234 lines
7.6 KiB
Plaintext
234 lines
7.6 KiB
Plaintext
import { _decorator, instantiate, isValid, Label, Node, Prefab, Sprite } from 'cc';
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import { GButton } from '../../Main/Common/GButton';
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import AudioManager from '../../Main/Manager/AudioManager';
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import Utils from '../../Main/Common/Utils';
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import { ViewManager } from '../../Main/Manager/ViewManager';
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import { InnerMsgCode } from '../../Main/Config/InnerMsgCode';
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import li_BaseView from '../../Main/Common/li_BaseView';
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import GameRootUI from '../../Main/Common/GameRootUI';
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import ResManager from '../../Main/Manager/ResManager';
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import HttpUnit from '../../Main/Common/HttpUnit';
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import { SDKManager } from '../../Main/Channel/SDKManager';
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import ScrollViewList from '../../Main/Common/ScrollViewList';
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import GameManager from '../../Main/Manager/GameManager';
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import { I_LevelConfig } from '../../Main/Config/CommonConfig';
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import SubManager from '../SubManager';
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const { ccclass, property } = _decorator;
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//主界面
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@ccclass('Start_UI')
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export class Start_UI extends li_BaseView {
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@property(ScrollViewList)
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private Level_List: ScrollViewList = null
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@property(Prefab)
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private Level_Item: Prefab = null
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private itemClone: any = null
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private _nodeTab: any = {};
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private _data;
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private levelData: I_LevelConfig[] = []; //关卡数据
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private curLevelIdx: number = 0; //当前关卡Idx
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//----重写父类接口---------------------------------------
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onLoadCT() {
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this.registerListenner();
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Utils.parseNode(this.node, this._nodeTab)
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this.itemClone = instantiate(this.Level_Item)
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this.Level_List.setTemplateItem(this.itemClone)
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Utils.setString(this._nodeTab.labNpcName, "")
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Utils.setString(this._nodeTab.labNpcTalk, "")
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}
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openUIDataCT(data: any): void {
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this._data = data
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}
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registerListenner() {
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Utils.addInnerEL(InnerMsgCode.GM_UI_Close, this, this.resiveGMClose)
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Utils.addInnerEL(InnerMsgCode.UI_Talk_Back, this, this.resiveTalkBack)
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}
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start() {
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GButton.BandClick(this._nodeTab.btnStart, this.onStartClick, this);
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// GButton.BandClick(this._nodeTab.btnSetting, this.onSettingClick, this);
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AudioManager.I.PlayMusic(1, true) //背景乐
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GameRootUI.InitDisableOperUI(false)
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GameRootUI.InitCrossUI(false)
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this.setUIVisible(true)
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//判断玩家权限是否已获取
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if (!HttpUnit.IsLogin()) {
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HttpUnit.ins.login((loginData) => {
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console.log("主界面: 获取授权并登录成功!")
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this.userInited()
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})
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} else {
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this.userInited()
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}
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}
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update(deltaTime: number) {
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}
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//GM界面关闭消息
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resiveGMClose(data) {
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Utils.Log("收到GM界面关闭消息")
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}
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//退出聊天消息
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resiveTalkBack(data) {
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Utils.Log("收到退出聊天消息")
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this.setUIVisible(true)
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}
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//显示主界面UI
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setUIVisible(vis: boolean) {
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this._nodeTab.UIRoot.active = vis
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}
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//刷新玩家信息完毕
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userInited() {
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this.refreshSdkUI()
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//初始化关卡列表
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HttpUnit.ins.getLevelList((levelList) => {
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if (levelList) {
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GameManager.SetLevelCfg(levelList)
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this.levelData = levelList
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this.levelData.unshift({} as any) //在最前面插入一个占位数据,用于数组排版显示
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this.Level_List.numItems = this.levelData.length
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this.curLevelIdx = 1
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this.changeLevel(this.curLevelIdx, true)
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}
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})
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}
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//刷新SDK相关的UI
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refreshSdkUI() {
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console.log("主界面:刷新SDK相关的UI...")
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SDKManager.getUserInfo((data) => {
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//头像
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let spt = this._nodeTab.headIcon.getComponent(Sprite)
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ResManager.I.changeRemoteSpriteFrame(spt, data.avatarUrl)
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//名字
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let nickName = this._nodeTab.nickName.getComponent(Label)
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nickName.string = data.nickName
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console.log("主界面 设置头像和名字:", data.avatarUrl, data.nickName)
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})
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}
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//关卡列表渲染
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onRenderItemList(node: any, idx: number) {
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if(!isValid(node)) {return}
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if (!node.inited) {
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node.inited = true;
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Utils.parseNode(node);
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}
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//第一个是占位用的
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if (idx == 0) {
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node.l_rotateN.active = false
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return
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}
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node.l_rotateN.active = true
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let data = this.levelData[idx]
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//头像
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//解锁状态
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node.lockNode.active = data.is_unlock ? false : true
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node.unlockNode.active = data.is_unlock ? true : false
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if (data.is_unlock) {
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//分数
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Utils.setString(node.labScore, data.score)
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//星级
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if (data.star == 3) {
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ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_11", "Zhujiemian")
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} else if (data.star == 2) {
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ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_10", "Zhujiemian")
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} else if (data.star == 1) {
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ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_9", "Zhujiemian")
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} else {
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ResManager.I.changeBundleSpriteFrame(node.l_xingji.getComponent(Sprite), "zjm_8", "Zhujiemian")
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}
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//满星效果
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node.l_manxing.active = data.star == 3 ? true : false
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if (data.star == 3) {
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ResManager.I.changeBundleSpriteFrame(node.l_bg.getComponent(Sprite), "zjm_6", "Zhujiemian")
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} else {
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ResManager.I.changeBundleSpriteFrame(node.l_bg.getComponent(Sprite), "zjm_5", "Zhujiemian")
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}
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}
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GButton.RemoveAndBandClick(node, ()=>{
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this.changeLevel(idx)
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}, this)
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}
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//切换关卡
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changeLevel(idx:number, force:boolean = false) {
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if (this.curLevelIdx == idx && !force) {
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return
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}
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this.curLevelIdx = idx
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let data = this.levelData[idx]
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//名字
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Utils.setString(this._nodeTab.labNpcName, data.name)
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//介绍
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Utils.setString(this._nodeTab.labNpcTalk, data.description)
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let bgPath = "bg"+idx
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let rolePath = "role"+idx
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Utils.sendInnerMsg(InnerMsgCode.SceneLayerBgUp, {bgPath:bgPath, rolePath:rolePath})
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}
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//开始游戏
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onStartClick() {
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Utils.Log("点击开始游戏");
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// //测试代码
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// if (true) {
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// this.setUIVisible(false)
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// ViewManager.I.openBundlesView("UI/StartUI/Talk_UI")
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// return
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// }
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if (this.curLevelIdx == 0) {
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console.error("当前关卡为0,此关卡是占位用的")
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return
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}
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let data = this.levelData[this.curLevelIdx]
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//未解锁
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if (data.is_unlock != true) {
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SubManager.ShowPrompt("关卡未解锁")
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return
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}
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let level_id = data.id
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GameManager.CurLevelId = level_id
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GameManager.ClearStepData()
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GameManager.ClearTalkRecord()
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HttpUnit.ins.levelStart({level_id:level_id}, (data) => {
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this.setUIVisible(false)
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GameManager.CurStepData = data.level
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GameManager.RecordId = data.record_id
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GameManager.AddStepData(data.level)
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ViewManager.I.openBundlesView("UI/StartUI/Talk_UI")
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})
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}
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// //设置
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// onSettingClick() {
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// ViewManager.I.openBundlesView("UI/StartUI/Setting_UI")
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// }
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}
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