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assets/seripts/components/DinoControl.ts
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220
assets/seripts/components/DinoControl.ts
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import {
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_decorator,
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Component,
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input,
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EventTouch,
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Node,
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Input,
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Vec3,
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Collider2D,
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Contact2DType,
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SpriteFrame,
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Sprite,
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tween,
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Prefab,
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instantiate,
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director,
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} from "cc";
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import { NoteControl } from "./NoteControl";
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import { BombEffect } from "../effects/BombEffectControl";
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import { EventDispatcher } from "../libs/EventDispatcher";
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import { GlobalData } from "../config/GlobalData";
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import { GameState } from "../config/Config";
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const { ccclass, property } = _decorator;
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@ccclass("DinoControl")
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export class DinoControl extends Component {
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// 小恐龙脖子图片
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@property(SpriteFrame)
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neckSpriteFrame: SpriteFrame = null;
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// 小恐龙脖子的高度
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private neckHeight: number = 62;
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// x 轴的边界
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private xMaxDistance: number = 180;
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// 爆炸特效预制体
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@property(Prefab)
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bombEffectPrefab: Prefab = null;
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// 获取线节点
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@property(Node)
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lineNode: Node = null;
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onLoad() {
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// 监听继续游戏事件
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EventDispatcher.getTarget().on(
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EventDispatcher.GAME_RESUME,
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this.continueGame,
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this,
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);
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// 监听小恐龙移动到线的位置
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EventDispatcher.getTarget().on(
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EventDispatcher.MOVE_DINO_TO_LINE,
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this.moveDinoToLine,
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this,
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);
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}
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start() {
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// 监听手指滑动事件
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input.on(Input.EventType.TOUCH_MOVE, this.onTouchMove, this);
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// 监听碰撞事件
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this.node
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.getComponent(Collider2D)
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.on(Contact2DType.BEGIN_CONTACT, this.onCollisionEnter, this);
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}
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// 滑动事件
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onTouchMove(event: EventTouch) {
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// 获取小恐龙的位置
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const dinoPos = this.node.position;
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// 获取手指x移动距离
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const deltaX = event.getDeltaX();
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// 更新小恐龙的位置
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// 目标位置
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const targetPos = new Vec3(dinoPos.x + deltaX, dinoPos.y, dinoPos.z);
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if (targetPos.x < -this.xMaxDistance) {
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targetPos.x = -this.xMaxDistance;
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} else if (targetPos.x > this.xMaxDistance) {
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targetPos.x = this.xMaxDistance;
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}
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this.node.setPosition(targetPos);
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// 移动距离大于0时,小恐龙向右移动,否则向左移动
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if (deltaX > 0) {
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this.node.scale = new Vec3(-1, 1, 1);
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} else {
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this.node.scale = new Vec3(1, 1, 1);
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}
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}
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onCollisionEnter(selfCollider: Collider2D, otherCollider: Collider2D) {
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// 如果游戏状态不是进行中,直接返回
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if (GlobalData.gameState != GameState.PLAYING) {
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return;
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}
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if (otherCollider.tag == 2) {
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// 得分操作
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GlobalData.curRoundTotalScore += GlobalData.addScore;
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// 触发小恐龙吃到音符事件
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EventDispatcher.getTarget().emit(EventDispatcher.DINO_EAT_NOTE);
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// 小恐龙碰到了音符
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otherCollider.node.getComponent(NoteControl).noteBeEaten();
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// 增加脖子长度
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this.addDinoNeckLength();
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// 执行吃掉音符动画
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this.playEatNoteAnimation();
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// 播放爆炸特效
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this.playBombEffect();
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// 检测是否闯关成功
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const isPassLevel = this.checkIsPassLevel();
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if (isPassLevel) {
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EventDispatcher.getTarget().emit(EventDispatcher.PASS_LEVLE);
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}
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}
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}
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// 增加脖子长度
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addDinoNeckLength() {
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// 添加脖子空节点
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let neckChild = new Node();
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// 给这个节点添加精灵组件
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neckChild.addComponent(Sprite).spriteFrame = this.neckSpriteFrame;
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// 设置这个空节点的父节点
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neckChild.parent = this.node.getChildByName("dino_neck_box");
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// 获取小恐龙身体
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const bodyNode = this.node.getChildByName("dino_body");
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// 获取小恐龙位置
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const bodyPos = bodyNode.getPosition();
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// 设置小恐龙新的位置(往下移动一个脖子的距离)
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bodyNode.setPosition(bodyPos.x, bodyPos.y - this.neckHeight, 0);
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}
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// 执行吃掉音符动画
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playEatNoteAnimation() {
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// 获取当前所有脖子列表
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const neckList: Node[] = this.node
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.getChildByName("dino_neck_box")
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.children.slice(0, 16) as Node[];
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// 定义存储动画的 promise
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let animationPromises = Promise.resolve();
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// 遍历所有脖子
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for (let i = 0; i < neckList.length; i++) {
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let neckNode = neckList[i];
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// 播放吃掉音符动画
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animationPromises = animationPromises.then(() => {
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return new Promise((resolve) => {
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tween(neckNode)
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.to(0.1, { scale: new Vec3(1.2, 1, 1) })
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.to(0.1, { scale: new Vec3(1, 1, 1) })
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.call(() => resolve())
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.start();
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});
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});
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}
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}
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// 播放爆炸特效
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playBombEffect() {
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// 实例化爆炸特效
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let bombEffectNode = instantiate(this.bombEffectPrefab);
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// 设置爆炸特效节点的位置
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let bombPos = new Vec3(
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this.node.position.x,
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this.node.position.y + 100,
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this.node.position.z,
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);
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// 设置位置
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bombEffectNode.setPosition(bombPos);
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// 设置爆炸特效节点的父节点
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bombEffectNode.setParent(this.node.parent);
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// 播放爆炸特效
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bombEffectNode.getComponent(BombEffect).playBombEffect();
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}
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// 移动小恐龙到线的位置
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moveDinoToLine() {
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// 获取线的世界坐标
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const linePos = this.lineNode.getWorldPosition();
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// 获取小恐龙身体的世界坐标位置
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const bodyPos = this.node.getChildByName("dino_body").getWorldPosition();
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// 计算两个坐标 y 轴的差值
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const deltaY = linePos.y - bodyPos.y;
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// 移动小恐龙到线的位置动画
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tween(this.node)
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.by(1, { position: new Vec3(0, deltaY - 44, 0) })
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.start();
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}
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// 检测是否通过本关
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checkIsPassLevel(): boolean {
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// 获取 note_manager 节点
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const noteManager = director
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.getScene()
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.getChildByName("Canvas")
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.getChildByName("note_manager");
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if (noteManager?.children?.length === 0) return true;
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return false;
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}
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// 继续游戏
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continueGame() {
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const isPassLevel = this.checkIsPassLevel();
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if (isPassLevel) {
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// 发送闯关成功事件
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EventDispatcher.getTarget().emit(EventDispatcher.PASS_LEVLE);
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}
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}
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update(deltaTime: number) {}
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}
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