GameConfig.GM_INFO.getProgressLevel - 1];
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// console.log("Item值", cc.fx.GameConfig.GM_INFO.getProgressLevel, item.token, item)
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// console.log("判断", cc.fx.GameConfig.GM_INFO.getProgress <= item.token, typeof cc.fx.GameConfig.GM_INFO.getProgress, typeof item.token)
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// if (cc.fx.GameConfig.GM_INFO.getProgress < item.token) {
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// } else if (cc.fx.GameConfig.GM_INFO.getProgress == item.token) {
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// }
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// else {
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// cc.fx.GameConfig.GM_INFO.getProgressLevel += 1;
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// cc.fx.GameConfig.GM_INFO.getProgress = 1;
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// // Utils.getPassCheckInfo(() => {
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// // console.log("获取setPassCheckInfo");
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// // })
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// // let data2 = {
|
||||
// // activate: cc.fx.GameConfig.GM_INFO.passCheckActivate,
|
||||
// // free: [1],
|
||||
// // passCheck: [1],
|
||||
|
||||
// // }
|
||||
// // Utils.setPassCheckInfo(() => {
|
||||
// // console.log("设置setPassCheckInfo");
|
||||
// // }, data2)
|
||||
|
||||
// }
|
||||
// Utils.getPassCheckInfo((res) => {
|
||||
// if (res.code === 1) {
|
||||
// try {
|
||||
// let passCheckData;
|
||||
// if (typeof res.data.passCheck === 'string') {
|
||||
// passCheckData = JSON.parse(res.data.passCheck);
|
||||
// } else {
|
||||
// passCheckData = res.data.passCheck;
|
||||
// }
|
||||
// let now = new Date().getTime();
|
||||
// // 确保free和passCheck数组存在
|
||||
// if (passCheckData && Array.isArray(passCheckData[2].free) && Array.isArray(passCheckData[2].passCheck)) {
|
||||
// // 给数组末尾添加激活状态1
|
||||
// if (passCheckData[2].free.length > 0) {
|
||||
// const lastIndex = cc.fx.GameConfig.GM_INFO.getProgressLevel - 1;
|
||||
// passCheckData[2].free[lastIndex] = 1;
|
||||
// } else {
|
||||
// passCheckData[2].free.push(1);
|
||||
// }
|
||||
|
||||
// // 只有在通行证已激活的情况下才更新passCheck数组
|
||||
// if (passCheckData[2].passCheck.length > 0) {
|
||||
// const lastIndex = cc.fx.GameConfig.GM_INFO.getProgressLevel - 1;
|
||||
// passCheckData[2].passCheck[lastIndex] = 1;
|
||||
// } else {
|
||||
// passCheckData[2].passCheck.push(1);
|
||||
// }
|
||||
// passCheckData[2].progressLevel = cc.fx.GameConfig.GM_INFO.getProgressLevel;
|
||||
// passCheckData[2].progress = cc.fx.GameConfig.GM_INFO.getProgress;
|
||||
// passCheckData[2].time = now.toString();
|
||||
// // 保存更新后的数据
|
||||
// Utils.setPassCheckInfo((result) => {
|
||||
// if (result.code === 1) {
|
||||
// console.log("GameScene 保存通行证成功");
|
||||
// } else {
|
||||
// console.log("GameScene 保存通行证失败", result);
|
||||
// }
|
||||
// }, passCheckData);
|
||||
// }
|
||||
// } catch (error) {
|
||||
// console.error("解析通行证数据失败", error);
|
||||
// }
|
||||
// } else {
|
||||
// console.log("获取通行证信息失败", res);
|
||||
// }
|
||||
// });
|
||||
|
||||
// // let data = {
|
||||
// // progressLevel: cc.fx.GameConfig.GM_INFO.getProgressLevel,
|
||||
// // progress: cc.fx.GameConfig.GM_INFO.getProgress
|
||||
// // }
|
||||
// // Utils.setPassCheckLv(() => {
|
||||
// // console.log("设置进度", data);
|
||||
// // }, data)
|
||||
// // if (data.progressLevel == 1 && data.progress == 1) {
|
||||
// // let data2 = {
|
||||
// // activate: cc.fx.GameConfig.GM_INFO.passCheckActivate,
|
||||
// // free: [1],
|
||||
// // passCheck: [1],
|
||||
|
||||
// // }
|
||||
// // Utils.setPassCheckInfo(() => {
|
||||
// // console.log("设置setPassCheckInfo");
|
||||
// // }, data2)
|
||||
// // }
|
||||
// console.log("进度", cc.fx.GameConfig.GM_INFO.getProgressLevel, cc.fx.GameConfig.GM_INFO.getProgress);
|
||||
// }
|
||||
setPassProgress() {
|
||||
Utils.getPassCheckInfo((res) => {
|
||||
if (res.code === 1) {
|
||||
|
|
@ -2257,36 +2160,60 @@ export default class MapConroler extends cc.Component {
|
|||
} else {
|
||||
passCheckData = res.data.passCheck;
|
||||
}
|
||||
if (passCheckData[2].time < res.data.time) {
|
||||
// passCheckData[2].time = res.data.time;
|
||||
passCheckData[1] = JSON.parse(JSON.stringify(passCheckData[2]));
|
||||
passCheckData[2] = {
|
||||
time: res.data.time + 5 * 60 * 1000,
|
||||
progress: 1,
|
||||
progressLevel: 1,
|
||||
activate: false,
|
||||
free: [],
|
||||
passCheck: [],
|
||||
cc.fx.GameConfig.GM_INFO.getItemType = 2;
|
||||
if (passCheckData == null || passCheckData == "null" || !passCheckData[2] || !passCheckData[2].time) {
|
||||
// let endTiem = data.data.time + 60 * 24 * 60 * 60 * 1000;
|
||||
let endTiem = res.data.time + 5 * 60 * 1000;
|
||||
passCheckData = {
|
||||
1: {
|
||||
time: "0",
|
||||
progress: 0,
|
||||
progressLevel: 0,
|
||||
activate: false,
|
||||
free: [],
|
||||
passCheck: [],
|
||||
},
|
||||
2: {
|
||||
time: endTiem.toString(),
|
||||
progress: 0,
|
||||
progressLevel: 1,
|
||||
activate: false,
|
||||
free: [1],
|
||||
passCheck: [1],
|
||||
}
|
||||
}
|
||||
cc.fx.GameConfig.GM_INFO.getProgress = 0;
|
||||
cc.fx.GameConfig.GM_INFO.getProgressLevel = 1;
|
||||
} else {
|
||||
if (passCheckData[2].time < res.data.time) {
|
||||
// passCheckData[2].time = res.data.time;
|
||||
passCheckData[1] = JSON.parse(JSON.stringify(passCheckData[2]));
|
||||
passCheckData[2] = {
|
||||
time: res.data.time + 5 * 60 * 1000,
|
||||
progress: 1,
|
||||
progressLevel: 1,
|
||||
activate: false,
|
||||
free: [],
|
||||
passCheck: [],
|
||||
}
|
||||
cc.fx.GameConfig.GM_INFO.getProgress = 0;
|
||||
cc.fx.GameConfig.GM_INFO.getProgressLevel = 1;
|
||||
}
|
||||
if (Number(passCheckData[2].progressLevel) > 30) {
|
||||
console.log("进度已满");
|
||||
passCheckData[2].progressLevel = 30;
|
||||
passCheckData[2].progress = 4;
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (Number(passCheckData[2].progressLevel) > 30) {
|
||||
return;
|
||||
}
|
||||
console.log("设置进度", cc.fx.GameConfig.GM_INFO.getProgress);
|
||||
cc.fx.GameConfig.GM_INFO.getProgress += 1;
|
||||
|
||||
const passCheckJson = cc.fx.GameConfig.PASS_CHECK;
|
||||
cc.fx.GameConfig.GM_INFO.getProgress += 1;
|
||||
const item = passCheckJson[cc.fx.GameConfig.GM_INFO.getProgressLevel - 1];
|
||||
console.log("Item值", cc.fx.GameConfig.GM_INFO.getProgressLevel, item.token, item)
|
||||
console.log("判断", cc.fx.GameConfig.GM_INFO.getProgress, item.token)
|
||||
|
||||
|
||||
// let now = new Date().getTime();
|
||||
|
||||
if (cc.fx.GameConfig.GM_INFO.getProgress < item.token) {
|
||||
|
||||
} else if (cc.fx.GameConfig.GM_INFO.getProgress == item.token) {
|
||||
cc.fx.GameConfig.GM_INFO.popPassCheck = true;
|
||||
if (passCheckData && Array.isArray(passCheckData[2].free) && Array.isArray(passCheckData[2].passCheck)) {
|
||||
// 给数组末尾添加激活状态1
|
||||
if (passCheckData[2].free.length > 0) {
|
||||
|
|
@ -2314,9 +2241,7 @@ export default class MapConroler extends cc.Component {
|
|||
// 确保free和passCheck数组存在
|
||||
passCheckData[2].progressLevel = cc.fx.GameConfig.GM_INFO.getProgressLevel;
|
||||
passCheckData[2].progress = cc.fx.GameConfig.GM_INFO.getProgress;
|
||||
// passCheckData[2].time = now.toString();
|
||||
}
|
||||
console.log("保存的通行证数据", passCheckData);
|
||||
// 保存更新后的数据
|
||||
Utils.setPassCheckInfo((result) => {
|
||||
if (result.code === 1) {
|
||||
|
|
@ -2325,14 +2250,13 @@ export default class MapConroler extends cc.Component {
|
|||
// console.log("GameScene 保存通行证失败", result);
|
||||
}
|
||||
}, passCheckData);
|
||||
|
||||
console.log("通行证数据", passCheckData);
|
||||
|
||||
} else {
|
||||
console.log("获取通行证信息失败", res);
|
||||
// console.log("获取通行证信息失败", res);
|
||||
}
|
||||
});
|
||||
|
||||
console.log("进度", cc.fx.GameConfig.GM_INFO.getProgressLevel, cc.fx.GameConfig.GM_INFO.getProgress);
|
||||
// console.log("进度", cc.fx.GameConfig.GM_INFO.getProgressLevel, cc.fx.GameConfig.GM_INFO.getProgress);
|
||||
}
|
||||
|
||||
againLevel() {
|
||||
|
|
|
|||
|
|
@ -126,13 +126,10 @@ export class GameConfig {
|
|||
wxUserInfo: boolean; //微信用户信息授权
|
||||
winStreak: number; //连胜次数
|
||||
winState: boolean; //是否延续连胜状态
|
||||
// playerPassLevel: number; // 玩家起始关卡
|
||||
getProgressLevel: number; //获取进度关卡
|
||||
getProgress: number; //获取进度
|
||||
getItemType: number; // 领取物品的类型 1 2
|
||||
// ProgressIndex: number; // 记录玩家当前进入通行证时关卡
|
||||
// passCheckOpenTime: string; // 通行证开启时间
|
||||
// passCheckPeriod: number; // 通行证期数
|
||||
popPassCheck: boolean; // 弹窗通行证
|
||||
passCheckActivate: boolean; //是否激活通行证
|
||||
tasks: {}; //任务
|
||||
};
|
||||
|
|
@ -301,13 +298,10 @@ export class GameConfig {
|
|||
wxFriend: false, //微信好友信息授权
|
||||
wxUserInfo: false, //微信用户信息授权
|
||||
winState: false, //是否延续连胜状态
|
||||
// playerPassLevel: 0, // 记录玩家起始关卡
|
||||
getProgressLevel: 1, //获取进度关卡
|
||||
getProgress: 0, //获取进度
|
||||
getItemType: 2,
|
||||
// ProgressIndex: 0, //获取进度索引
|
||||
// passCheckOpenTime: "", // 通行证开启时间
|
||||
// passCheckPeriod: 0, // 通行证期数
|
||||
popPassCheck: false, // 弹窗通行证
|
||||
passCheckActivate: false,
|
||||
winStreak: 0, //连胜
|
||||
tasks: { levelPass: { value: 0, target: 0, state: 0 }, share: { value: 0, target: 0, state: 0 }, useEnergy: { value: 0, target: 0, state: 0 }, useProp: { value: 0, target: 0, state: 0 } }
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
|
|
@ -73,19 +73,6 @@ export default class passCheck extends cc.Component {
|
|||
this.closetBtn.node.on('click', this.onCloseBtnClick, this);
|
||||
this.activateBtn.node.on('click', this.onActivateBtnClick, this);
|
||||
|
||||
// Utils.POST("login", { code: res.code, isDebug: isDebug, distinctId: cc.fx.GameConfig.GM_INFO.shushu_DistinctId }, ret => {
|
||||
// console.log("__________请求结果:", ret);
|
||||
// if (!isCallBackCalled) {
|
||||
// isCallBackCalled = true;
|
||||
// if (ret.code === 1) { // 假设返回 code 为 1 表示成功
|
||||
// Utils.openid = ret.data.openid;
|
||||
// Utils.session_key = ret.data.session_key;
|
||||
// Utils.uid = ret.data._id;
|
||||
// }
|
||||
// callBack(ret);
|
||||
// }
|
||||
// });
|
||||
|
||||
|
||||
// this.initPassList();
|
||||
this.onShowListener = null;
|
||||
|
|
@ -112,7 +99,6 @@ export default class passCheck extends cc.Component {
|
|||
// let _playerPassLevel = cc.fx.GameConfig.GM_INFO.playerPassLevel
|
||||
// let getUserLevel = cc.fx.GameConfig.GM_INFO.level;
|
||||
let passCheck = null;
|
||||
console.log("通行证里判断", cc.fx.GameConfig.GM_INFO.getItemType, cc.fx.GameConfig.GM_INFO.getItemType == 2);
|
||||
if (cc.fx.GameConfig.GM_INFO.getItemType == 2) {
|
||||
this.oldPassCheckInfo = passCheckInfo[1];
|
||||
passCheck = passCheckInfo[2];
|
||||
|
|
@ -135,18 +121,6 @@ export default class passCheck extends cc.Component {
|
|||
// this.endTime = passCheck.time + (60 * 24 * 60 * 60 * 1000); // 开始时间 + 60天的毫秒数
|
||||
this.endTime = passCheck.time;
|
||||
|
||||
// this.ProgressIndex = 1;
|
||||
console.log("检查是否是字符串", passCheck.progressLevel, passCheck);
|
||||
// 检查是否是字符串,如果是则解析
|
||||
// if (typeof passCheck1 === 'string') {
|
||||
// try {
|
||||
// passCheck1 = JSON.parse(passCheck1);
|
||||
// // console.log("解析后的 passCheck1:", passCheck1);
|
||||
// // console.log("解析后的 progressLevel:", passCheck1.progressLevel);
|
||||
// } catch (e) {
|
||||
// console.error("JSON 解析失败:", e);
|
||||
// }
|
||||
// }
|
||||
if (typeof passCheck === 'string') {
|
||||
try {
|
||||
passCheck = JSON.parse(passCheck);
|
||||
|
|
@ -156,8 +130,6 @@ export default class passCheck extends cc.Component {
|
|||
console.error("JSON 解析失败:", e);
|
||||
}
|
||||
}
|
||||
console.log("passCheck.progressLevel", passCheck.progressLevel);
|
||||
console.log("passCheck", passCheck);
|
||||
this.timeNumber = 0;
|
||||
this.progressNum1 = passCheck.progress;
|
||||
if (passCheck.progressLevel > 30) {
|
||||
|
|
@ -167,8 +139,6 @@ export default class passCheck extends cc.Component {
|
|||
this.progressNum2 = passCheckData[passCheck.progressLevel - 1].token;
|
||||
|
||||
let lvNum = passCheck.progressLevel;
|
||||
// let
|
||||
console.log("lvNum", this.progressNum1, this.progressNum2);
|
||||
|
||||
if (this.progressNum1 == this.progressNum2) {
|
||||
lvNum += 1;
|
||||
|
|
@ -191,7 +161,6 @@ export default class passCheck extends cc.Component {
|
|||
|
||||
NumberToImage.numberToImageNodes(this.progressNum1, 20, 15, "mul", this.progress_1, true);
|
||||
NumberToImage.numberToImageNodes(this.progressNum2, 20, 15, "mul", this.progress_2, true);
|
||||
console.log("this.currentLvNum", this.currentLvNum);
|
||||
cc.fx.GameConfig.GM_INFO.passCheckActivate = passCheck.activate;
|
||||
// this.barSpr.fillRange = this.progressNum1 / this.progressNum2;
|
||||
let barSprFillRange = this.progressNum1 / this.progressNum2;
|
||||
|
|
@ -210,7 +179,6 @@ export default class passCheck extends cc.Component {
|
|||
.delay(time)
|
||||
.to(time, { fillRange: fillRange })
|
||||
.call(() => {
|
||||
console.log("fillRange", reset);
|
||||
if (reset) {
|
||||
this.barSpr.fillRange = 0;
|
||||
if (this.progressNum1 == this.progressNum2) {
|
||||
|
|
@ -238,7 +206,6 @@ export default class passCheck extends cc.Component {
|
|||
}
|
||||
|
||||
// 确保动画按顺序执行
|
||||
console.log("确保动画按顺序执行", forInt);
|
||||
for (let j = 0; j < forInt; j++) {
|
||||
cc.tween(this.barSpr).delay(j * 0.6 + 0.3).call(() => {
|
||||
if (j == forInt - 1) {
|
||||
|
|
@ -258,27 +225,10 @@ export default class passCheck extends cc.Component {
|
|||
if (forInt == 0) {
|
||||
fillRangeFun(1, 0, true);
|
||||
}
|
||||
// cc.tween(this.barSpr)
|
||||
// .delay(time)
|
||||
// .to(time, { fillRange: 1 })
|
||||
// .start();
|
||||
// if (progress == 0) time = 0;
|
||||
// cc.tween(child.getChildByName("progress").getComponent(cc.Sprite))
|
||||
// .delay(j * 0.1)
|
||||
// .to(time, { fillRange: progress })
|
||||
// .start();
|
||||
|
||||
|
||||
|
||||
|
||||
this.setbarNodePosX()
|
||||
this.initCountDown();
|
||||
console.log("activateBtn", passCheck.activate);
|
||||
// 当前关卡的进度 1/4 当前关卡 5
|
||||
// 当前领取到的关卡 免费 1 激活 2
|
||||
|
||||
|
||||
// 从GameConfig中获取PASS_CHECK数据
|
||||
|
||||
this.passListData = [];
|
||||
// 遍历数据并按照指定格式填充passList
|
||||
|
|
@ -311,7 +261,6 @@ export default class passCheck extends cc.Component {
|
|||
}
|
||||
|
||||
this.onShowList(this.passListData);
|
||||
console.log("this.passListData", this.passListData);
|
||||
}
|
||||
|
||||
onShowList(data: any) {
|
||||
|
|
@ -378,30 +327,6 @@ export default class passCheck extends cc.Component {
|
|||
* descriptionBtn事件,显示descriptionNode节点
|
||||
*/
|
||||
onDescriptionBtnClick() {
|
||||
// let setData = {
|
||||
// uid: cc.fx.GameConfig.GM_INFO.uid,
|
||||
// action: 'read',
|
||||
// }
|
||||
// Utils.POST("passCheck", setData, res => {
|
||||
// //console.log("获得userLevel数据:", res);
|
||||
// if (res.code === 1) {
|
||||
// // console.log("服务器:获得通行证成功", res);
|
||||
// try {
|
||||
// const parsedData = JSON.parse(res.data.passCheck);
|
||||
// console.log("服务器:获得通行证成功", res);
|
||||
// console.log("parsedData:", parsedData);
|
||||
// console.log("parsedData[0]:", parsedData.free[0]);
|
||||
// } catch (error) {
|
||||
// console.error('解析失败:', error);
|
||||
// // 可能是对象已被字符串化,需要其他处理方式
|
||||
// }
|
||||
// // if (callBack) callBack(res);
|
||||
// } else {
|
||||
// console.log("服务器:获得通行证失败", res);
|
||||
// // if (callBack) callBack(res);
|
||||
// }
|
||||
// });
|
||||
|
||||
|
||||
if (this.descriptionNode) {
|
||||
this.descriptionNode.active = true;
|
||||
|
|
@ -435,16 +360,6 @@ export default class passCheck extends cc.Component {
|
|||
}
|
||||
}
|
||||
this.descriptionNode.active = false;
|
||||
// event.stopPropagation();
|
||||
// console.log("descriptionNode点击");
|
||||
// // 使用动作隐藏节点
|
||||
// cc.tween(this.descriptionNode)
|
||||
// .to(0.3, { opacity: 0 })
|
||||
// .call(() => {
|
||||
// this.descriptionNode.active = false;
|
||||
// this.descriptionNode.opacity = 255; // 恢复透明度以便下次使用
|
||||
// })
|
||||
// .start();
|
||||
}, this);
|
||||
}
|
||||
|
||||
|
|
@ -840,7 +755,6 @@ export default class passCheck extends cc.Component {
|
|||
|
||||
onDestroy() {
|
||||
// 组件销毁时清除定时器
|
||||
console.log("界面即将被销毁");
|
||||
if (this.countdownTimer) {
|
||||
clearInterval(this.countdownTimer);
|
||||
this.countdownTimer = null;
|
||||
|
|
|
|||
|
|
@ -54,10 +54,6 @@ export default class PassCheckItem extends cc.Component {
|
|||
init(data: any, index: number) {
|
||||
this.data = data;
|
||||
this.itemIndex = index;
|
||||
|
||||
|
||||
console.log("111111")
|
||||
|
||||
this.updateUI();
|
||||
}
|
||||
initUI() {
|
||||
|
|
@ -196,9 +192,6 @@ export default class PassCheckItem extends cc.Component {
|
|||
|
||||
updateItemInfo(itemID: number, itemNum: number, node: cc.Node, itemData: any) {
|
||||
// 更新物品信息的UI
|
||||
// console.log("Item info:", itemID, itemNum);
|
||||
|
||||
// 根据物品ID获取对应的图片名称和图集信息
|
||||
const imageInfo = this.itemImageMap[itemID];
|
||||
let freeRewardNode = node.getChildByName("freeReward");
|
||||
let freeReward: cc.Sprite = null;
|
||||
|
|
@ -208,8 +201,6 @@ export default class PassCheckItem extends cc.Component {
|
|||
}
|
||||
|
||||
if (imageInfo) {
|
||||
// console.log(`Loading image for item ${itemID}: ${imageInfo.imageName} from atlas ${imageInfo.atlas}`);
|
||||
|
||||
// 根据图集名称获取对应的图集
|
||||
let targetAtlas: cc.SpriteAtlas = null;
|
||||
switch (imageInfo.atlas) {
|
||||
|
|
@ -256,7 +247,6 @@ export default class PassCheckItem extends cc.Component {
|
|||
}
|
||||
} else {
|
||||
|
||||
// console.log("默认图片");
|
||||
}
|
||||
} else {
|
||||
console.warn(`No image found for item ID: ${itemID}`);
|
||||
|
|
@ -319,7 +309,6 @@ export default class PassCheckItem extends cc.Component {
|
|||
} else if (digitCount == 3) {
|
||||
num_x.x = num1.x - offset * num_xWidth;
|
||||
}
|
||||
// console.log("digitCount:", digitCount);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -328,7 +317,6 @@ export default class PassCheckItem extends cc.Component {
|
|||
|
||||
updateItem(data: any, index: number) {
|
||||
// 在这里处理数据更新
|
||||
// console.log("Updating item with data:", data, "at index:", index);
|
||||
// 你的数据更新逻辑
|
||||
this.data = data;
|
||||
this.itemIndex = index;
|
||||
|
|
@ -337,8 +325,6 @@ export default class PassCheckItem extends cc.Component {
|
|||
|
||||
// 数据改变时调用
|
||||
public dataChanged() {
|
||||
// console.log("Data changed, updating UI");
|
||||
console.log("222222")
|
||||
this.updateUI();
|
||||
}
|
||||
|
||||
|
|
@ -350,12 +336,7 @@ export default class PassCheckItem extends cc.Component {
|
|||
protected start() {
|
||||
// console.log("PassCheckItem component started");
|
||||
}
|
||||
// updateListItem(data) {
|
||||
// console.log("更新列表数据", data)
|
||||
// }
|
||||
private onGetRewardClicked(targetNode: cc.Node) {
|
||||
console.log("领取奖励按钮被点击", targetNode.name);
|
||||
|
||||
// 确定是左侧还是右侧的奖励
|
||||
let isLeftReward = targetNode.name === "leftNode";
|
||||
|
||||
|
|
@ -374,9 +355,6 @@ export default class PassCheckItem extends cc.Component {
|
|||
|
||||
cc.fx.GameTool.getPassCheckPorp(itemId, itemNum, false)
|
||||
|
||||
// 更新本地状态
|
||||
// this.updateLocalRewardState(isLeftReward);
|
||||
|
||||
// 更新UI显示
|
||||
this.updateRewardUIAfterClaim(isLeftReward);
|
||||
|
||||
|
|
@ -384,17 +362,11 @@ export default class PassCheckItem extends cc.Component {
|
|||
// 发送统计事件
|
||||
// this.sendClaimEvent(itemId, itemNum);
|
||||
const canvasTemp = cc.find("Canvas"); // 假设 Canvas 节点
|
||||
console.log("领取奖励", canvasTemp.name);
|
||||
if (canvasTemp) {
|
||||
const JiaZai = canvasTemp.getComponent("JiaZai");
|
||||
if (JiaZai) {
|
||||
console.log("更新主界面数据")
|
||||
// if (shuju.coin > 0) {
|
||||
// JiaZai.updateCoin();
|
||||
// }
|
||||
// if (shuju.infinite_health > 0) {
|
||||
// JiaZai.updatePower();
|
||||
// }
|
||||
|
||||
switch (itemId) {
|
||||
case 1001: // 金币
|
||||
// this.claimCoins(itemNum);
|
||||
|
|
@ -426,88 +398,6 @@ export default class PassCheckItem extends cc.Component {
|
|||
|
||||
}
|
||||
|
||||
// 领取金币
|
||||
// private claimCoins(amount: number) {
|
||||
// // cc.fx.GameTool.getPassCheckPorp()
|
||||
// console.log("领取金币:", amount, "当前总金币:", cc.fx.GameConfig.GM_INFO.coin);
|
||||
|
||||
// }
|
||||
|
||||
// 领取冰冻
|
||||
// private claimFreezeProp(amount: number) {
|
||||
// cc.fx.GameConfig.GM_INFO.freezeAmount += amount;
|
||||
// console.log("领取冰冻道具:", amount, "当前总数:", cc.fx.GameConfig.GM_INFO.freezeAmount);
|
||||
|
||||
// // // 更新本地存储
|
||||
// // cc.fx.StorageMessage.setStorage("freezeAmount", cc.fx.GameConfig.GM_INFO.freezeAmount);
|
||||
|
||||
// // // 更新游戏中的道具显示
|
||||
// // cc.systemEvent.emit('prop-updated', 'freeze', cc.fx.GameConfig.GM_INFO.freezeAmount);
|
||||
// // const timestamp = Date.now();
|
||||
// // let propInfo = cc.fx.StorageMessage.getStorage("prop");
|
||||
// // propInfo.freezeAmount = cc.fx.GameConfig.GM_INFO.freezeAmount;
|
||||
// // propInfo.timestamp = timestamp;
|
||||
// // cc.fx.StorageMessage.setStorage("prop", propInfo);
|
||||
|
||||
// cc.fx.GameTool.setUserProp(2001, cc.fx.GameConfig.GM_INFO.freezeAmount, (data) => {
|
||||
// })
|
||||
// let data = {
|
||||
// change_reason: "通行证",
|
||||
// id: "2001",
|
||||
// num: amount
|
||||
// }
|
||||
// cc.fx.GameTool.shushu_Track("resource_cost", data);
|
||||
|
||||
|
||||
// }
|
||||
|
||||
//领取锤子道具
|
||||
|
||||
// private claimHammerProp(amount: number) {
|
||||
// cc.fx.GameConfig.GM_INFO.hammerAmount += amount;
|
||||
// console.log("领取锤子道具:", amount, "当前总数:", cc.fx.GameConfig.GM_INFO.hammerAmount);
|
||||
|
||||
// // // 更新本地存储
|
||||
// // cc.fx.StorageMessage.setStorage("hammerAmount", cc.fx.GameConfig.GM_INFO.hammerAmount);
|
||||
|
||||
// // // 更新游戏中的道具显示
|
||||
// // cc.systemEvent.emit('prop-updated', 'hammer', cc.fx.GameConfig.GM_INFO.hammerAmount);
|
||||
// cc.fx.GameTool.setUserProp(2002, cc.fx.GameConfig.GM_INFO.hammerAmount, (data) => {
|
||||
// })
|
||||
// let data = {
|
||||
// change_reason: "通行证",
|
||||
// id: "2002",
|
||||
// num: amount
|
||||
// }
|
||||
// cc.fx.GameTool.shushu_Track("resource_cost", data);
|
||||
// }
|
||||
|
||||
//领取魔棒道具
|
||||
|
||||
// private claimMagicProp(amount: number) {
|
||||
// cc.fx.GameConfig.GM_INFO.magicAmount += amount;
|
||||
// console.log("领取魔棒道具:", amount, "当前总数:", cc.fx.GameConfig.GM_INFO.magicAmount);
|
||||
|
||||
// // // 更新本地存储
|
||||
// // cc.fx.StorageMessage.setStorage("magicAmount", cc.fx.GameConfig.GM_INFO.magicAmount);
|
||||
|
||||
// // // 更新游戏中的道具显示
|
||||
// // cc.systemEvent.emit('prop-updated', 'magic', cc.fx.GameConfig.GM_INFO.magicAmount);
|
||||
// cc.fx.GameTool.setUserProp(2002, cc.fx.GameConfig.GM_INFO.magicAmount, (data) => {
|
||||
// })
|
||||
// let data = {
|
||||
// change_reason: "通行证",
|
||||
// id: "2003",
|
||||
// num: amount
|
||||
// }
|
||||
// cc.fx.GameTool.shushu_Track("resource_cost", data);
|
||||
// }
|
||||
|
||||
// 更新本地奖励状态
|
||||
// private updateLocalRewardState(isLeftReward: boolean) {
|
||||
// cc.systemEvent.emit('reward-claimed', this.itemIndex, isLeftReward);
|
||||
// }
|
||||
|
||||
private updateRewardUIAfterClaim(isLeftReward: boolean) {
|
||||
let targetNode = isLeftReward ?
|
||||
this.node.getChildByName("leftNode") :
|
||||
|
|
@ -531,35 +421,7 @@ export default class PassCheckItem extends cc.Component {
|
|||
}
|
||||
|
||||
private updateRewardStateOnServer(isLeftReward: boolean) {
|
||||
console.log("更新奖励状态:", isLeftReward);
|
||||
// 通知父组件更新服务器数据
|
||||
// cc.systemEvent.emit('passcheck-reward-claimed', this.itemIndex, isLeftReward);
|
||||
|
||||
console.log("更新奖励状态:", isLeftReward);
|
||||
|
||||
// 向上循环查找 passCheckMgr 组件,最多5次
|
||||
// let currentNode = this.node;
|
||||
// let parentCount = 0;
|
||||
// let passCheckMgr = null;
|
||||
|
||||
// for (let i = 0; i < 5; i++) {
|
||||
// parentCount++;
|
||||
// if (currentNode.parent) {
|
||||
// currentNode = currentNode.parent;
|
||||
// console.log(`查找第${parentCount}层父节点: ${currentNode.name}`);
|
||||
|
||||
// // 检查当前节点是否有 passCheckMgr 组件
|
||||
// passCheckMgr = currentNode.getComponent('passCheckMgr');
|
||||
// if (passCheckMgr) {
|
||||
// console.log(`找到 passCheckMgr 组件,需要 ${parentCount} 个 .parent`);
|
||||
// break;
|
||||
// }
|
||||
// } else {
|
||||
// console.log(`第${parentCount}层父节点不存在`);
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
let passCheckMgr = this.node.parent.parent.parent.parent.getComponent('passCheckMgr');
|
||||
if (passCheckMgr && typeof passCheckMgr.updateRewardStatus === 'function') {
|
||||
|
|
|
|||
|
|
@ -58,14 +58,12 @@ export default class passCheckMgr extends cc.Component {
|
|||
|
||||
if (!scrollViewNode) {
|
||||
console.error("passCheckMgr: Cannot find ScrollView node under this.node");
|
||||
console.log("Available children:", children.map(child => child.name));
|
||||
return;
|
||||
}
|
||||
|
||||
// 尝试获取scrollViewList组件,如果没有则自动添加
|
||||
this.list = scrollViewNode.getComponent(scrollViewList);
|
||||
if (!this.list) {
|
||||
console.log("passCheckMgr: scrollViewList component not found, adding it now");
|
||||
this.list = scrollViewNode.addComponent(scrollViewList);
|
||||
}
|
||||
|
||||
|
|
@ -167,11 +165,9 @@ export default class passCheckMgr extends cc.Component {
|
|||
|
||||
// 获取已保存的进度索引
|
||||
this.ProgressIndex = cc.fx.StorageMessage.getStorage("ProgressIndex") || 0;
|
||||
console.log("passCheckMgr: Saved ProgressIndex:", this.ProgressIndex > this.progressLevel, this.ProgressIndex, this.progressLevel, typeof this.ProgressIndex);
|
||||
if (this.ProgressIndex > this.progressLevel) {
|
||||
this.ProgressIndex = this.progressLevel;
|
||||
}
|
||||
console.log("passCheckMgr: ProgressIndex:", this.ProgressIndex);
|
||||
const adjustedProgressIndex = Math.max(0, this.progressLevel - 1);
|
||||
const adjustedStoredIndex = Math.max(0, this.ProgressIndex - 1);
|
||||
// 计算进度位置
|
||||
|
|
@ -193,14 +189,6 @@ export default class passCheckMgr extends cc.Component {
|
|||
let growthLength = progressLength2 - progressLength1;
|
||||
const targetHeight = progressLength1 + growthLength;
|
||||
|
||||
console.log("进度条更新:", {
|
||||
currentLevel: this.progressLevel,
|
||||
progressIndex1: progressIndex1,
|
||||
progressIndex2: progressIndex2,
|
||||
progressLength1: progressLength1,
|
||||
progressLength2: progressLength2
|
||||
});
|
||||
|
||||
if (growthLength > 0) {
|
||||
cc.tween(this.progressBar4)
|
||||
.delay(0.5)
|
||||
|
|
@ -218,29 +206,8 @@ export default class passCheckMgr extends cc.Component {
|
|||
}
|
||||
cc.fx.StorageMessage.setStorage("ProgressIndex", this.progressLevel);
|
||||
}
|
||||
// ... existing code ...
|
||||
// updateListItem(data) {
|
||||
// this.passCheckItem.updateListItem(data);
|
||||
// }
|
||||
|
||||
public updatePassCheckStatus(itemIndex?: number, isLeftReward?: boolean) {
|
||||
const currentTime = Date.now();
|
||||
// if (this.isRewardId == itemIndex && this.isLeftReward == isLeftReward) {
|
||||
// return;
|
||||
// }
|
||||
// if (this.isRewardId == itemIndex &&
|
||||
// this.isLeftReward == isLeftReward) {
|
||||
// console.log("阻止短时间内重复领取相同奖励:", currentTime - this.lastUpdateTime, "ms");
|
||||
// return;
|
||||
// }
|
||||
// console.log("=======", currentTime, this.lastUpdateTime, this.UPDATE_DELAY)
|
||||
// console.log("更新数据", this.isRewardId, this.isLeftReward)
|
||||
// this.lastUpdateTime = currentTime;
|
||||
// this.isRewardId = itemIndex;
|
||||
// this.isLeftReward = isLeftReward;
|
||||
|
||||
|
||||
|
||||
// 如果提供了itemIndex和isLeftReward,则更新对应的奖励状态
|
||||
if (itemIndex !== undefined && isLeftReward !== undefined) {
|
||||
// 更新本地数据状态
|
||||
|
|
@ -257,8 +224,6 @@ export default class passCheckMgr extends cc.Component {
|
|||
// 构造要发送到服务器的数据
|
||||
let now = this.endTime;
|
||||
|
||||
// console.log(now.toString());
|
||||
|
||||
let passCheck = null;
|
||||
if (cc.fx.GameConfig.GM_INFO.getItemType == 2) {
|
||||
passCheck = {
|
||||
|
|
@ -287,8 +252,6 @@ export default class passCheckMgr extends cc.Component {
|
|||
}
|
||||
}
|
||||
|
||||
console.log("保存数据", passCheck);
|
||||
|
||||
// 发送到服务器
|
||||
Utils.setPassCheckInfo((res) => {
|
||||
if (res.code === 1) {
|
||||
|
|
@ -312,13 +275,8 @@ export default class passCheckMgr extends cc.Component {
|
|||
const child = content.children[i];
|
||||
// 查找 passCheckItem 节点(通常是间接子节点)
|
||||
if (child.name === "passCheckItem") {
|
||||
console.log("1111:", child.name);
|
||||
// const passCheckItemNode = child.getChildByName("passCheckItem");
|
||||
// if (passCheckItemNode) {
|
||||
// console.log("2222:");
|
||||
const passCheckItem = child.getComponent("passCheckItem");
|
||||
if (passCheckItem) {
|
||||
console.log("3333:");
|
||||
passCheckItem.dataChanged();
|
||||
}
|
||||
// }
|
||||
|
|
@ -327,14 +285,10 @@ export default class passCheckMgr extends cc.Component {
|
|||
}
|
||||
}
|
||||
}
|
||||
// private onRewardClaimed = (itemIndex: number, isLeftReward: boolean) => {
|
||||
// console.log("收到奖励领取事件:", itemIndex, isLeftReward);
|
||||
// this.updatePassCheckStatus(itemIndex, isLeftReward);
|
||||
// }
|
||||
|
||||
public updateRewardStatus(itemIndex: number, isLeftReward: boolean) {
|
||||
// this.updatePassCheckStatus(itemIndex, isLeftReward);
|
||||
const currentTime = Date.now();
|
||||
console.log("22222222222222222:", itemIndex, isLeftReward);
|
||||
|
||||
// 防止短时间内重复触发
|
||||
if (currentTime - this.lastUpdateTime < this.UPDATE_DELAY) {
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user