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This commit is contained in:
468
assets/script/GameManager.ts
Normal file
468
assets/script/GameManager.ts
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import {
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_decorator,
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Component,
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Node,
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Prefab,
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SpriteFrame,
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input,
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Input,
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NodePool,
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Script,
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Sprite,
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UITransform,
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v3,
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Vec3,
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math,
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Vec2,
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instantiate,
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RigidBody2D,
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tween,
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ERigidBody2DType,
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CircleCollider2D,
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PhysicsSystem2D,
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sys,
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Label,
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UIOpacity,
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director,
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ParticleSystem2D,
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Color,
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EventTouch,
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view,
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AudioClip,
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} from "cc";
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import { AudioManager, BGMType, SFXType } from "./AudioManager";
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import { Fruit } from "./Fruit";
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const { ccclass, property } = _decorator;
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import { FRUITS, clampLevel, randomStartLevel } from "./FruitConfig";
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@ccclass("GameManager")
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export class GameManager extends Component {
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@property(Prefab)
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fruitPrefab!: Prefab; // 统一水果预制
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@property([SpriteFrame])
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fruitSprites: SpriteFrame[] = []; // 长度需 >= FRUITS.length,按等级顺序
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@property(Node)
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fruitRoot!: Node;
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@property(Node)
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dropLine!: Node;
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@property(Node)
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preview!: Node; // 顶部预览点,挂 Sprite
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@property(Node)
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nextPreview!: Node;
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@property(Node)
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topSensor!: Node;
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@property(Node)
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resultNode: Node = null;
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@property(Label)
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resultLabel: Label = null;
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@property(Label)
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scoreLabel!: Label;
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@property(Label)
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bestLabel!: Label;
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@property(Prefab)
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explosionPrefab: Prefab = null!;
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@property(AudioClip)
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mergeSFX: AudioClip = null!;
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@property(AudioClip)
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failSFX: AudioClip = null!;
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@property(AudioClip)
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victorySFX: AudioClip = null!;
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@property(AudioClip)
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playBgm: AudioClip = null;
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// —— 可调参数 ——
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@property
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previewY = 560; // 预览/下落的 Y(根据分辨率调整)
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@property
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randomStartMaxLevel = 5; // 随机初级水果最大等级
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@property
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previewClampPadding = 40; // 贴边留白
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@property
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spawnCooldown = 1; // 连续投掷冷却
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dangerOn = false;
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// —— 运行时状态 ——
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nextLevel = 1; // 将要投的等级
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queuedLevel = 1; // 下一颗的预告
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canDrop = true;
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isGameOver = false;
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score = 0;
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best = 0;
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private pool = new NodePool();
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onLoad() {
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AudioManager.instance.registerBGM(BGMType.Play, this.playBgm);
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AudioManager.instance.registerSFX(SFXType.Merge, this.mergeSFX);
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AudioManager.instance.registerSFX(SFXType.Fail, this.failSFX);
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AudioManager.instance.registerSFX(SFXType.Victory, this.victorySFX);
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AudioManager.instance.setCurBgm(BGMType.Play);
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AudioManager.instance.playBGM(BGMType.Play);
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for (let i = 0; i < FRUITS.length; i++) {
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FRUITS[i].sprite = this.fruitSprites[i] || FRUITS[i].sprite;
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}
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this.best = Number(sys.localStorage.getItem("best") || 0);
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if (this.bestLabel) this.bestLabel.string = `${this.best}`;
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if (this.scoreLabel) this.scoreLabel.string = `0`;
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}
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protected onDestroy() {
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this.unbindInput();
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}
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start() {
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this.bindInput();
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this.reset();
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PhysicsSystem2D.instance.gravity = new Vec2(0, -800);
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}
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bindInput() {
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input.on(Input.EventType.TOUCH_MOVE, this.onMove, this);
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input.on(Input.EventType.TOUCH_START, this.onMove, this); // 触摸开始也更新预览位置
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input.on(Input.EventType.TOUCH_END, this.onDrop, this);
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}
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unbindInput() {
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input.off(Input.EventType.TOUCH_MOVE, this.onMove, this);
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input.off(Input.EventType.TOUCH_START, this.onMove, this);
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input.off(Input.EventType.TOUCH_END, this.onDrop, this);
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}
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reset() {
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this.isGameOver = false;
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this.canDrop = true;
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// TODO 分数
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this.updateScore(0);
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// 清场(放回对象池而非直接删)
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const children = [...this.fruitRoot.children];
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for (const c of children) this.recycleFruit(c);
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// 初始化两个预报等级
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this.nextLevel = randomStartLevel(1, this.randomStartMaxLevel, this.score);
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this.queuedLevel = randomStartLevel(
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1,
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this.randomStartMaxLevel,
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this.score
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);
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this.refreshPreview();
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this.refreshNextPreview();
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this.setDanger(false);
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}
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setDanger(on: boolean) {
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this.dangerOn = on;
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}
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recycleFruit(node: Node) {
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const fr = node.getComponent(Fruit);
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if (fr) fr.removed = true;
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node.removeFromParent();
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this.pool.put(node);
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}
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refreshPreview() {
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const sp = this.preview.getComponent(Sprite);
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const def = FRUITS[this.nextLevel - 1];
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sp.spriteFrame = def.sprite!;
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const ui = this.preview.getComponent(UITransform)!;
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ui.setContentSize(def.radius * 2, def.radius * 2);
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// 初始位置居中(仅设置 X,Y 固定在预览线)
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const p = this.preview.position;
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this.preview.active = true;
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this.preview.setPosition(v3(0, this.previewY, p.z));
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}
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refreshNextPreview() {
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const sp = this.nextPreview.getComponent(Sprite);
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const def = FRUITS[this.queuedLevel - 1];
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sp.spriteFrame = def.sprite!;
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const ui = this.nextPreview.getComponent(UITransform)!;
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ui.setContentSize(def.radius * 2, def.radius * 2);
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// 初始位置居中(仅设置 X,Y 固定在预览线)
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const p = this.nextPreview.position;
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this.nextPreview.active = true;
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// this.nextPreview.setPosition(v3(100, this.previewY, p.z));
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}
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onMove(e: EventTouch) {
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if (this.isGameOver) return;
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const screenPos = e.getUILocation();
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const canvasUI = this.node.getComponent(UITransform)!;
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const localPos = canvasUI.convertToNodeSpaceAR(
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new Vec3(screenPos.x, screenPos.y, 0)
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);
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// 获取预览水果世界宽度
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const fruitWorldWidth =
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this.preview.getComponent(UITransform)!.contentSize.width *
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this.preview.worldScale.x;
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// 获取 Canvas 世界半宽
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const canvasWorldHalfWidth = view.getVisibleSize().width / 2;
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const clampedX = math.clamp(
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localPos.x,
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-canvasWorldHalfWidth + fruitWorldWidth / 2,
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canvasWorldHalfWidth - fruitWorldWidth / 2
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);
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this.preview.setPosition(
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v3(clampedX, this.previewY, this.preview.position.z)
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);
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}
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onDrop() {
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if (this.isGameOver || !this.canDrop) return;
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// 禁止再次投掷
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this.canDrop = false;
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// 当前水果下落位置
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const dropPos = this.preview.worldPosition;
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// 1️⃣ 生成当前水果
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this.spawnFruit(this.nextLevel, dropPos);
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// 2️⃣ 隐藏预览,防止连续操作
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this.preview.active = false;
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// 3️⃣ 延迟 1 秒刷新队列和显示预览
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this.scheduleOnce(() => {
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// 队列前移
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this.nextLevel = this.queuedLevel;
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this.queuedLevel = randomStartLevel(
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1,
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this.randomStartMaxLevel,
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this.score
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);
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// 刷新预览
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this.refreshPreview();
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this.refreshNextPreview();
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this.preview.active = true;
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// 恢复投掷
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this.canDrop = true;
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}, 0.6); // 延迟 1 秒
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}
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spawnFruit(level: number, worldPos: Vec3, inheritVel?: Vec2) {
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// 1️⃣ 获取节点:从对象池或者实例化
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const node =
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this.pool.size() > 0 ? this.pool.get()! : instantiate(this.fruitPrefab);
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node.parent = this.fruitRoot;
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node.active = true;
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// 2️⃣ 获取水果半宽(世界显示宽度)
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const fruitRadius = FRUITS[level - 1].radius;
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const fruitUI = node.getComponent(UITransform)!;
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const fruitHalfWidth = (fruitUI.contentSize.width * node.worldScale.x) / 2;
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// 3️⃣ 获取 Canvas / Root 容器缩放比例
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const rootUI = this.fruitRoot.getComponent(UITransform)!;
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const canvasScaleX = view.getVisibleSize().width / rootUI.contentSize.width;
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const halfRootW = (rootUI.contentSize.width * canvasScaleX) / 2;
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// 4️⃣ 转换到 FruitRoot 坐标系
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const local = rootUI.convertToNodeSpaceAR(worldPos.clone());
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// 5️⃣ 限制 X 坐标不超出屏幕边界
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local.x = math.clamp(
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local.x,
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-halfRootW + fruitHalfWidth,
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halfRootW - fruitHalfWidth
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);
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// 6️⃣ 设置初始位置、缩放、旋转
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node.setPosition(local);
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node.setScale(1, 1, 1);
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node.setRotationFromEuler(0, 0, 0);
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// 7️⃣ 初始化组件
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const fruit = node.getComponent(Fruit)!;
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const index = Math.max(0, Math.min(level - 1, FRUITS.length - 1));
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const sf = FRUITS[index].sprite!;
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fruit.init(level, sf, this);
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// 8️⃣ 物理恢复
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const rb = node.getComponent(RigidBody2D)!;
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rb.enabled = true;
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rb.linearVelocity = inheritVel || new Vec2(0, -10);
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rb.angularVelocity = 0;
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const col = node.getComponent(CircleCollider2D)!;
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if (col) col.enabled = true;
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// 9️⃣ 出场缩放动画
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node.setScale(0.9, 0.9, 1);
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tween(node)
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.to(0.1, { scale: v3(1, 1, 1) })
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.start();
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return fruit;
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}
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updateScore(v: number) {
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this.score = v;
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if (this.scoreLabel) this.scoreLabel.string = `${this.score}`;
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if (this.score > this.best) {
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this.best = this.score;
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sys.localStorage.setItem("best", String(this.best));
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}
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if (this.bestLabel) this.bestLabel.string = `${this.best}`;
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}
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// 被 Fruit 调用:把两颗同级水果合成到 nextLevel
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spawnMerged(nextLevel: number, worldMid: Vec3, a: Fruit, b: Fruit) {
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if (this.isGameOver) return;
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// 读两者速度,合成后给一个小的向上速度,避免“坍塌”
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const va = a.getComponent(RigidBody2D)!.linearVelocity;
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const vb = b.getComponent(RigidBody2D)!.linearVelocity;
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// const inherit = new Vec2(
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// (va.x + vb.x) * 0.25,
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// Math.max(120, (va.y + vb.y) * 0.25)
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// );
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const inherit = new Vec2(
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(va.x + vb.x) * 0.25,
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Math.max(3, (va.y + vb.y) * 0.25) // 至少往上轻推一点
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);
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// 回收/删除旧的
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this.recycleFruit(a.node);
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this.recycleFruit(b.node);
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// 生成新的
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const f = this.spawnFruit(clampLevel(nextLevel), worldMid, inherit);
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// 计分:按目标等级给分
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this.updateScore(this.score + FRUITS[clampLevel(nextLevel) - 1].score);
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const explosion = instantiate(this.explosionPrefab);
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const canvas = director.getScene().getChildByName("Canvas")!;
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canvas.addChild(explosion);
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explosion.setWorldPosition(worldMid);
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explosion.setSiblingIndex(canvas.children.length - 1);
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const ps = explosion.getComponent(ParticleSystem2D);
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if (ps) {
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ps.resetSystem();
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const brightColors = [
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new Color(255, 255, 0), // 黄色
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new Color(255, 128, 0), // 橙色
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new Color(255, 0, 0), // 红色
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new Color(0, 255, 255), // 青色
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new Color(128, 0, 255), // 紫色
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];
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// 随机给粒子选择颜色
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ps.startColor =
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brightColors[Math.floor(Math.random() * brightColors.length)];
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// 可选:结束颜色渐变为透明
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ps.endColor = new Color(
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ps.startColor.r,
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ps.startColor.g,
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ps.startColor.b,
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0
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);
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}
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this.scheduleOnce(() => {
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explosion.destroy();
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}, 1.5); // 粒子持续时间
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const circle = new Node();
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const sp = circle.addComponent(Sprite);
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sp.spriteFrame = this.fruitSprites[nextLevel - 1]; // 你可以换一张发光圈贴图
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circle.parent = this.fruitRoot;
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circle.setPosition(worldMid);
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circle.setScale(0, 0, 1);
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// 添加透明度组件
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const uiOpacity = circle.addComponent(UIOpacity);
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uiOpacity.opacity = 255;
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// 并行动画:缩放 + 渐隐
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tween(circle)
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.to(0.3, { scale: v3(2, 2, 1) })
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.call(() => circle.destroy())
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.start();
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tween(uiOpacity).to(0.3, { opacity: 0 }).start();
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// 合成特效:放大闪烁
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const n = f.node;
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const s0 = n.scale.clone();
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tween(n)
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.to(0.06, { scale: v3(s0.x * 1.15, s0.y * 1.15, 1) })
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.to(0.08, { scale: v3(1, 1, 1) })
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.start();
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AudioManager.instance.playSFX(SFXType.Merge);
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// const nextFruit = FRUITS[nextLevel+1].name
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// if(nextFruit === '西瓜') this.gameOver(true)
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// 音效:合成
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// this.playSfx(0.2);
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}
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gameOver(success = false) {
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if (this.isGameOver) return;
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this.isGameOver = true;
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this.canDrop = false;
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this.setDanger(true);
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// 所有水果轻微变暗/缩放(可选)
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// this.fruitRoot.children.forEach((n) =>
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// tween(n).to(0.2, { scale: v3(0.95, 0.95, 1) }).start()
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// );
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// AudioManager.instance.playSFX(SFXType.Fail);
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this.resultShow(success);
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// 失败音
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// this.playSfx(0.35);
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}
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resultShow(success: boolean) {
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this.resultNode.active = true;
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if (!success) {
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AudioManager.instance.playSFX(SFXType.Fail);
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this.resultLabel.string = "哎萌巴巴";
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} else {
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AudioManager.instance.playSFX(SFXType.Victory);
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this.resultLabel.string = "恭喜哎萌";
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}
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}
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startNewGame() {
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director.loadScene("game");
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}
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}
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Reference in New Issue
Block a user