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import { AudioClip, Prefab, SpriteFrame, sys } from "cc";
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import { IUIConfig, UILayer } from "../../mx/module/ui/UIManager";
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import { ResInfo, ResPakage } from "../../mx/module/res/ResourcesManager";
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import { ChapterNewPlayTypeEnum } from "./ChapterPlayTypes";
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import { BattleType } from "../manager/ChapterDataManager";
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import { DEBUG, EDITOR } from "cc/env";
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/**bundle定义 */
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export enum GBundle {
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/**首包(不可删除,不要修改) */
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First = "first",
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/**公共资源,进游戏就加载永远不卸载的资源包 */
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Comm = "comm",
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/**公共资源,动态资源 */
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Comm2 = "comm2",
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/**道具图标 */
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Items = "icons",
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/**游戏音效 */
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Audio = "audio",
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/**首页 */
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Home = "home",
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/**游戏 */
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Game = "game",
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/**投诉 */
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Complain = "complain",
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/**侧边栏 */
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Sidebar = "sidebar",
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/**设置 */
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Settings = "settings",
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/**获得 */
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GetReward = "getReward",
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/**商店 */
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Shop = "shop",
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/**角色 */
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Role = "role",
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/**武器 */
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Weapon = "weapon",
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/**副本 */
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Replica = "replica",
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/**战斗地图 */
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BattleMap = 'battleMap',
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/**战斗中弹框 */
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BattleGameResult = 'battleGameResult',
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/**战斗地图提示 */
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BattleGameMapTip = 'battleGameMapTip',
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/**战斗中武器 */
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BattleGameWeapon = 'battleGameWeapon',
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/**战斗中怪物 */
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BattleGameMonster = 'battleGameMonster',
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/**武器升级 */
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WeaponLevelUp = 'weaponLevelUp',
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/**转盘抽奖 */
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TurnTable = 'turnTable',
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/**技能/武器3选1 */
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SkillSelect = 'SkillSelect',
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/**签到 */
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sign7Day = 'sign7Day',
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/**任务 */
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taskView = 'taskView',
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/**购买体力 */
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buyPower = 'buyPower',
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/**扫荡 */
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wipeOut = 'wipeOut',
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/**选择难度 */
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selectDifficult = 'selectDifficult',
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/**跳转游戏等级 */
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jumpGameLevel = 'jumpGameLevel',
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/**新机制 */
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newMechanism = 'newMechanism',
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/**武器碎片 */
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WeaponSuiPian = 'WeaponSuiPian',
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/**皮肤 */
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PopSkin = 'popSkin',
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/**更新公告 */
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PopNotice = 'popNotice',
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/**月卡 */
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PopMonthCard = 'giftMonth',
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/**首充礼包 */
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FirstRecharge = 'firstRecharge',
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/**连续购买 */
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ContinuouslyBag = 'continuouslyBag',
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/**基金 */
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PopFund = 'fund',
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/**章节奖励 */
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ChapterGiftBg = 'chapterGift',
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/**钻石商店 */
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DiamondShop = 'diamondShop',
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/**pops */
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PopAndTips = 'popAndTips',
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mechanismEffect = 'mechanismEffect', //新机制特效
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skinLevel = 'skinLevel', //皮肤等级
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storyComic = 'storyComic', //故事漫画
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storyDialog = 'storyDialog', //故事对话
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/**宠物 */
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Pet = 'petLevel',
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/**丧尸 */
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Zombie = 'zombieGame',
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greatGift = 'greatGift',
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/**吸引流量游戏 */
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gaoyaguo = 'gaoyaguo',
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atGameResult = 'atGameResult',
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atGameChoose = 'atGameChoose',
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tantantan = 'tantantan',
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/**俄罗斯方块卡片 */
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tetriCards = 'tetriCards',
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/**俄罗斯方块游戏 */
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tetriGame = 'tetriGame',
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/**俄罗斯方块地图 */
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tetriMap = 'tetriMap',
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/**俄罗斯方块武器 */
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tetriWeapon = 'tetriWeapon',
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/**俄罗斯方块玩法说明 */
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tetriDoc = 'tetriDoc',
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/**救救我鸭 */
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jiujiuwoya = 'jiujiuwoya',
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/**救救我鸭方块*/
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jiujiuwoyaCard = 'jiujiuwoyaCard',
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}
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/**资源路径配置 */
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export class GPath {
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/**UI预制体 */
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static UIPrefab = "prefab/";
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/**普通预制体 */
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static Prefab = "prefab/";
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/**音频 */
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static Audio = "sound/";
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/**texture文件夹资源 */
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static texture(name: string | number) { return "texture/" + name; }
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/**主页图片资源 */
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static Home(name: string | number) { return "texture/main/" + name; }
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/**道具图标 */
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static Item(name: string | number) { return "item/" + name; }
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/**角色手部图标(icons/hand) */
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static Hand(name: string | number) { return "hand/" + name; }
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/**道具图标 */
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static SkillItem(name: string | number) { return "skillItem/" + name; }
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/**武器类型图标 */
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static WeaponType(name: string | number) { return "texture/武器类型/" + name; }
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/**武器底 */
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static WeaponBottom(name: string | number) { return "texture/" + name; }
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/**武器升级 */
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static WeaponLevelUp(name: string | number) { return "texture/" + name; }
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/**技能/武器3选1 */
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static SkillSelect(name: string | number) { return "texture/" + name; }
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/**转盘 */
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static TurnTableRogue(name: string | number) { return "texture/" + name; }
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/**障碍物 */
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static ObstacleItem(name: string | number) { return "texture/摆放路障/" + name; }
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/**障碍物预制体 */
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static ObstaclePrefab(name: string | number) { return "prefab/障碍物/" + name; }
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/**boss血条 */
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static BossHpProgress(name: string | number) { return "texture/BOSS血条/" + name; }
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//品级
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static PingjiKuang(name: string | number) { return "texture/imgs/" + name; }
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/**障碍物图标 */
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static ObstacleIcon3(name: string | number) { return "obstacle3/" + name; }
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//等级横图标
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static LevelUpIconH(name: string | number) { return "img/" + name; }
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//等级竖图标
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static LevelUpIconV(name: string | number) { return "img/" + name; }
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//战斗伤害统计图片
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static DamageStatistics(name: string) { return "texture/战斗统计功能/" + name; }
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/**选择皮肤图片 */
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static PopSkin(name: string) { return "pic/skin_" + name; }
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//选择皮肤
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static SelectSkin(name: string) { return "texture/skin_" + name; }
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static Comm2Texture(name: string) { return "texture/imgs/" + name; }
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//螺丝图片
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static LuosiDingTex(name: string) { return "texture/螺丝/螺丝" + name; }
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}
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/**UI面板配置 */
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export enum UIID {
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/**等待图标 */
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WatiIcon = 100,
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/**首页 */
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Home = 101,
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/**2D游戏UI */
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Game = 102,
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/**游戏结束 */
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GameEnd = 103,
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/**设置 */
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Settings = 104,
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/**投诉 */
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Complain = 105,
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/**侧边栏 */
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Sidebar = 106,
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/**领取奖励弹窗 */
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GetReward = 107,
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/**消息框 */
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Msg = 108,
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/**消息确认框 */
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MsgBox = 109,
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/**主界面 */
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MainUI = 111,
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/**商店 */
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Shop = 200,
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/**角色页面 */
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Role = 201,
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/**武器页面 */
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Weapon = 203,
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/**副本页面 */
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Replica = 204,
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/**微信聊天 */
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WXChat = 301,
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/**选择结果弹窗 */
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SelectResultPop = 30101,
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/**剧情 */
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StoryLine = 401,
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/**财经新闻 */
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FinanceNews = 402,
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/**引导剧情 */
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StoryGuide = 404,
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/**道具不足跳转弹窗 */
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SkipPop = 508,
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/**战斗游戏界面 */
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BattleGame = 601,
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/**武器升级界面 */
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WeaponLevelUp = 602,
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/**转盘抽奖界面 */
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TurnTable = 603,
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/**战斗成功 */
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BattleSuccess = 605,
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/**战斗失败 */
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BattleFail = 606,
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/**战斗复活 */
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BattleRevive = 607,
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/**战斗暂停 */
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BattlePause = 608,
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/**宝箱升级详情 */
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boxLevelupDetail = 609,
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/**道具详情 */
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ItemDetailBox = 610,
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/**购买道具框 */
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buyItemBox = 611,
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/**签到7天 */
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sign7Day = 612,
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/**任务界面 */
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taskView = 613,
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/**道具详情 */
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ItemDetailBox2 = 614,
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/**等级升级 */
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pageUserLevelup = 615,
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/**新机制引导遮罩 */
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NewGuideMask = 616,
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/**等级升级详情 */
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pageUserLevelupDetail = 617,
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/**地图提示 */
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BattleMapTip = 618,
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/**购买体力 */
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buyPower = 619,
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/**清除地图 */
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wipeOut = 620,
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/**增加金币弹框 */
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BattleGetCoin = 621,
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/**领取新道具弹窗 */
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GetNewGoodid = 622,
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/**副本宝箱 */
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ReplicaBox = 623,
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/**选择难度 */
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selectDifficult = 624,
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/**跳转游戏等级 */
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jumpGameLevel = 625,
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/**CDK面板 */
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PanelCDK = 626,
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/**新机制 */
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newMechanism = 627,
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/**武器碎片 */
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WeaponSuiPian = 628,
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/**武器模型 */
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GetNewModel = 629,
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/**挑战提示 */
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challengeTip = 630,
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/**继续上次战斗 */
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ContinueLastBattle = 631,
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/**选择皮肤 */
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PopSkin = 632,
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/**更新公告 */
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PopNotice = 633,
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/**月卡 */
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PopMonthCard = 634,
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/**首充礼包 */
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PopFirstRecharge = 635,
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/**连续购买 */
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PopContinuouslyBag = 636,
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/**基金 */
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PopFund = 637,
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/**新年签到 */
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SignNewYear = 638,
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/**皮肤等级 */
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skinLevel = 639,
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/**故事漫画弹窗 */
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storyComic = 640,
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/**故事对话弹窗 */
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storyDialog = 641,
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/**宠物等级 */
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petIntroduction = 642,
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|
/**宠物等级弹窗 */
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petLevel = 643,
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petLayer = 644,
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|
/**修复界面 */
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xiufuBox = 645,
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|
/**丧尸主界面 */
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zombieLayer = 646,
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/**丧尸农场 */
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zombieFarm = 647,
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/**丧尸工厂 */
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zombieFactory = 648,
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/**丧尸矿产 */
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zombieMine = 649,
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/**丧尸升级提示 */
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zombieUpgradeTip = 650,
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/**技能选择 */
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SkillSelect = 651,
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|
greatGift = 652,
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|
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|
/**吸引流量游戏 */
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|
Gaoyaguo = 653,
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failAtGameResult = 654,
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|
successAtGameResult = 655,
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atGameChoose = 656,
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|
/**解锁按钮 */
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|
PopUnLockBtn = 657,
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|
/**吸引流量游戏 */
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|
tantantan1 = 658,
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|
tantantan2 = 659,
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tantantan3 = 660,
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|
/**解锁新功能 */
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|
GetNewFun = 661,
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|
//新增雇佣收益
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|
hireIncome = 662,
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|
/** 俄罗斯方块游戏*/
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|
TetriGame = 663,
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|
|
/**俄罗斯方块玩法说明 */
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|
TetriDoc = 664,
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|
/**GM存档编辑器 */
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PopGM = 665,
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|
/**救救我鸭 */
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|
jiujiuwoyaGame = 666,
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|
|
|
|
}
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|
/**UI资源配置 */
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|
export const UIConfigs: { [key: number]: IUIConfig } = {
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[UIID.WatiIcon]: { desc: "等待图标", layer: UILayer.Loading, bundle: GBundle.Comm, path: GPath.UIPrefab, name: "waitIcon" },
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[UIID.Home]: { desc: "首页", layer: UILayer.MainUI, bundle: GBundle.Home, path: GPath.UIPrefab, name: "PanelHome" },
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[UIID.MainUI]: { desc: "主界面", layer: UILayer.Menu, bundle: GBundle.Comm2, path: GPath.UIPrefab, name: "MainUI" },
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[UIID.Game]: { desc: "2D游戏UI", layer: UILayer.Game2D, bundle: GBundle.Game, path: GPath.UIPrefab, name: "PanelGame" },
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[UIID.GameEnd]: { desc: "游戏结束", layer: UILayer.Page, bundle: GBundle.Game, path: GPath.UIPrefab, name: "PanelGameEnd" },
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[UIID.Settings]: { desc: "设置", layer: UILayer.Pop, bundle: GBundle.Settings, path: GPath.UIPrefab, name: "PanelSettings" },
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[UIID.PanelCDK]: { desc: "CDK面板", layer: UILayer.Pop, bundle: GBundle.Settings, path: GPath.UIPrefab, name: "PanelCDK" },
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[UIID.Complain]: { desc: "投诉", layer: UILayer.Pop, bundle: GBundle.Complain, path: GPath.UIPrefab, name: "PanelComplain" },
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[UIID.Sidebar]: { desc: "侧边栏", layer: UILayer.Pop, bundle: GBundle.Sidebar, path: GPath.UIPrefab, name: "PanelSidebar" },
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[UIID.GetReward]: { desc: "领取奖励弹窗", layer: UILayer.Pop, bundle: GBundle.GetReward, path: GPath.UIPrefab, name: "GetReward" },
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[UIID.Msg]: { desc: "消息框", layer: UILayer.Loading, bundle: GBundle.First, path: GPath.UIPrefab, name: "msg" },
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[UIID.MsgBox]: { desc: "消息确认框", layer: UILayer.Pop, bundle: GBundle.PopAndTips, path: GPath.UIPrefab, name: "MsgBox" },
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//在此新增UI面板配置
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[UIID.Shop]: { desc: "商店", layer: UILayer.MainUI, bundle: GBundle.Shop, path: GPath.UIPrefab, name: "pageShop" },
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[UIID.Role]: { desc: "角色页面", layer: UILayer.MainUI, bundle: GBundle.Role, path: GPath.UIPrefab, name: "pageRole" },
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[UIID.Weapon]: { desc: "武器页面", layer: UILayer.MainUI, bundle: GBundle.Weapon, path: GPath.UIPrefab, name: "pageWeapon" },
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[UIID.Replica]: { desc: "副本页面", layer: UILayer.MainUI, bundle: GBundle.Replica, path: GPath.UIPrefab, name: "Replica" },
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[UIID.WeaponLevelUp]: { desc: "武器升级界面", layer: UILayer.Page, bundle: GBundle.WeaponLevelUp, path: GPath.UIPrefab, name: "WeaponLevelUp" },
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[UIID.TurnTable]: { desc: "转盘抽奖界面", layer: UILayer.Pop, bundle: GBundle.TurnTable, path: GPath.UIPrefab, name: "TurnTable" },
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[UIID.BattleSuccess]: { desc: "战斗成功", layer: UILayer.Pop, bundle: GBundle.BattleGameResult, path: GPath.UIPrefab, name: "BattleSuccess" },
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[UIID.BattleFail]: { desc: "战斗失败", layer: UILayer.Pop, bundle: GBundle.BattleGameResult, path: GPath.UIPrefab, name: "BattleFail" },
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[UIID.BattleRevive]: { desc: "战斗复活", layer: UILayer.Pop, bundle: GBundle.BattleGameResult, path: GPath.UIPrefab, name: "BattleRevive" },
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[UIID.BattlePause]: { desc: "战斗暂停", layer: UILayer.Pop, bundle: GBundle.BattleGameResult, path: GPath.UIPrefab, name: "BattlePause" },
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[UIID.BattleMapTip]: { desc: "地图提示", layer: UILayer.Pop, bundle: GBundle.BattleGameMapTip, path: GPath.UIPrefab, name: "BattleMapTip" },
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[UIID.BattleGetCoin]: { desc: "增加金币弹框", layer: UILayer.Pop, bundle: GBundle.BattleGameResult, path: GPath.UIPrefab, name: "BattleGetCoin" },
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[UIID.boxLevelupDetail]: { desc: "宝箱升级详情", layer: UILayer.Pop, bundle: GBundle.Shop, path: GPath.UIPrefab, name: "boxLevelupDetail" },
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[UIID.ItemDetailBox]: { desc: "道具详情", layer: UILayer.Pop, bundle: GBundle.PopAndTips, path: GPath.UIPrefab, name: "ItemDetailBox" },
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[UIID.ItemDetailBox2]: { desc: "道具详情2", layer: UILayer.Pop, bundle: GBundle.PopAndTips, path: GPath.UIPrefab, name: "ItemDetailBox2" },
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[UIID.buyItemBox]: { desc: "购买道具框", layer: UILayer.Pop, bundle: GBundle.Shop, path: GPath.UIPrefab, name: "buyItemBox" },
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[UIID.sign7Day]: { desc: "签到7天", layer: UILayer.Pop, bundle: GBundle.sign7Day, path: GPath.UIPrefab, name: "sign7Day" },
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[UIID.taskView]: { desc: "任务界面", layer: UILayer.Pop, bundle: GBundle.taskView, path: GPath.UIPrefab, name: "taskView" },
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[UIID.pageUserLevelup]: { desc: "用户等级升级", layer: UILayer.Pop, bundle: GBundle.Role, path: GPath.UIPrefab, name: "pageUserLevelup" },
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[UIID.NewGuideMask]: { desc: "新手指引遮罩", layer: UILayer.Guide, bundle: GBundle.Comm2, path: GPath.UIPrefab, name: "NewGuideMask" },
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[UIID.pageUserLevelupDetail]: { desc: "等级升级详情", layer: UILayer.Pop, bundle: GBundle.Role, path: GPath.UIPrefab, name: "pageUserLevelupDetail" },
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[UIID.buyPower]: { desc: "购买体力", layer: UILayer.Pop, bundle: GBundle.buyPower, path: GPath.UIPrefab, name: "buyPower" },
|
|
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|
[UIID.wipeOut]: { desc: "清除地图", layer: UILayer.Pop, bundle: GBundle.wipeOut, path: GPath.UIPrefab, name: "wipeOut" },
|
|
|
|
|
[UIID.GetNewGoodid]: { desc: "领取新道具弹窗", layer: UILayer.Pop, bundle: GBundle.GetReward, path: GPath.UIPrefab, name: "GetNewGoodid" },
|
|
|
|
|
[UIID.ReplicaBox]: { desc: "地牢宝箱", layer: UILayer.Pop, bundle: GBundle.Replica, path: GPath.UIPrefab, name: "ReplicaBox" },
|
|
|
|
|
|
|
|
|
|
/**选择难度 */
|
|
|
|
|
[UIID.selectDifficult]: { desc: "选择难度", layer: UILayer.Pop, bundle: GBundle.selectDifficult, path: GPath.UIPrefab, name: "selectDifficult" },
|
|
|
|
|
/**跳转游戏关卡 */
|
|
|
|
|
[UIID.jumpGameLevel]: { desc: "跳转游戏关卡", layer: UILayer.Pop, bundle: GBundle.jumpGameLevel, path: GPath.UIPrefab, name: "jumpGameLevel" },
|
|
|
|
|
/**新机制弹窗 */
|
|
|
|
|
[UIID.newMechanism]: { desc: "新机制弹窗", layer: UILayer.Pop, bundle: GBundle.newMechanism, path: GPath.UIPrefab, name: "newMechanism" },
|
|
|
|
|
/**武器随机应变弹窗 */
|
|
|
|
|
[UIID.WeaponSuiPian]: { desc: "武器随机应变弹窗", layer: UILayer.Pop, bundle: GBundle.WeaponSuiPian, path: GPath.UIPrefab, name: "WeaponSuiPian" },
|
|
|
|
|
/**获取新模型弹窗 */
|
|
|
|
|
[UIID.GetNewModel]: { desc: "获取新模型弹窗", layer: UILayer.Pop, bundle: GBundle.GetReward, path: GPath.UIPrefab, name: "GetNewModel" },
|
|
|
|
|
/**挑战提示弹窗 */
|
|
|
|
|
[UIID.challengeTip]: { desc: "挑战提示弹窗", layer: UILayer.Pop, bundle: GBundle.PopAndTips, path: GPath.UIPrefab, name: "challengeTip" },
|
|
|
|
|
/**继续上次战斗弹窗 */
|
|
|
|
|
[UIID.ContinueLastBattle]: { desc: "继续上次战斗弹窗", layer: UILayer.Pop, bundle: GBundle.PopAndTips, path: GPath.UIPrefab, name: "continueLastBattle" },
|
|
|
|
|
/**选择皮肤弹窗 */
|
|
|
|
|
[UIID.PopSkin]: { desc: "选择皮肤弹窗", layer: UILayer.Pop, bundle: GBundle.PopSkin, path: GPath.UIPrefab, name: "PopSkin" },
|
|
|
|
|
/**更新公告弹窗 */
|
|
|
|
|
[UIID.PopNotice]: { desc: "更新公告弹窗", layer: UILayer.Pop, bundle: GBundle.PopNotice, path: GPath.UIPrefab, name: "PopNotice" },
|
|
|
|
|
/**月卡弹窗 */
|
|
|
|
|
[UIID.PopMonthCard]: { desc: "月卡弹窗", layer: UILayer.Page, bundle: GBundle.PopMonthCard, path: GPath.UIPrefab, name: "PopGiftmonth" },
|
|
|
|
|
/**首充礼包弹窗 */
|
|
|
|
|
[UIID.PopFirstRecharge]: { desc: "首充礼包弹窗", layer: UILayer.Pop, bundle: GBundle.FirstRecharge, path: GPath.UIPrefab, name: "PopFirstRecharge" },
|
|
|
|
|
/**连续购买弹窗 */
|
|
|
|
|
[UIID.PopContinuouslyBag]: { desc: "连续购买弹窗", layer: UILayer.Pop, bundle: GBundle.ContinuouslyBag, path: GPath.UIPrefab, name: "PopContinuouslyBag" },
|
|
|
|
|
/**基金弹窗 */
|
|
|
|
|
[UIID.PopFund]: { desc: "基金弹窗", layer: UILayer.Pop, bundle: GBundle.PopFund, path: GPath.UIPrefab, name: "PopFund" },
|
|
|
|
|
/**新年签到弹窗 */
|
|
|
|
|
[UIID.SignNewYear]: { desc: "新年签到弹窗", layer: UILayer.Pop, bundle: GBundle.sign7Day, path: GPath.UIPrefab, name: "SignNewYear" },
|
|
|
|
|
/**皮肤等级弹窗 */
|
|
|
|
|
[UIID.skinLevel]: { desc: "皮肤等级弹窗", layer: UILayer.Pop, bundle: GBundle.skinLevel, path: GPath.UIPrefab, name: "skinLevel" },
|
|
|
|
|
/**故事漫画弹窗 */
|
|
|
|
|
[UIID.storyComic]: { desc: "故事漫画弹窗", layer: UILayer.Pop, bundle: GBundle.storyComic, path: GPath.UIPrefab, name: "storyComic" },
|
|
|
|
|
/**故事对话弹窗 */
|
|
|
|
|
[UIID.storyDialog]: { desc: "故事对话弹窗", layer: UILayer.Pop, bundle: GBundle.storyDialog, path: GPath.UIPrefab, name: "storyDialog" },
|
|
|
|
|
/**宠物升级弹窗 */
|
|
|
|
|
[UIID.petLevel]: { desc: "宠物等级弹窗", layer: UILayer.Pop, bundle: GBundle.Pet, path: GPath.UIPrefab, name: "petLevel" },
|
|
|
|
|
/**宠物弹窗 */
|
|
|
|
|
[UIID.petLayer]: { desc: "宠物弹窗", layer: UILayer.Pop, bundle: GBundle.Pet, path: GPath.UIPrefab, name: "petLayer" },
|
|
|
|
|
/**宠物概率弹窗 */
|
|
|
|
|
[UIID.petIntroduction]: { desc: "宠物概率弹窗", layer: UILayer.Pop, bundle: GBundle.Pet, path: GPath.UIPrefab, name: "petIntroduction" },
|
|
|
|
|
|
|
|
|
|
/**丧尸主界面 */
|
|
|
|
|
[UIID.zombieLayer]: { desc: "丧尸主界面", layer: UILayer.Pop, bundle: GBundle.Zombie, path: GPath.UIPrefab, name: "zombieLayer" },
|
|
|
|
|
/**丧尸农场 */
|
|
|
|
|
[UIID.zombieFarm]: { desc: "丧尸农场", layer: UILayer.Page, bundle: GBundle.Zombie, path: GPath.UIPrefab, name: "farmLayer" },
|
|
|
|
|
/**丧尸工厂 */
|
|
|
|
|
[UIID.zombieFactory]: { desc: "丧尸工厂", layer: UILayer.Page, bundle: GBundle.Zombie, path: GPath.UIPrefab, name: "factoryLayer" },
|
|
|
|
|
/**丧尸矿产 */
|
|
|
|
|
[UIID.zombieMine]: { desc: "丧尸矿产", layer: UILayer.Page, bundle: GBundle.Zombie, path: GPath.UIPrefab, name: "mineralLayer" },
|
|
|
|
|
/**丧尸升级提示 */
|
|
|
|
|
[UIID.zombieUpgradeTip]: { desc: "丧尸升级提示", layer: UILayer.Pop, bundle: GBundle.Zombie, path: GPath.UIPrefab, name: "levelTip" },
|
|
|
|
|
/**技能选择 */
|
|
|
|
|
[UIID.SkillSelect]: { desc: "技能选择", layer: UILayer.Pop, bundle: GBundle.SkillSelect, path: GPath.UIPrefab, name: "SkillSelect" },
|
|
|
|
|
/**超值礼包 */
|
|
|
|
|
[UIID.greatGift]: { desc: "超值礼包", layer: UILayer.Pop, bundle: GBundle.greatGift, path: GPath.UIPrefab, name: "greatGift" },
|
|
|
|
|
/**吸引流量游戏 */
|
|
|
|
|
[UIID.Gaoyaguo]: { desc: "吸引流量游戏", layer: UILayer.Pop, bundle: GBundle.gaoyaguo, path: GPath.UIPrefab, name: "Gaoyaguo" },
|
|
|
|
|
|
|
|
|
|
[UIID.failAtGameResult]: { desc: "失败", layer: UILayer.Pop, bundle: GBundle.atGameResult, path: GPath.UIPrefab, name: "fail" },
|
|
|
|
|
[UIID.successAtGameResult]: { desc: "成功", layer: UILayer.Pop, bundle: GBundle.atGameResult, path: GPath.UIPrefab, name: "success" },
|
|
|
|
|
|
|
|
|
|
[UIID.atGameChoose]: { desc: "选关", layer: UILayer.Pop, bundle: GBundle.atGameChoose, path: GPath.UIPrefab, name: "atGameChoose" },
|
|
|
|
|
/**解锁按钮 */
|
|
|
|
|
[UIID.PopUnLockBtn]: { desc: "解锁按钮", layer: UILayer.Pop, bundle: GBundle.Comm2, path: GPath.UIPrefab, name: "PopUnLockBtn" },
|
|
|
|
|
/**吸引流量游戏 */
|
|
|
|
|
[UIID.tantantan1]: { desc: "吸引流量游戏2", layer: UILayer.Pop, bundle: GBundle.tantantan, path: GPath.UIPrefab, name: "tantantan1" },
|
|
|
|
|
[UIID.tantantan2]: { desc: "吸引流量游戏3", layer: UILayer.Pop, bundle: GBundle.tantantan, path: GPath.UIPrefab, name: "tantantan2" },
|
|
|
|
|
[UIID.tantantan3]: { desc: "吸引流量游戏4", layer: UILayer.Pop, bundle: GBundle.tantantan, path: GPath.UIPrefab, name: "tantantan3" },
|
|
|
|
|
/**解锁新功能 */
|
|
|
|
|
[UIID.GetNewFun]: { desc: "解锁新功能", layer: UILayer.Pop, bundle: GBundle.GetReward, path: GPath.UIPrefab, name: "GetNewFun" },
|
|
|
|
|
[UIID.hireIncome]: { desc: "雇佣收益", layer: UILayer.Pop, bundle: GBundle.Zombie, path: GPath.UIPrefab, name: "hireIncome" },
|
|
|
|
|
|
|
|
|
|
[UIID.TetriGame]: { desc: "俄罗斯方块游戏", layer: UILayer.Page, bundle: GBundle.tetriGame, path: GPath.UIPrefab, name: "tetriGame" },
|
|
|
|
|
[UIID.TetriDoc]: { desc: "俄罗斯方块玩法说明", layer: UILayer.Pop, bundle: GBundle.tetriDoc, path: GPath.UIPrefab, name: "PopTetriDoc" },
|
|
|
|
|
[UIID.PopGM]: { desc: "GM存档编辑器", layer: UILayer.Pop, bundle: GBundle.Comm2, path: GPath.UIPrefab, name: "PopGM" },
|
|
|
|
|
[UIID.jiujiuwoyaGame]: { desc: "救救我鸭游戏", layer: UILayer.Page, bundle: GBundle.jiujiuwoya, path: GPath.UIPrefab, name: "jiujiuwoyaGame" },
|
|
|
|
|
}
|
|
|
|
|
|
|
|
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/**资源包名 */
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export const enum ResPkgName {
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CommRes = "CommRes",
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MainRes = "MainRes",
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BattleRes = "BattleRes",
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ZombieRes = "ZombieRes",
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JiuJiuWoYaRes = "JiuJiuWoYaRes",
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}
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/**获取公共资源包 */
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export const getCommResPakage: Function = () => {
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let respkg: ResPakage = {
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name: ResPkgName.CommRes,
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isReleaseable: false,
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ress: [
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// { name: `gm`, bundle: GBundle.First, path: GPath.Prefab, type: Prefab },
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{ name: `ItemGrid`, bundle: GBundle.Comm2, path: GPath.Prefab, type: Prefab },
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],
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}
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if (EDITOR || DEBUG || sys.isBrowser) {
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respkg.ress.push({ name: `gm`, bundle: GBundle.First, path: GPath.Prefab, type: Prefab });
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}
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return respkg;
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}
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/**主场景资源包 */
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export const getMainResPakage: Function = () => {
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let respkg: ResPakage = {
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name: ResPkgName.MainRes,
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isReleaseable: true,
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ress: [
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],
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}
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return respkg;
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}
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export const getZombieResPakage: Function = () => {
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let respkg: ResPakage = {
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name: ResPkgName.ZombieRes,
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isReleaseable: true,
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ress: [
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{ name: `farmLayer`, bundle: GBundle.Zombie, path: GPath.Prefab, type: Prefab },
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],
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}
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//17章加入丧尸工厂
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if (gg.data.doc.chapter >= 10) {
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respkg.ress.push({ name: `factoryLayer`, bundle: GBundle.Zombie, path: GPath.Prefab, type: Prefab });
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}
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//17章加入丧尸矿场
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if (gg.data.doc.chapter >= 16) {
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respkg.ress.push({ name: `mineralLayer`, bundle: GBundle.Zombie, path: GPath.Prefab, type: Prefab });
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}
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// { name: 'ui_baseInfo', bundle: GBundle.Comm2, path: `prefab/`, type: Prefab },
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// { name: 'btnArray', bundle: GBundle.Zombie, path: `prefab/`, type: Prefab },
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// { name: 'incomeKuang', bundle: GBundle.Zombie, path: `prefab/`, type: Prefab },
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// { name: 'leijiKuang', bundle: GBundle.Zombie, path: `prefab/`, type: Prefab },
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respkg.ress.push({ name: 'ui_baseInfo', bundle: GBundle.Comm2, path: `prefab/`, type: Prefab });
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respkg.ress.push({ name: 'btnArray', bundle: GBundle.Zombie, path: `prefab/`, type: Prefab });
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respkg.ress.push({ name: 'incomeKuang', bundle: GBundle.Zombie, path: `prefab/`, type: Prefab });
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respkg.ress.push({ name: 'leijiKuang', bundle: GBundle.Zombie, path: `prefab/`, type: Prefab });
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return respkg;
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}
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/**获取救救我鸭资源包 */
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export const getJiuJiuWoYaResPakage: Function = () => {
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let respkg: ResPakage = {
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name: ResPkgName.JiuJiuWoYaRes,
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isReleaseable: true,
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ress: [
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],
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}
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return respkg;
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}
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/** 按地图 ID 构造战斗地图资源项 */
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export function getBattleMapResItem(mapId: number): ResInfo {
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return {
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name: `tetriMap${mapId}`,
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bundle: GBundle.tetriMap,
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path: 'prefab/',
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type: Prefab,
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};
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}
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/** 按章节 ID 获取战斗地图资源项(预载用,不依赖 CurentBattle) */
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export function getBattleMapResItemByChapter(chapterID: number): ResInfo | null {
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const chapterConfig = gg.data.project.getChapterConfig(chapterID);
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if (!chapterConfig?.mapId) {
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return null;
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}
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return getBattleMapResItem(chapterConfig.mapId);
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}
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/**获取战斗资源包:进局仅预加载地图,其余由 getNodeAsync / ensurePrefab 按需加载 + 对象池复用 */
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export const getBattleResPakage: Function = () => {
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let respkg: ResPakage = {
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name: ResPkgName.BattleRes,
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isReleaseable: true,
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ress: [],
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}
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if (gg.game.CurentBattle) {
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gg.game.CurentBattle.MonsterDropCoinAddRatio = 1
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respkg.ress.push(getBattleMapResItem(gg.game.CurentBattle.MapId));
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}
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console.log("加载战斗地图资源:" + respkg.ress.length);
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return respkg;
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}
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