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Cocos-GoldenMiner
Commits
5e11a687
Commit
5e11a687
authored
Apr 17, 2023
by
Friends233
Browse files
Options
Browse Files
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Plain Diff
游戏修改
parent
c6b95086
Changes
16
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Showing
16 changed files
with
478 additions
and
67 deletions
+478
-67
Game.fire
assets/Scenes/Game.fire
+419
-45
GameConfig.ts
assets/Script/Config/GameConfig.ts
+3
-1
GameScene.ts
assets/Script/GameScene.ts
+22
-8
config.json
build/web-mobile/assets/internal/config.json
+1
-1
05464a930.json
build/web-mobile/assets/internal/import/05/05464a930.json
+1
-0
0967b326a.json
build/web-mobile/assets/internal/import/09/0967b326a.json
+0
-1
config.json
build/web-mobile/assets/main/config.json
+1
-1
08fed6e4f.json
build/web-mobile/assets/main/import/08/08fed6e4f.json
+1
-1
index.js
build/web-mobile/assets/main/index.js
+1
-1
config.json
build/web-mobile/assets/resources/config.json
+1
-1
6df99912-1d5b-422e-89a7-0016c080b6e2.json
...urces/import/6d/6df99912-1d5b-422e-89a7-0016c080b6e2.json
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6df99912-1d5b-422e-89a7-0016c080b6e2.svga
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+0
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cocos2d-js-min.js
build/web-mobile/cocos2d-js-min.js
+1
-1
index.html
build/web-mobile/index.html
+3
-3
main.js
build/web-mobile/main.js
+2
-2
project.json
settings/project.json
+21
-1
No files found.
assets/Scenes/Game.fire
View file @
5e11a687
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...
...
@@ -5941,7 +6315,7 @@
"__uuid__": "29158224-f8dd-4661-a796-1ffab537140e"
},
"_N$target": {
"__id__": 12
2
"__id__": 12
9
},
"_id": "6cOXQVh5BCV4WKrcZc4zUt"
},
...
...
@@ -5955,7 +6329,7 @@
"_enabled": true,
"_layoutSize": {
"__type__": "cc.Size",
"width":
25
0,
"width":
40
0,
"height": 100
},
"_resize": 1,
...
...
assets/Script/Config/GameConfig.ts
View file @
5e11a687
...
...
@@ -19,7 +19,9 @@ export const CUSTOM_EVENT = {
/** 开始游戏 */
GAME_START
:
'GAME_START'
,
/** 初始化游戏数据 */
GAME_INIT
:
'GAME_INIT'
GAME_INIT
:
'GAME_INIT'
,
/** 销毁游戏场景 */
GAME_DESTROY
:
'GAME_DESTROY'
}
export
const
Config
=
{
...
...
assets/Script/GameScene.ts
View file @
5e11a687
...
...
@@ -66,9 +66,6 @@ export default class GameScene extends cc.Component {
/** 速度 */
clipSpeed
=
Config
.
normalPropSpeed
/** 是否在执行动画中 */
isAni
=
false
/** 抓取的目标 */
clipTarget
:
cc
.
Node
=
null
...
...
@@ -78,6 +75,9 @@ export default class GameScene extends cc.Component {
/** 游戏配置 */
gameConfig
=
{
...
Config
}
/** 加速倍率 */
speedMultiplier
=
1
protected
onLoad
():
void
{
// loadGameResources()
...
...
@@ -107,6 +107,9 @@ export default class GameScene extends cc.Component {
this
.
refreshLevelInfo
()
this
.
refreshStageProps
()
},
this
)
exportEvent
.
on
(
CUSTOM_EVENT
.
GAME_DESTROY
,
()
=>
{
this
.
node
.
destroy
()
},
this
)
// TODO 测试用
const
href
=
window
?.
location
?.
href
const
isTest
=
getUrlParam
(
'testPanel'
)
...
...
@@ -117,7 +120,8 @@ export default class GameScene extends cc.Component {
next
:
'nextLevel'
,
refreshProp
:
'refreshStageProps'
,
start
:
'testStartGame'
,
init
:
'testInit'
init
:
'testInit'
,
addSpeed
:
'addSpeeds'
}
testNode
.
children
.
forEach
((
n
)
=>
{
const
event
=
this
?.[
testEventMap
[
n
.
name
]]
...
...
@@ -134,10 +138,18 @@ export default class GameScene extends cc.Component {
testInit
()
{
console
.
log
(
'测试初始化'
)
exportEvent
.
fire
(
CUSTOM_EVENT
.
GAME_INIT
,
{
countDowns
:
[
10
,
10
,
10
]
countDowns
:
[
999
,
10
,
10
]
})
}
addSpeeds
()
{
this
.
speedMultiplier
+=
1
const
rotationAni
=
cc
.
find
(
'clipMask/clipWrp'
,
this
.
node
)
.
getComponent
(
cc
.
Animation
)
.
getAnimationState
(
'clipRation'
)
rotationAni
.
speed
+=
1
}
/**
* 开始游戏
* @param config config
...
...
@@ -315,6 +327,7 @@ export default class GameScene extends cc.Component {
this
.
setLable
(
'starIcon/starProc'
,
`
${
this
.
starNum
}
/
${
this
.
levelObjectives
}
`
)
// 达到目标
if
(
this
.
starNum
>=
this
.
levelObjectives
)
{
this
.
unschedule
(
this
.
startCd
)
exportEvent
.
fire
(
CUSTOM_EVENT
.
PASS_LEVEL
,
{
score
:
this
.
starNum
,
level
:
this
.
actLevel
...
...
@@ -332,6 +345,7 @@ export default class GameScene extends cc.Component {
return
}
this
.
refreshLevelInfo
(
nextLevel
)
this
.
refreshStageProps
()
this
.
schedule
(
this
.
startCd
,
1
)
}
...
...
@@ -414,7 +428,7 @@ export default class GameScene extends cc.Component {
this
.
setClipState
(
CLIP_STATE
.
STOP
)
return
}
this
.
clip
.
y
-=
dt
*
this
.
gameConfig
.
playSpeed
this
.
clip
.
y
-=
dt
*
this
.
gameConfig
.
playSpeed
*
this
.
speedMultiplier
}
// 爪子回收
...
...
@@ -425,10 +439,10 @@ export default class GameScene extends cc.Component {
this
.
setClipState
(
CLIP_STATE
.
DEFAULT
)
return
}
this
.
clip
.
y
+=
dt
*
this
.
clipSpeed
this
.
clip
.
y
+=
dt
*
this
.
clipSpeed
*
this
.
speedMultiplier
// 抓到物品,道具的移动
if
(
this
.
clipTarget
)
{
if
(
this
.
clipTarget
&&
this
.
clipTarget
?.
parent
)
{
const
pos
=
this
.
clip
.
convertToWorldSpaceAR
(
cc
.
v2
(
0
,
-
133
))
const
p
=
this
.
clipTarget
.
parent
.
convertToWorldSpaceAR
(
cc
.
v2
(
0
,
0
))
this
.
clipTarget
.
setPosition
(
pos
.
x
-
p
.
x
,
pos
.
y
-
p
.
y
)
...
...
build/web-mobile/assets/internal/config.json
View file @
5e11a687
{
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\ No newline at end of file
{
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,
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"7"
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"10"
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"11"
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"12"
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,
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"13"
:[
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"14"
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:[
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,
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,
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:{
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:[
15
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"isZip"
:
false
,
"encrypted"
:
false
}
\ No newline at end of file
build/web-mobile/assets/internal/import/05/05464a930.json
0 → 100644
View file @
5e11a687
[
1
,[
"02delMVqdBD70a/HSD99FK"
,
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,
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],[
"cc.Texture2D"
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,[
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,
"shaders"
,
"techniques"
],
0
],[
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,[
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"name"
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:
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\n
precision highp float;
\n
uniform CCGlobal {
\n
mat4 cc_matView;
\n
mat4 cc_matViewInv;
\n
mat4 cc_matProj;
\n
mat4 cc_matProjInv;
\n
mat4 cc_matViewProj;
\n
mat4 cc_matViewProjInv;
\n
vec4 cc_cameraPos;
\n
vec4 cc_time;
\n
mediump vec4 cc_screenSize;
\n
mediump vec4 cc_screenScale;
\n
};
\n
in vec3 a_position;
\n
in mediump vec2 a_uv0;
\n
out mediump vec2 v_uv0;
\n
in vec4 a_color;
\n
out vec4 v_color;
\n
void main () {
\n
gl_Position = cc_matViewProj * vec4(a_position, 1);
\n
v_uv0 = a_uv0;
\n
v_color = a_color;
\n
}"
,
"frag"
:
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\n
precision highp float;
\n
uniform sampler2D texture;
\n
in mediump vec2 v_uv0;
\n
in vec4 v_color;
\n
void main () {
\n
vec4 color = v_color;
\n
vec4 texture_tmp = texture(texture, v_uv0);
\n
#if CC_USE_ALPHA_ATLAS_texture
\n
texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;
\n
#endif
\n
#if INPUT_IS_GAMMA
\n
color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);
\n
color.a *= texture_tmp.a;
\n
#else
\n
color *= texture_tmp;
\n
#endif
\n
float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;
\n
gl_FragColor = vec4(gray, gray, gray, color.a);
\n
}"
},
"glsl1"
:{
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:
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\n
precision highp float;
\n
uniform mat4 cc_matViewProj;
\n
attribute vec3 a_position;
\n
attribute mediump vec2 a_uv0;
\n
varying mediump vec2 v_uv0;
\n
attribute vec4 a_color;
\n
varying vec4 v_color;
\n
void main () {
\n
gl_Position = cc_matViewProj * vec4(a_position, 1);
\n
v_uv0 = a_uv0;
\n
v_color = a_color;
\n
}"
,
"frag"
:
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\n
precision highp float;
\n
uniform sampler2D texture;
\n
varying mediump vec2 v_uv0;
\n
varying vec4 v_color;
\n
void main () {
\n
vec4 color = v_color;
\n
vec4 texture_tmp = texture2D(texture, v_uv0);
\n
#if CC_USE_ALPHA_ATLAS_texture
\n
texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
\n
#endif
\n
#if INPUT_IS_GAMMA
\n
color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);
\n
color.a *= texture_tmp.a;
\n
#else
\n
color *= texture_tmp;
\n
#endif
\n
float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;
\n
gl_FragColor = vec4(gray, gray, gray, color.a);
\n
}"
},
"builtins"
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,
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,
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:
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:
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},
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:{
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:{
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:
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,
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"name"
:
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,
"glsl3"
:{
"vert"
:
"
\n
precision highp float;
\n
uniform CCGlobal {
\n
mat4 cc_matView;
\n
mat4 cc_matViewInv;
\n
mat4 cc_matProj;
\n
mat4 cc_matProjInv;
\n
mat4 cc_matViewProj;
\n
mat4 cc_matViewProjInv;
\n
vec4 cc_cameraPos;
\n
vec4 cc_time;
\n
mediump vec4 cc_screenSize;
\n
mediump vec4 cc_screenScale;
\n
};
\n
uniform CCLocal {
\n
mat4 cc_matWorld;
\n
mat4 cc_matWorldIT;
\n
};
\n
in vec3 a_position;
\n
in vec4 a_color;
\n
out vec4 v_color;
\n
#if USE_TEXTURE
\n
in vec2 a_uv0;
\n
out vec2 v_uv0;
\n
#endif
\n
void main () {
\n
vec4 pos = vec4(a_position, 1);
\n
#if CC_USE_MODEL
\n
pos = cc_matViewProj * cc_matWorld * pos;
\n
#else
\n
pos = cc_matViewProj * pos;
\n
#endif
\n
#if USE_TEXTURE
\n
v_uv0 = a_uv0;
\n
#endif
\n
v_color = a_color;
\n
gl_Position = pos;
\n
}"
,
"frag"
:
"
\n
precision highp float;
\n
#if USE_ALPHA_TEST
\n
uniform ALPHA_TEST {
\n
float alphaThreshold;
\n
};
\n
#endif
\n
void ALPHA_TEST (in vec4 color) {
\n
#if USE_ALPHA_TEST
\n
if (color.a < alphaThreshold) discard;
\n
#endif
\n
}
\n
void ALPHA_TEST (in float alpha) {
\n
#if USE_ALPHA_TEST
\n
if (alpha < alphaThreshold) discard;
\n
#endif
\n
}
\n
in vec4 v_color;
\n
#if USE_TEXTURE
\n
in vec2 v_uv0;
\n
uniform sampler2D texture;
\n
#endif
\n
void main () {
\n
vec4 o = vec4(1, 1, 1, 1);
\n
#if USE_TEXTURE
\n
vec4 texture_tmp = texture(texture, v_uv0);
\n
#if CC_USE_ALPHA_ATLAS_texture
\n
texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;
\n
#endif
\n
#if INPUT_IS_GAMMA
\n
o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);
\n
o.a *= texture_tmp.a;
\n
#else
\n
o *= texture_tmp;
\n
#endif
\n
#endif
\n
o *= v_color;
\n
ALPHA_TEST(o);
\n
#if USE_BGRA
\n
gl_FragColor = o.bgra;
\n
#else
\n
gl_FragColor = o.rgba;
\n
#endif
\n
}"
},
"glsl1"
:{
"vert"
:
"
\n
precision highp float;
\n
uniform mat4 cc_matViewProj;
\n
uniform mat4 cc_matWorld;
\n
attribute vec3 a_position;
\n
attribute vec4 a_color;
\n
varying vec4 v_color;
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attribute vec2 a_uv0;
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varying vec2 v_uv0;
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void main () {
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vec4 pos = vec4(a_position, 1);
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precision highp float;
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#if USE_ALPHA_TEST
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uniform float alphaThreshold;
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void ALPHA_TEST (in vec4 color) {
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#if USE_ALPHA_TEST
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if (color.a < alphaThreshold) discard;
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}
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void ALPHA_TEST (in float alpha) {
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if (alpha < alphaThreshold) discard;
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varying vec4 v_color;
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varying vec2 v_uv0;
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uniform sampler2D texture;
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#endif
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void main () {
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vec4 o = vec4(1, 1, 1, 1);
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#if USE_TEXTURE
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vec4 texture_tmp = texture2D(texture, v_uv0);
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#if CC_USE_ALPHA_ATLAS_texture
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texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
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#endif
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#if INPUT_IS_GAMMA
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o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);
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o.a *= texture_tmp.a;
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#else
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o *= texture_tmp;
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#endif
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#endif
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o *= v_color;
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ALPHA_TEST(o);
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#if USE_BGRA
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#else
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gl_FragColor = o.rgba;
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#endif
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precision mediump float;
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uniform Constants{
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vec4 mainTiling_Offset;
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vec4 frameTile_velLenScale;
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vec4 scale;
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uniform CCGlobal {
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mat4 cc_matView;
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mat4 cc_matViewInv;
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mat4 cc_matProj;
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mat4 cc_matProjInv;
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mat4 cc_matViewProj;
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mat4 cc_matViewProjInv;
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vec4 cc_cameraPos;
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vec4 cc_time;
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mediump vec4 cc_screenSize;
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mediump vec4 cc_screenScale;
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mat4 cc_matWorldIT;
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out vec2 uv;
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out vec4 color;
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in vec3 a_position;
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in vec4 a_texCoord;
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in vec3 a_texCoord1;
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in vec3 a_texCoord2;
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out vec3 vBarycentric;
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vec4 vs_main() {
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vec4 velocity = vec4(a_texCoord1.xyz, 0);
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#if !CC_USE_WORLD_SPACE
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velocity = cc_matWorld * velocity;
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float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
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vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
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pos = cc_matViewProj * pos;
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return pos;
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void main() { gl_Position = vs_main(); }"
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precision mediump float;
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vec4 CCFragOutput (vec4 color) {
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color.rgb = sqrt(color.rgb);
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#endif
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return color;
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}
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in vec2 uv;
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in vec4 color;
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#if CC_DRAW_WIRE_FRAME
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in vec3 vBarycentric;
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#endif
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uniform sampler2D mainTexture;
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uniform FragConstants {
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vec4 tintColor;
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};
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vec4 add () {
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vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);
\n
#if CC_DRAW_WIRE_FRAME
\n
if (any(lessThan(vBarycentric, vec3(0.02)))) {
\n
col = vec4(0., 1., 1., 1.);
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}
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#endif
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return CCFragOutput(col);
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}
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out vec4 cc_FragColor;
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void main() { cc_FragColor = add(); }"
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precision mediump float;
\n
uniform vec4 mainTiling_Offset;
\n
uniform mat4 cc_matViewProj;
\n
uniform vec4 cc_cameraPos;
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uniform mat4 cc_matWorld;
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varying vec2 uv;
\n
varying vec4 color;
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attribute vec3 a_position;
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attribute vec4 a_texCoord;
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attribute vec3 a_texCoord1;
\n
attribute vec3 a_texCoord2;
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attribute vec4 a_color;
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#if CC_DRAW_WIRE_FRAME
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varying vec3 vBarycentric;
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#endif
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vec4 vs_main() {
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highp vec4 pos = vec4(a_position, 1);
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vec4 velocity = vec4(a_texCoord1.xyz, 0);
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#if !CC_USE_WORLD_SPACE
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pos = cc_matWorld * pos;
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velocity = cc_matWorld * velocity;
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#endif
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float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
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vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
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pos.xyz += camUp * vertOffset;
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pos = cc_matViewProj * pos;
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uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;
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color = a_color;
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#if CC_DRAW_WIRE_FRAME
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vBarycentric = a_texCoord2;
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#endif
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return pos;
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}
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void main() { gl_Position = vs_main(); }"
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precision mediump float;
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vec4 CCFragOutput (vec4 color) {
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#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
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#endif
\n\t
return color;
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}
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varying vec2 uv;
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varying vec4 color;
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#if CC_DRAW_WIRE_FRAME
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varying vec3 vBarycentric;
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#endif
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uniform sampler2D mainTexture;
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uniform vec4 tintColor;
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vec4 add () {
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vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);
\n
#if CC_DRAW_WIRE_FRAME
\n
if (any(lessThan(vBarycentric, vec3(0.02)))) {
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col = vec4(0., 1., 1., 1.);
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}
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#endif
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return CCFragOutput(col);
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}
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void main() { gl_FragColor = add(); }"
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mat4 cc_matProjInv;
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mat4 cc_matViewProjInv;
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vec4 cc_cameraPos;
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vec4 cc_time;
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mediump vec4 cc_screenSize;
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mediump vec4 cc_screenScale;
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out vec2 uv;
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out vec4 color;
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in vec3 a_texCoord1;
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vec4 vs_main() {
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vec4 velocity = vec4(a_texCoord1.xyz, 0);
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uniform FragConstants {
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vec4 tintColor;
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vec4 multiply () {
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vec4 col;
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vec4 texColor = texture(mainTexture, uv);
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col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);
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col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);
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#if CC_DRAW_WIRE_FRAME
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if (any(lessThan(vBarycentric, vec3(0.02)))) {
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out vec4 cc_FragColor;
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varying vec4 color;
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attribute vec3 a_position;
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attribute vec3 a_texCoord1;
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attribute vec3 a_texCoord2;
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float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
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vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
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pos.xyz += camUp * vertOffset;
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pos = cc_matViewProj * pos;
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uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;
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color = a_color;
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#if CC_DRAW_WIRE_FRAME
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vBarycentric = a_texCoord2;
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return pos;
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void main() { gl_Position = vs_main(); }"
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color.rgb = sqrt(color.rgb);
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varying vec4 color;
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varying vec3 vBarycentric;
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uniform sampler2D mainTexture;
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uniform vec4 tintColor;
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vec4 multiply () {
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vec4 col;
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vec4 texColor = texture2D(mainTexture, uv);
\n
col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);
\n
col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);
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#if CC_DRAW_WIRE_FRAME
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if (any(lessThan(vBarycentric, vec3(0.02)))) {
\n
col = vec4(0., 1., 1., col.a);
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}
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#endif
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return CCFragOutput(col);
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}
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void main() { gl_FragColor = multiply(); }"
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vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
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color = a_color;
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vBarycentric = a_texCoord2;
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#endif
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return pos;
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}
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void main() { gl_Position = vs_main(); }"
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vec4 CCFragOutput (vec4 color) {
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in vec2 uv;
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in vec4 color;
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uniform sampler2D mainTexture;
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vec4 addSmooth () {
\n
vec4 col = color * texture(mainTexture, uv);
\n
col.rgb *= col.a;
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return CCFragOutput(col);
\n
}
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out vec4 cc_FragColor;
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void main() { cc_FragColor = addSmooth(); }"
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uniform vec4 mainTiling_Offset;
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uniform mat4 cc_matViewProj;
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uniform vec4 cc_cameraPos;
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uniform mat4 cc_matWorld;
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varying vec2 uv;
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varying vec4 color;
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attribute vec3 a_position;
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attribute vec4 a_texCoord;
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attribute vec3 a_texCoord1;
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attribute vec3 a_texCoord2;
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attribute vec4 a_color;
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varying vec3 vBarycentric;
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#endif
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vec4 vs_main() {
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highp vec4 pos = vec4(a_position, 1);
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vec4 velocity = vec4(a_texCoord1.xyz, 0);
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#if !CC_USE_WORLD_SPACE
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pos = cc_matWorld * pos;
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velocity = cc_matWorld * velocity;
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#endif
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float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
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vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
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pos.xyz += camUp * vertOffset;
\n
pos = cc_matViewProj * pos;
\n
uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;
\n
color = a_color;
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#if CC_DRAW_WIRE_FRAME
\n
vBarycentric = a_texCoord2;
\n
#endif
\n
return pos;
\n
}
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void main() { gl_Position = vs_main(); }"
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\n
precision mediump float;
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
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varying vec2 uv;
\n
varying vec4 color;
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uniform sampler2D mainTexture;
\n
vec4 addSmooth () {
\n
vec4 col = color * texture2D(mainTexture, uv);
\n
col.rgb *= col.a;
\n
return CCFragOutput(col);
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}
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void main() { gl_FragColor = addSmooth(); }"
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uniform Constants{
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vec4 mainTiling_Offset;
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vec4 scale;
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uniform CCGlobal {
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mat4 cc_matView;
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mat4 cc_matViewInv;
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mat4 cc_matProj;
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mat4 cc_matProjInv;
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mat4 cc_matViewProj;
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mat4 cc_matViewProjInv;
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vec4 cc_cameraPos;
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vec4 cc_time;
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vec4 vs_main() {
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color = a_color;
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void main() { gl_Position = vs_main(); }"
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vec4 CCFragOutput (vec4 color) {
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in vec2 uv;
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in vec4 color;
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uniform sampler2D mainTexture;
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vec4 premultiplied () {
\n
vec4 col = color * texture(mainTexture, uv) * color.a;
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return CCFragOutput(col);
\n
}
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out vec4 cc_FragColor;
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void main() { cc_FragColor = premultiplied(); }"
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uniform vec4 mainTiling_Offset;
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uniform mat4 cc_matViewProj;
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uniform vec4 cc_cameraPos;
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uniform mat4 cc_matWorld;
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varying vec2 uv;
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varying vec4 color;
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attribute vec3 a_position;
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attribute vec4 a_texCoord;
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attribute vec3 a_texCoord1;
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attribute vec3 a_texCoord2;
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attribute vec4 a_color;
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#if CC_DRAW_WIRE_FRAME
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varying vec3 vBarycentric;
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#endif
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vec4 vs_main() {
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highp vec4 pos = vec4(a_position, 1);
\n
vec4 velocity = vec4(a_texCoord1.xyz, 0);
\n
#if !CC_USE_WORLD_SPACE
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pos = cc_matWorld * pos;
\n
velocity = cc_matWorld * velocity;
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#endif
\n
float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
\n
vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
\n
pos.xyz += camUp * vertOffset;
\n
pos = cc_matViewProj * pos;
\n
uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;
\n
color = a_color;
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#if CC_DRAW_WIRE_FRAME
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vBarycentric = a_texCoord2;
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#endif
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return pos;
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}
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void main() { gl_Position = vs_main(); }"
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\n
precision mediump float;
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vec4 CCFragOutput (vec4 color) {
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#if OUTPUT_TO_GAMMA
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color.rgb = sqrt(color.rgb);
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#endif
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return color;
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varying vec2 uv;
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varying vec4 color;
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uniform sampler2D mainTexture;
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vec4 premultiplied () {
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vec4 col = color * texture2D(mainTexture, uv) * color.a;
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return CCFragOutput(col);
\n
}
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void main() { gl_FragColor = premultiplied(); }"
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attribute float a_dist;
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varying float v_dist;
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void main () {
\n
vec4 pos = vec4(a_position, 1);
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#if CC_SUPPORT_standard_derivatives
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#extension GL_OES_standard_derivatives : enable
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uniform float alphaThreshold;
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\n
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if (color.a < alphaThreshold) discard;
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void main () {
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float aa = fwidth(v_dist);
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"samplers"
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"locals"
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"blocks"
:[{
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"CCLocal"
,
"defines"
:[]}],
"samplers"
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"defines"
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"name"
:
"CC_SUPPORT_standard_derivatives"
,
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"boolean"
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"defines"
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"ALPHA_TEST"
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0
,
"members"
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"name"
:
"alphaThreshold"
,
"type"
:
13
,
"count"
:
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}],
"defines"
:[
"USE_ALPHA_TEST"
]}],
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"passes"
:[{
"program"
:
"builtin-2d-graphics|vs|fs"
,
"blendState"
:{
"targets"
:[{
"blend"
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true
,
"blendSrc"
:
1
,
"blendDst"
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771
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"blendSrcAlpha"
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"blendDstAlpha"
:
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}]},
"rasterizerState"
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"cullMode"
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0
},
"properties"
:{
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"type"
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"value"
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0
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,[],[],[]],[[[
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"record"
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,
"name"
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"builtin-unlit|unlit-vs|unlit-fs"
,
"glsl3"
:{
"vert"
:
"
\n
precision highp float;
\n
uniform CCLocal {
\n
mat4 cc_matWorld;
\n
mat4 cc_matWorldIT;
\n
};
\n
uniform CCGlobal {
\n
mat4 cc_matView;
\n
mat4 cc_matViewInv;
\n
mat4 cc_matProj;
\n
mat4 cc_matProjInv;
\n
mat4 cc_matViewProj;
\n
mat4 cc_matViewProjInv;
\n
vec4 cc_cameraPos;
\n
vec4 cc_time;
\n
mediump vec4 cc_screenSize;
\n
mediump vec4 cc_screenScale;
\n
};
\n
#if CC_USE_SKINNING
\n
in vec4 a_weights;
\n
in vec4 a_joints;
\n
#if CC_USE_JOINTS_TEXTRUE
\n
uniform SKINNING {
\n
vec2 jointsTextureSize;
\n
};
\n
uniform sampler2D jointsTexture;
\n
#if CC_JOINTS_TEXTURE_FLOAT32
\n
mat4 getBoneMatrix(const in float i) {
\n
float width = jointsTextureSize.x;
\n
float height = jointsTextureSize.y;
\n
float j = i * 4.0;
\n
float x = mod(j, width);
\n
float y = floor(j / width);
\n
float dx = 1.0 / width;
\n
float dy = 1.0 / height;
\n
y = dy * (y + 0.5);
\n
vec4 v1 = texture(jointsTexture, vec2(dx * (x + 0.5), y));
\n
vec4 v2 = texture(jointsTexture, vec2(dx * (x + 1.5), y));
\n
vec4 v3 = texture(jointsTexture, vec2(dx * (x + 2.5), y));
\n
vec4 v4 = texture(jointsTexture, vec2(dx * (x + 3.5), y));
\n
return mat4(v1, v2, v3, v4);
\n
}
\n
#else
\n
float decode32(vec4 rgba) {
\n
float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;
\n
float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;
\n
float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;
\n
return Sign * exp2(Exponent - 23.0) * Mantissa;
\n
}
\n
vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {
\n
return vec4(
\n
decode32(x.wzyx * 255.0),
\n
decode32(y.wzyx * 255.0),
\n
decode32(z.wzyx * 255.0),
\n
decode32(w.wzyx * 255.0)
\n
);
\n
}
\n
vec4 decodevec4 (float dx, float x, float y) {
\n
return decodevec4(
\n
texture(jointsTexture, vec2(dx * (x + 0.5), y)),
\n
texture(jointsTexture, vec2(dx * (x + 1.5), y)),
\n
texture(jointsTexture, vec2(dx * (x + 2.5), y)),
\n
texture(jointsTexture, vec2(dx * (x + 3.5), y))
\n
);
\n
}
\n
mat4 getBoneMatrix(const in float i) {
\n
float width = jointsTextureSize.x;
\n
float height = jointsTextureSize.y;
\n
float j = i * 16.0;
\n
float x = mod(j, width);
\n
float y = floor(j / width);
\n
float dx = 1.0 / width;
\n
float dy = 1.0 / height;
\n
y = dy * (y + 0.5);
\n
vec4 v1 = decodevec4(dx, x, y);
\n
vec4 v2 = decodevec4(dx, x+4.0, y);
\n
vec4 v3 = decodevec4(dx, x+8.0, y);
\n
vec4 v4 = decodevec4(dx, x+12.0, y);
\n
return mat4(v1, v2, v3, v4);
\n
}
\n
#endif
\n
#else
\n
uniform JOINT_MATRIX {
\n
mat4 jointMatrices[50];
\n
};
\n
mat4 getBoneMatrix(const in float i) {
\n
return jointMatrices[int(i)];
\n
}
\n
#endif
\n
mat4 skinMatrix() {
\n
return
\n
getBoneMatrix(a_joints.x) * a_weights.x +
\n
getBoneMatrix(a_joints.y) * a_weights.y +
\n
getBoneMatrix(a_joints.z) * a_weights.z +
\n
getBoneMatrix(a_joints.w) * a_weights.w
\n
;
\n
}
\n
#endif
\n
struct StandardVertInput {
\n
vec2 uv;
\n
vec4 position;
\n
vec3 normal;
\n
vec4 tangent;
\n
vec4 color;
\n
};
\n
in vec3 a_position;
\n
#if CC_USE_ATTRIBUTE_UV0
\n
in vec2 a_uv0;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
in vec4 a_color;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_NORMAL
\n
in vec3 a_normal;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_TANGENT
\n
in vec4 a_tangent;
\n
#endif
\n
void CCAttribute (out StandardVertInput In) {
\n
In.position = vec4(a_position, 1.0);
\n
#if CC_USE_ATTRIBUTE_UV0
\n
In.uv = a_uv0;
\n
#else
\n
In.uv = vec2(0.0);
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
In.color = a_color;
\n
#else
\n
In.color = vec4(1.0);
\n
#endif
\n
#if CC_USE_ATTRIBUTE_NORMAL
\n
In.normal = a_normal;
\n
#else
\n
In.normal = vec3(0.0, 1.0, 0.0);
\n
#endif
\n
#if CC_USE_ATTRIBUTE_TANGENT
\n
In.tangent = a_tangent;
\n
#else
\n
In.tangent = vec4(1.0, 0.0, 0.0, 0.0);
\n
#endif
\n
}
\n
void CCVertInput(out StandardVertInput In) {
\n
CCAttribute(In);
\n
#if CC_USE_SKINNING
\n
mat4 m = skinMatrix();
\n
In.position = m * In.position;
\n
#if CC_USE_ATTRIBUTE_NORMAL
\n
In.normal = (m * vec4(In.normal, 0)).xyz;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_TANGENT
\n
In.tangent = m * In.tangent;
\n
#endif
\n
#endif
\n
}
\n
uniform MAIN_TILING {
\n
vec2 mainTiling;
\n
vec2 mainOffset;
\n
};
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
out mediump vec2 v_uv0;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
out lowp vec4 v_color;
\n
#endif
\n
void main () {
\n
StandardVertInput In;
\n
CCVertInput(In);
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
v_color = In.color;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
v_uv0 = In.uv * mainTiling + mainOffset;
\n
#endif
\n
gl_Position = cc_matViewProj * cc_matWorld * In.position;
\n
}"
,
"frag"
:
"
\n
precision highp float;
\n
#if USE_ALPHA_TEST
\n
uniform ALPHA_TEST {
\n
float alphaThreshold;
\n
};
\n
#endif
\n
void ALPHA_TEST (in vec4 color) {
\n
#if USE_ALPHA_TEST
\n
if (color.a < alphaThreshold) discard;
\n
#endif
\n
}
\n
void ALPHA_TEST (in float alpha) {
\n
#if USE_ALPHA_TEST
\n
if (alpha < alphaThreshold) discard;
\n
#endif
\n
}
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
\n
uniform UNLIT {
\n
lowp vec4 diffuseColor;
\n
};
\n
#if USE_DIFFUSE_TEXTURE
\n
uniform sampler2D diffuseTexture;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
in lowp vec4 v_color;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
in mediump vec2 v_uv0;
\n
#endif
\n
void main () {
\n
vec4 color = diffuseColor;
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
vec4 diffuseTexture_tmp = texture(diffuseTexture, v_uv0);
\n
#if CC_USE_ALPHA_ATLAS_diffuseTexture
\n
diffuseTexture_tmp.a *= texture(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;
\n
#endif
\n
#if INPUT_IS_GAMMA
\n
color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);
\n
color.a *= diffuseTexture_tmp.a;
\n
#else
\n
color *= diffuseTexture_tmp;
\n
#endif
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
color *= v_color;
\n
#endif
\n
ALPHA_TEST(color);
\n
gl_FragColor = CCFragOutput(color);
\n
}"
},
"glsl1"
:{
"vert"
:
"
\n
precision highp float;
\n
uniform mat4 cc_matWorld;
\n
uniform mat4 cc_matViewProj;
\n
#if CC_USE_SKINNING
\n
attribute vec4 a_weights;
\n
attribute vec4 a_joints;
\n
#if CC_USE_JOINTS_TEXTRUE
\n
uniform vec2 jointsTextureSize;
\n
uniform sampler2D jointsTexture;
\n
#if CC_JOINTS_TEXTURE_FLOAT32
\n
mat4 getBoneMatrix(const in float i) {
\n
float width = jointsTextureSize.x;
\n
float height = jointsTextureSize.y;
\n
float j = i * 4.0;
\n
float x = mod(j, width);
\n
float y = floor(j / width);
\n
float dx = 1.0 / width;
\n
float dy = 1.0 / height;
\n
y = dy * (y + 0.5);
\n
vec4 v1 = texture2D(jointsTexture, vec2(dx * (x + 0.5), y));
\n
vec4 v2 = texture2D(jointsTexture, vec2(dx * (x + 1.5), y));
\n
vec4 v3 = texture2D(jointsTexture, vec2(dx * (x + 2.5), y));
\n
vec4 v4 = texture2D(jointsTexture, vec2(dx * (x + 3.5), y));
\n
return mat4(v1, v2, v3, v4);
\n
}
\n
#else
\n
float decode32(vec4 rgba) {
\n
float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;
\n
float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;
\n
float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;
\n
return Sign * exp2(Exponent - 23.0) * Mantissa;
\n
}
\n
vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {
\n
return vec4(
\n
decode32(x.wzyx * 255.0),
\n
decode32(y.wzyx * 255.0),
\n
decode32(z.wzyx * 255.0),
\n
decode32(w.wzyx * 255.0)
\n
);
\n
}
\n
vec4 decodevec4 (float dx, float x, float y) {
\n
return decodevec4(
\n
texture2D(jointsTexture, vec2(dx * (x + 0.5), y)),
\n
texture2D(jointsTexture, vec2(dx * (x + 1.5), y)),
\n
texture2D(jointsTexture, vec2(dx * (x + 2.5), y)),
\n
texture2D(jointsTexture, vec2(dx * (x + 3.5), y))
\n
);
\n
}
\n
mat4 getBoneMatrix(const in float i) {
\n
float width = jointsTextureSize.x;
\n
float height = jointsTextureSize.y;
\n
float j = i * 16.0;
\n
float x = mod(j, width);
\n
float y = floor(j / width);
\n
float dx = 1.0 / width;
\n
float dy = 1.0 / height;
\n
y = dy * (y + 0.5);
\n
vec4 v1 = decodevec4(dx, x, y);
\n
vec4 v2 = decodevec4(dx, x+4.0, y);
\n
vec4 v3 = decodevec4(dx, x+8.0, y);
\n
vec4 v4 = decodevec4(dx, x+12.0, y);
\n
return mat4(v1, v2, v3, v4);
\n
}
\n
#endif
\n
#else
\n
uniform mat4 jointMatrices[50];
\n
mat4 getBoneMatrix(const in float i) {
\n
return jointMatrices[int(i)];
\n
}
\n
#endif
\n
mat4 skinMatrix() {
\n
return
\n
getBoneMatrix(a_joints.x) * a_weights.x +
\n
getBoneMatrix(a_joints.y) * a_weights.y +
\n
getBoneMatrix(a_joints.z) * a_weights.z +
\n
getBoneMatrix(a_joints.w) * a_weights.w
\n
;
\n
}
\n
#endif
\n
struct StandardVertInput {
\n
vec2 uv;
\n
vec4 position;
\n
vec3 normal;
\n
vec4 tangent;
\n
vec4 color;
\n
};
\n
attribute vec3 a_position;
\n
#if CC_USE_ATTRIBUTE_UV0
\n
attribute vec2 a_uv0;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
attribute vec4 a_color;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_NORMAL
\n
attribute vec3 a_normal;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_TANGENT
\n
attribute vec4 a_tangent;
\n
#endif
\n
void CCAttribute (out StandardVertInput In) {
\n
In.position = vec4(a_position, 1.0);
\n
#if CC_USE_ATTRIBUTE_UV0
\n
In.uv = a_uv0;
\n
#else
\n
In.uv = vec2(0.0);
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
In.color = a_color;
\n
#else
\n
In.color = vec4(1.0);
\n
#endif
\n
#if CC_USE_ATTRIBUTE_NORMAL
\n
In.normal = a_normal;
\n
#else
\n
In.normal = vec3(0.0, 1.0, 0.0);
\n
#endif
\n
#if CC_USE_ATTRIBUTE_TANGENT
\n
In.tangent = a_tangent;
\n
#else
\n
In.tangent = vec4(1.0, 0.0, 0.0, 0.0);
\n
#endif
\n
}
\n
void CCVertInput(out StandardVertInput In) {
\n
CCAttribute(In);
\n
#if CC_USE_SKINNING
\n
mat4 m = skinMatrix();
\n
In.position = m * In.position;
\n
#if CC_USE_ATTRIBUTE_NORMAL
\n
In.normal = (m * vec4(In.normal, 0)).xyz;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_TANGENT
\n
In.tangent = m * In.tangent;
\n
#endif
\n
#endif
\n
}
\n
uniform vec2 mainTiling;
\n
uniform vec2 mainOffset;
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
varying mediump vec2 v_uv0;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
varying lowp vec4 v_color;
\n
#endif
\n
void main () {
\n
StandardVertInput In;
\n
CCVertInput(In);
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
v_color = In.color;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
v_uv0 = In.uv * mainTiling + mainOffset;
\n
#endif
\n
gl_Position = cc_matViewProj * cc_matWorld * In.position;
\n
}"
,
"frag"
:
"
\n
precision highp float;
\n
#if USE_ALPHA_TEST
\n
uniform float alphaThreshold;
\n
#endif
\n
void ALPHA_TEST (in vec4 color) {
\n
#if USE_ALPHA_TEST
\n
if (color.a < alphaThreshold) discard;
\n
#endif
\n
}
\n
void ALPHA_TEST (in float alpha) {
\n
#if USE_ALPHA_TEST
\n
if (alpha < alphaThreshold) discard;
\n
#endif
\n
}
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
\n
uniform lowp vec4 diffuseColor;
\n
#if USE_DIFFUSE_TEXTURE
\n
uniform sampler2D diffuseTexture;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
varying lowp vec4 v_color;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
varying mediump vec2 v_uv0;
\n
#endif
\n
void main () {
\n
vec4 color = diffuseColor;
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
vec4 diffuseTexture_tmp = texture2D(diffuseTexture, v_uv0);
\n
#if CC_USE_ALPHA_ATLAS_diffuseTexture
\n
diffuseTexture_tmp.a *= texture2D(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;
\n
#endif
\n
#if INPUT_IS_GAMMA
\n
color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);
\n
color.a *= diffuseTexture_tmp.a;
\n
#else
\n
color *= diffuseTexture_tmp;
\n
#endif
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
color *= v_color;
\n
#endif
\n
ALPHA_TEST(color);
\n
gl_FragColor = CCFragOutput(color);
\n
}"
},
"builtins"
:{
"globals"
:{
"blocks"
:[{
"name"
:
"CCGlobal"
,
"defines"
:[]}],
"samplers"
:[]},
"locals"
:{
"blocks"
:[{
"name"
:
"CCLocal"
,
"defines"
:[]}],
"samplers"
:[]}},
"defines"
:[{
"name"
:
"CC_USE_SKINNING"
,
"type"
:
"boolean"
,
"defines"
:[]},{
"name"
:
"CC_USE_JOINTS_TEXTRUE"
,
"type"
:
"boolean"
,
"defines"
:[
"CC_USE_SKINNING"
]},{
"name"
:
"CC_JOINTS_TEXTURE_FLOAT32"
,
"type"
:
"boolean"
,
"defines"
:[
"CC_USE_SKINNING"
,
"CC_USE_JOINTS_TEXTRUE"
]},{
"name"
:
"CC_USE_ATTRIBUTE_UV0"
,
"type"
:
"boolean"
,
"defines"
:[]},{
"name"
:
"CC_USE_ATTRIBUTE_COLOR"
,
"type"
:
"boolean"
,
"defines"
:[]},{
"name"
:
"CC_USE_ATTRIBUTE_NORMAL"
,
"type"
:
"boolean"
,
"defines"
:[]},{
"name"
:
"CC_USE_ATTRIBUTE_TANGENT"
,
"type"
:
"boolean"
,
"defines"
:[]},{
"name"
:
"USE_DIFFUSE_TEXTURE"
,
"type"
:
"boolean"
,
"defines"
:[]},{
"name"
:
"USE_ALPHA_TEST"
,
"type"
:
"boolean"
,
"defines"
:[]},{
"name"
:
"OUTPUT_TO_GAMMA"
,
"type"
:
"boolean"
,
"defines"
:[]},{
"name"
:
"CC_USE_ALPHA_ATLAS_diffuseTexture"
,
"type"
:
"boolean"
,
"defines"
:[
"CC_USE_ATTRIBUTE_UV0"
,
"USE_DIFFUSE_TEXTURE"
]},{
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#if CC_USE_ALPHA_ATLAS_texture
\n
texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;
\n
#endif
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#if INPUT_IS_GAMMA
\n
texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);
\n
texColor.a *= texture_tmp.a;
\n
#else
\n
texColor *= texture_tmp;
\n
#endif
\n
vec4 finalColor;
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#if USE_TINT
\n
finalColor.a = v_light.a * texColor.a;
\n
finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
\n
#else
\n
finalColor = texColor * v_light;
\n
#endif
\n
ALPHA_TEST(finalColor);
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gl_FragColor = finalColor;
\n
}"
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\n
precision highp float;
\n
uniform mat4 cc_matViewProj;
\n
uniform mat4 cc_matWorld;
\n
attribute vec3 a_position;
\n
attribute vec4 a_color;
\n
#if USE_TINT
\n
attribute vec4 a_color0;
\n
#endif
\n
attribute vec2 a_uv0;
\n
varying vec2 v_uv0;
\n
varying vec4 v_light;
\n
#if USE_TINT
\n
varying vec4 v_dark;
\n
#endif
\n
void main () {
\n
mat4 mvp;
\n
#if CC_USE_MODEL
\n
mvp = cc_matViewProj * cc_matWorld;
\n
#else
\n
mvp = cc_matViewProj;
\n
#endif
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v_uv0 = a_uv0;
\n
v_light = a_color;
\n
#if USE_TINT
\n
v_dark = a_color0;
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#endif
\n
gl_Position = mvp * vec4(a_position, 1);
\n
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\n
precision highp float;
\n
uniform sampler2D texture;
\n
varying vec2 v_uv0;
\n
varying vec4 v_light;
\n
#if USE_TINT
\n
varying vec4 v_dark;
\n
#endif
\n
#if USE_ALPHA_TEST
\n
uniform float alphaThreshold;
\n
#endif
\n
void ALPHA_TEST (in vec4 color) {
\n
#if USE_ALPHA_TEST
\n
if (color.a < alphaThreshold) discard;
\n
#endif
\n
}
\n
void ALPHA_TEST (in float alpha) {
\n
#if USE_ALPHA_TEST
\n
if (alpha < alphaThreshold) discard;
\n
#endif
\n
}
\n
void main () {
\n
vec4 texColor = vec4(1.0);
\n
vec4 texture_tmp = texture2D(texture, v_uv0);
\n
#if CC_USE_ALPHA_ATLAS_texture
\n
texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
\n
#endif
\n
#if INPUT_IS_GAMMA
\n
texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);
\n
texColor.a *= texture_tmp.a;
\n
#else
\n
texColor *= texture_tmp;
\n
#endif
\n
vec4 finalColor;
\n
#if USE_TINT
\n
finalColor.a = v_light.a * texColor.a;
\n
finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
\n
#else
\n
finalColor = texColor * v_light;
\n
#endif
\n
ALPHA_TEST(finalColor);
\n
gl_FragColor = finalColor;
\n
}"
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uniform CCGlobal {
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mat4 cc_matViewInv;
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mat4 cc_matProj;
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mat4 cc_matProjInv;
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mat4 cc_matViewProj;
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\n
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\n
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\n
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\n
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\n
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\n
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\n
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\n
precision highp float;
\n
uniform mat4 cc_matViewProj;
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attribute vec3 a_position;
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attribute mediump vec2 a_uv0;
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varying mediump vec2 v_uv0;
\n
attribute vec4 a_color;
\n
varying vec4 v_color;
\n
void main () {
\n
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\n
v_uv0 = a_uv0;
\n
v_color = a_color;
\n
}"
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\n
precision highp float;
\n
uniform sampler2D texture;
\n
varying mediump vec2 v_uv0;
\n
varying vec4 v_color;
\n
void main () {
\n
vec4 color = v_color;
\n
vec4 texture_tmp = texture2D(texture, v_uv0);
\n
#if CC_USE_ALPHA_ATLAS_texture
\n
texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
\n
#endif
\n
#if INPUT_IS_GAMMA
\n
color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);
\n
color.a *= texture_tmp.a;
\n
#else
\n
color *= texture_tmp;
\n
#endif
\n
float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;
\n
gl_FragColor = vec4(gray, gray, gray, color.a);
\n
}"
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precision highp float;
\n
uniform CCGlobal {
\n
mat4 cc_matView;
\n
mat4 cc_matViewInv;
\n
mat4 cc_matProj;
\n
mat4 cc_matProjInv;
\n
mat4 cc_matViewProj;
\n
mat4 cc_matViewProjInv;
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vec4 cc_cameraPos;
\n
vec4 cc_time;
\n
mediump vec4 cc_screenSize;
\n
mediump vec4 cc_screenScale;
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};
\n
uniform CCLocal {
\n
mat4 cc_matWorld;
\n
mat4 cc_matWorldIT;
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};
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in vec3 a_position;
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in vec4 a_color;
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\n
out vec2 v_uv0;
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#endif
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void main () {
\n
vec4 pos = vec4(a_position, 1);
\n
#if CC_USE_MODEL
\n
pos = cc_matViewProj * cc_matWorld * pos;
\n
#else
\n
pos = cc_matViewProj * pos;
\n
#endif
\n
#if USE_TEXTURE
\n
v_uv0 = a_uv0;
\n
#endif
\n
v_color = a_color;
\n
gl_Position = pos;
\n
}"
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\n
precision highp float;
\n
#if USE_ALPHA_TEST
\n
uniform ALPHA_TEST {
\n
float alphaThreshold;
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};
\n
#endif
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void ALPHA_TEST (in vec4 color) {
\n
#if USE_ALPHA_TEST
\n
if (color.a < alphaThreshold) discard;
\n
#endif
\n
}
\n
void ALPHA_TEST (in float alpha) {
\n
#if USE_ALPHA_TEST
\n
if (alpha < alphaThreshold) discard;
\n
#endif
\n
}
\n
in vec4 v_color;
\n
#if USE_TEXTURE
\n
in vec2 v_uv0;
\n
uniform sampler2D texture;
\n
#endif
\n
void main () {
\n
vec4 o = vec4(1, 1, 1, 1);
\n
#if USE_TEXTURE
\n
vec4 texture_tmp = texture(texture, v_uv0);
\n
#if CC_USE_ALPHA_ATLAS_texture
\n
texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;
\n
#endif
\n
#if INPUT_IS_GAMMA
\n
o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);
\n
o.a *= texture_tmp.a;
\n
#else
\n
o *= texture_tmp;
\n
#endif
\n
#endif
\n
o *= v_color;
\n
ALPHA_TEST(o);
\n
#if USE_BGRA
\n
gl_FragColor = o.bgra;
\n
#else
\n
gl_FragColor = o.rgba;
\n
#endif
\n
}"
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\n
precision highp float;
\n
uniform mat4 cc_matViewProj;
\n
uniform mat4 cc_matWorld;
\n
attribute vec3 a_position;
\n
attribute vec4 a_color;
\n
varying vec4 v_color;
\n
#if USE_TEXTURE
\n
attribute vec2 a_uv0;
\n
varying vec2 v_uv0;
\n
#endif
\n
void main () {
\n
vec4 pos = vec4(a_position, 1);
\n
#if CC_USE_MODEL
\n
pos = cc_matViewProj * cc_matWorld * pos;
\n
#else
\n
pos = cc_matViewProj * pos;
\n
#endif
\n
#if USE_TEXTURE
\n
v_uv0 = a_uv0;
\n
#endif
\n
v_color = a_color;
\n
gl_Position = pos;
\n
}"
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\n
precision highp float;
\n
#if USE_ALPHA_TEST
\n
uniform float alphaThreshold;
\n
#endif
\n
void ALPHA_TEST (in vec4 color) {
\n
#if USE_ALPHA_TEST
\n
if (color.a < alphaThreshold) discard;
\n
#endif
\n
}
\n
void ALPHA_TEST (in float alpha) {
\n
#if USE_ALPHA_TEST
\n
if (alpha < alphaThreshold) discard;
\n
#endif
\n
}
\n
varying vec4 v_color;
\n
#if USE_TEXTURE
\n
varying vec2 v_uv0;
\n
uniform sampler2D texture;
\n
#endif
\n
void main () {
\n
vec4 o = vec4(1, 1, 1, 1);
\n
#if USE_TEXTURE
\n
vec4 texture_tmp = texture2D(texture, v_uv0);
\n
#if CC_USE_ALPHA_ATLAS_texture
\n
texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
\n
#endif
\n
#if INPUT_IS_GAMMA
\n
o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);
\n
o.a *= texture_tmp.a;
\n
#else
\n
o *= texture_tmp;
\n
#endif
\n
#endif
\n
o *= v_color;
\n
ALPHA_TEST(o);
\n
#if USE_BGRA
\n
gl_FragColor = o.bgra;
\n
#else
\n
gl_FragColor = o.rgba;
\n
#endif
\n
}"
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\n
precision mediump float;
\n
uniform Constants{
\n
vec4 mainTiling_Offset;
\n
vec4 frameTile_velLenScale;
\n
vec4 scale;
\n
};
\n
uniform CCGlobal {
\n
mat4 cc_matView;
\n
mat4 cc_matViewInv;
\n
mat4 cc_matProj;
\n
mat4 cc_matProjInv;
\n
mat4 cc_matViewProj;
\n
mat4 cc_matViewProjInv;
\n
vec4 cc_cameraPos;
\n
vec4 cc_time;
\n
mediump vec4 cc_screenSize;
\n
mediump vec4 cc_screenScale;
\n
};
\n
uniform CCLocal {
\n
mat4 cc_matWorld;
\n
mat4 cc_matWorldIT;
\n
};
\n
out vec2 uv;
\n
out vec4 color;
\n
in vec3 a_position;
\n
in vec4 a_texCoord;
\n
in vec3 a_texCoord1;
\n
in vec3 a_texCoord2;
\n
in vec4 a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
out vec3 vBarycentric;
\n
#endif
\n
vec4 vs_main() {
\n
highp vec4 pos = vec4(a_position, 1);
\n
vec4 velocity = vec4(a_texCoord1.xyz, 0);
\n
#if !CC_USE_WORLD_SPACE
\n
pos = cc_matWorld * pos;
\n
velocity = cc_matWorld * velocity;
\n
#endif
\n
float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
\n
vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
\n
pos.xyz += camUp * vertOffset;
\n
pos = cc_matViewProj * pos;
\n
uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;
\n
color = a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
vBarycentric = a_texCoord2;
\n
#endif
\n
return pos;
\n
}
\n
void main() { gl_Position = vs_main(); }"
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\n
precision mediump float;
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
\n
in vec2 uv;
\n
in vec4 color;
\n
#if CC_DRAW_WIRE_FRAME
\n
in vec3 vBarycentric;
\n
#endif
\n
uniform sampler2D mainTexture;
\n
uniform FragConstants {
\n
vec4 tintColor;
\n
};
\n
vec4 add () {
\n
vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);
\n
#if CC_DRAW_WIRE_FRAME
\n
if (any(lessThan(vBarycentric, vec3(0.02)))) {
\n
col = vec4(0., 1., 1., 1.);
\n
}
\n
#endif
\n
return CCFragOutput(col);
\n
}
\n
out vec4 cc_FragColor;
\n
void main() { cc_FragColor = add(); }"
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\n
precision mediump float;
\n
uniform vec4 mainTiling_Offset;
\n
uniform mat4 cc_matViewProj;
\n
uniform vec4 cc_cameraPos;
\n
uniform mat4 cc_matWorld;
\n
varying vec2 uv;
\n
varying vec4 color;
\n
attribute vec3 a_position;
\n
attribute vec4 a_texCoord;
\n
attribute vec3 a_texCoord1;
\n
attribute vec3 a_texCoord2;
\n
attribute vec4 a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
varying vec3 vBarycentric;
\n
#endif
\n
vec4 vs_main() {
\n
highp vec4 pos = vec4(a_position, 1);
\n
vec4 velocity = vec4(a_texCoord1.xyz, 0);
\n
#if !CC_USE_WORLD_SPACE
\n
pos = cc_matWorld * pos;
\n
velocity = cc_matWorld * velocity;
\n
#endif
\n
float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
\n
vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
\n
pos.xyz += camUp * vertOffset;
\n
pos = cc_matViewProj * pos;
\n
uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;
\n
color = a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
vBarycentric = a_texCoord2;
\n
#endif
\n
return pos;
\n
}
\n
void main() { gl_Position = vs_main(); }"
,
"frag"
:
"
\n
precision mediump float;
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
\n
varying vec2 uv;
\n
varying vec4 color;
\n
#if CC_DRAW_WIRE_FRAME
\n
varying vec3 vBarycentric;
\n
#endif
\n
uniform sampler2D mainTexture;
\n
uniform vec4 tintColor;
\n
vec4 add () {
\n
vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);
\n
#if CC_DRAW_WIRE_FRAME
\n
if (any(lessThan(vBarycentric, vec3(0.02)))) {
\n
col = vec4(0., 1., 1., 1.);
\n
}
\n
#endif
\n
return CCFragOutput(col);
\n
}
\n
void main() { gl_FragColor = add(); }"
},
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"glsl3"
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"
\n
precision mediump float;
\n
uniform Constants{
\n
vec4 mainTiling_Offset;
\n
vec4 frameTile_velLenScale;
\n
vec4 scale;
\n
};
\n
uniform CCGlobal {
\n
mat4 cc_matView;
\n
mat4 cc_matViewInv;
\n
mat4 cc_matProj;
\n
mat4 cc_matProjInv;
\n
mat4 cc_matViewProj;
\n
mat4 cc_matViewProjInv;
\n
vec4 cc_cameraPos;
\n
vec4 cc_time;
\n
mediump vec4 cc_screenSize;
\n
mediump vec4 cc_screenScale;
\n
};
\n
uniform CCLocal {
\n
mat4 cc_matWorld;
\n
mat4 cc_matWorldIT;
\n
};
\n
out vec2 uv;
\n
out vec4 color;
\n
in vec3 a_position;
\n
in vec4 a_texCoord;
\n
in vec3 a_texCoord1;
\n
in vec3 a_texCoord2;
\n
in vec4 a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
out vec3 vBarycentric;
\n
#endif
\n
vec4 vs_main() {
\n
highp vec4 pos = vec4(a_position, 1);
\n
vec4 velocity = vec4(a_texCoord1.xyz, 0);
\n
#if !CC_USE_WORLD_SPACE
\n
pos = cc_matWorld * pos;
\n
velocity = cc_matWorld * velocity;
\n
#endif
\n
float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
\n
vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
\n
pos.xyz += camUp * vertOffset;
\n
pos = cc_matViewProj * pos;
\n
uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;
\n
color = a_color;
\n
#if CC_DRAW_WIRE_FRAME
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vBarycentric = a_texCoord2;
\n
#endif
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return pos;
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}
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void main() { gl_Position = vs_main(); }"
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"frag"
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\n
precision mediump float;
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
\n
in vec2 uv;
\n
in vec4 color;
\n
#if CC_DRAW_WIRE_FRAME
\n
in vec3 vBarycentric;
\n
#endif
\n
uniform sampler2D mainTexture;
\n
uniform FragConstants {
\n
vec4 tintColor;
\n
};
\n
vec4 multiply () {
\n
vec4 col;
\n
vec4 texColor = texture(mainTexture, uv);
\n
col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);
\n
col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);
\n
#if CC_DRAW_WIRE_FRAME
\n
if (any(lessThan(vBarycentric, vec3(0.02)))) {
\n
col = vec4(0., 1., 1., col.a);
\n
}
\n
#endif
\n
return CCFragOutput(col);
\n
}
\n
out vec4 cc_FragColor;
\n
void main() { cc_FragColor = multiply(); }"
},
"glsl1"
:{
"vert"
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"
\n
precision mediump float;
\n
uniform vec4 mainTiling_Offset;
\n
uniform mat4 cc_matViewProj;
\n
uniform vec4 cc_cameraPos;
\n
uniform mat4 cc_matWorld;
\n
varying vec2 uv;
\n
varying vec4 color;
\n
attribute vec3 a_position;
\n
attribute vec4 a_texCoord;
\n
attribute vec3 a_texCoord1;
\n
attribute vec3 a_texCoord2;
\n
attribute vec4 a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
varying vec3 vBarycentric;
\n
#endif
\n
vec4 vs_main() {
\n
highp vec4 pos = vec4(a_position, 1);
\n
vec4 velocity = vec4(a_texCoord1.xyz, 0);
\n
#if !CC_USE_WORLD_SPACE
\n
pos = cc_matWorld * pos;
\n
velocity = cc_matWorld * velocity;
\n
#endif
\n
float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
\n
vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
\n
pos.xyz += camUp * vertOffset;
\n
pos = cc_matViewProj * pos;
\n
uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;
\n
color = a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
vBarycentric = a_texCoord2;
\n
#endif
\n
return pos;
\n
}
\n
void main() { gl_Position = vs_main(); }"
,
"frag"
:
"
\n
precision mediump float;
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
\n
varying vec2 uv;
\n
varying vec4 color;
\n
#if CC_DRAW_WIRE_FRAME
\n
varying vec3 vBarycentric;
\n
#endif
\n
uniform sampler2D mainTexture;
\n
uniform vec4 tintColor;
\n
vec4 multiply () {
\n
vec4 col;
\n
vec4 texColor = texture2D(mainTexture, uv);
\n
col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);
\n
col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);
\n
#if CC_DRAW_WIRE_FRAME
\n
if (any(lessThan(vBarycentric, vec3(0.02)))) {
\n
col = vec4(0., 1., 1., col.a);
\n
}
\n
#endif
\n
return CCFragOutput(col);
\n
}
\n
void main() { gl_FragColor = multiply(); }"
},
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"vert"
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\n
precision mediump float;
\n
uniform Constants{
\n
vec4 mainTiling_Offset;
\n
vec4 frameTile_velLenScale;
\n
vec4 scale;
\n
};
\n
uniform CCGlobal {
\n
mat4 cc_matView;
\n
mat4 cc_matViewInv;
\n
mat4 cc_matProj;
\n
mat4 cc_matProjInv;
\n
mat4 cc_matViewProj;
\n
mat4 cc_matViewProjInv;
\n
vec4 cc_cameraPos;
\n
vec4 cc_time;
\n
mediump vec4 cc_screenSize;
\n
mediump vec4 cc_screenScale;
\n
};
\n
uniform CCLocal {
\n
mat4 cc_matWorld;
\n
mat4 cc_matWorldIT;
\n
};
\n
out vec2 uv;
\n
out vec4 color;
\n
in vec3 a_position;
\n
in vec4 a_texCoord;
\n
in vec3 a_texCoord1;
\n
in vec3 a_texCoord2;
\n
in vec4 a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
out vec3 vBarycentric;
\n
#endif
\n
vec4 vs_main() {
\n
highp vec4 pos = vec4(a_position, 1);
\n
vec4 velocity = vec4(a_texCoord1.xyz, 0);
\n
#if !CC_USE_WORLD_SPACE
\n
pos = cc_matWorld * pos;
\n
velocity = cc_matWorld * velocity;
\n
#endif
\n
float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
\n
vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
\n
pos.xyz += camUp * vertOffset;
\n
pos = cc_matViewProj * pos;
\n
uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;
\n
color = a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
vBarycentric = a_texCoord2;
\n
#endif
\n
return pos;
\n
}
\n
void main() { gl_Position = vs_main(); }"
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"frag"
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\n
precision mediump float;
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
\n
in vec2 uv;
\n
in vec4 color;
\n
uniform sampler2D mainTexture;
\n
vec4 addSmooth () {
\n
vec4 col = color * texture(mainTexture, uv);
\n
col.rgb *= col.a;
\n
return CCFragOutput(col);
\n
}
\n
out vec4 cc_FragColor;
\n
void main() { cc_FragColor = addSmooth(); }"
},
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\n
precision mediump float;
\n
uniform vec4 mainTiling_Offset;
\n
uniform mat4 cc_matViewProj;
\n
uniform vec4 cc_cameraPos;
\n
uniform mat4 cc_matWorld;
\n
varying vec2 uv;
\n
varying vec4 color;
\n
attribute vec3 a_position;
\n
attribute vec4 a_texCoord;
\n
attribute vec3 a_texCoord1;
\n
attribute vec3 a_texCoord2;
\n
attribute vec4 a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
varying vec3 vBarycentric;
\n
#endif
\n
vec4 vs_main() {
\n
highp vec4 pos = vec4(a_position, 1);
\n
vec4 velocity = vec4(a_texCoord1.xyz, 0);
\n
#if !CC_USE_WORLD_SPACE
\n
pos = cc_matWorld * pos;
\n
velocity = cc_matWorld * velocity;
\n
#endif
\n
float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
\n
vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
\n
pos.xyz += camUp * vertOffset;
\n
pos = cc_matViewProj * pos;
\n
uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;
\n
color = a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
vBarycentric = a_texCoord2;
\n
#endif
\n
return pos;
\n
}
\n
void main() { gl_Position = vs_main(); }"
,
"frag"
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"
\n
precision mediump float;
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
\n
varying vec2 uv;
\n
varying vec4 color;
\n
uniform sampler2D mainTexture;
\n
vec4 addSmooth () {
\n
vec4 col = color * texture2D(mainTexture, uv);
\n
col.rgb *= col.a;
\n
return CCFragOutput(col);
\n
}
\n
void main() { gl_FragColor = addSmooth(); }"
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\n
precision mediump float;
\n
uniform Constants{
\n
vec4 mainTiling_Offset;
\n
vec4 frameTile_velLenScale;
\n
vec4 scale;
\n
};
\n
uniform CCGlobal {
\n
mat4 cc_matView;
\n
mat4 cc_matViewInv;
\n
mat4 cc_matProj;
\n
mat4 cc_matProjInv;
\n
mat4 cc_matViewProj;
\n
mat4 cc_matViewProjInv;
\n
vec4 cc_cameraPos;
\n
vec4 cc_time;
\n
mediump vec4 cc_screenSize;
\n
mediump vec4 cc_screenScale;
\n
};
\n
uniform CCLocal {
\n
mat4 cc_matWorld;
\n
mat4 cc_matWorldIT;
\n
};
\n
out vec2 uv;
\n
out vec4 color;
\n
in vec3 a_position;
\n
in vec4 a_texCoord;
\n
in vec3 a_texCoord1;
\n
in vec3 a_texCoord2;
\n
in vec4 a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
out vec3 vBarycentric;
\n
#endif
\n
vec4 vs_main() {
\n
highp vec4 pos = vec4(a_position, 1);
\n
vec4 velocity = vec4(a_texCoord1.xyz, 0);
\n
#if !CC_USE_WORLD_SPACE
\n
pos = cc_matWorld * pos;
\n
velocity = cc_matWorld * velocity;
\n
#endif
\n
float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
\n
vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
\n
pos.xyz += camUp * vertOffset;
\n
pos = cc_matViewProj * pos;
\n
uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;
\n
color = a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
vBarycentric = a_texCoord2;
\n
#endif
\n
return pos;
\n
}
\n
void main() { gl_Position = vs_main(); }"
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"frag"
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"
\n
precision mediump float;
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
\n
in vec2 uv;
\n
in vec4 color;
\n
uniform sampler2D mainTexture;
\n
vec4 premultiplied () {
\n
vec4 col = color * texture(mainTexture, uv) * color.a;
\n
return CCFragOutput(col);
\n
}
\n
out vec4 cc_FragColor;
\n
void main() { cc_FragColor = premultiplied(); }"
},
"glsl1"
:{
"vert"
:
"
\n
precision mediump float;
\n
uniform vec4 mainTiling_Offset;
\n
uniform mat4 cc_matViewProj;
\n
uniform vec4 cc_cameraPos;
\n
uniform mat4 cc_matWorld;
\n
varying vec2 uv;
\n
varying vec4 color;
\n
attribute vec3 a_position;
\n
attribute vec4 a_texCoord;
\n
attribute vec3 a_texCoord1;
\n
attribute vec3 a_texCoord2;
\n
attribute vec4 a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
varying vec3 vBarycentric;
\n
#endif
\n
vec4 vs_main() {
\n
highp vec4 pos = vec4(a_position, 1);
\n
vec4 velocity = vec4(a_texCoord1.xyz, 0);
\n
#if !CC_USE_WORLD_SPACE
\n
pos = cc_matWorld * pos;
\n
velocity = cc_matWorld * velocity;
\n
#endif
\n
float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;
\n
vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));
\n
pos.xyz += camUp * vertOffset;
\n
pos = cc_matViewProj * pos;
\n
uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;
\n
color = a_color;
\n
#if CC_DRAW_WIRE_FRAME
\n
vBarycentric = a_texCoord2;
\n
#endif
\n
return pos;
\n
}
\n
void main() { gl_Position = vs_main(); }"
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\n
precision mediump float;
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
\n
varying vec2 uv;
\n
varying vec4 color;
\n
uniform sampler2D mainTexture;
\n
vec4 premultiplied () {
\n
vec4 col = color * texture2D(mainTexture, uv) * color.a;
\n
return CCFragOutput(col);
\n
}
\n
void main() { gl_FragColor = premultiplied(); }"
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\n
precision highp float;
\n
uniform CCGlobal {
\n
mat4 cc_matView;
\n
mat4 cc_matViewInv;
\n
mat4 cc_matProj;
\n
mat4 cc_matProjInv;
\n
mat4 cc_matViewProj;
\n
mat4 cc_matViewProjInv;
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vec4 cc_cameraPos;
\n
vec4 cc_time;
\n
mediump vec4 cc_screenSize;
\n
mediump vec4 cc_screenScale;
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};
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uniform CCLocal {
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mat4 cc_matWorld;
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mat4 cc_matWorldIT;
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};
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in vec3 a_position;
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in vec4 a_color;
\n
out vec4 v_color;
\n
in float a_dist;
\n
out float v_dist;
\n
void main () {
\n
vec4 pos = vec4(a_position, 1);
\n
pos = cc_matViewProj * cc_matWorld * pos;
\n
v_color = a_color;
\n
v_dist = a_dist;
\n
gl_Position = pos;
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}"
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"frag"
:
"
\n
#if CC_SUPPORT_standard_derivatives
\n
#extension GL_OES_standard_derivatives : enable
\n
#endif
\n
precision highp float;
\n
#if USE_ALPHA_TEST
\n
uniform ALPHA_TEST {
\n
float alphaThreshold;
\n
};
\n
#endif
\n
void ALPHA_TEST (in vec4 color) {
\n
#if USE_ALPHA_TEST
\n
if (color.a < alphaThreshold) discard;
\n
#endif
\n
}
\n
void ALPHA_TEST (in float alpha) {
\n
#if USE_ALPHA_TEST
\n
if (alpha < alphaThreshold) discard;
\n
#endif
\n
}
\n
in vec4 v_color;
\n
in float v_dist;
\n
void main () {
\n
vec4 o = v_color;
\n
ALPHA_TEST(o);
\n
#if CC_SUPPORT_standard_derivatives
\n
float aa = fwidth(v_dist);
\n
#else
\n
float aa = 0.05;
\n
#endif
\n
float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);
\n
o.rgb *= o.a;
\n
o *= alpha;
\n
gl_FragColor = o;
\n
}"
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\n
precision highp float;
\n
uniform mat4 cc_matViewProj;
\n
uniform mat4 cc_matWorld;
\n
attribute vec3 a_position;
\n
attribute vec4 a_color;
\n
varying vec4 v_color;
\n
attribute float a_dist;
\n
varying float v_dist;
\n
void main () {
\n
vec4 pos = vec4(a_position, 1);
\n
pos = cc_matViewProj * cc_matWorld * pos;
\n
v_color = a_color;
\n
v_dist = a_dist;
\n
gl_Position = pos;
\n
}"
,
"frag"
:
"
\n
#if CC_SUPPORT_standard_derivatives
\n
#extension GL_OES_standard_derivatives : enable
\n
#endif
\n
precision highp float;
\n
#if USE_ALPHA_TEST
\n
uniform float alphaThreshold;
\n
#endif
\n
void ALPHA_TEST (in vec4 color) {
\n
#if USE_ALPHA_TEST
\n
if (color.a < alphaThreshold) discard;
\n
#endif
\n
}
\n
void ALPHA_TEST (in float alpha) {
\n
#if USE_ALPHA_TEST
\n
if (alpha < alphaThreshold) discard;
\n
#endif
\n
}
\n
varying vec4 v_color;
\n
varying float v_dist;
\n
void main () {
\n
vec4 o = v_color;
\n
ALPHA_TEST(o);
\n
#if CC_SUPPORT_standard_derivatives
\n
float aa = fwidth(v_dist);
\n
#else
\n
float aa = 0.05;
\n
#endif
\n
float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);
\n
o.rgb *= o.a;
\n
o *= alpha;
\n
gl_FragColor = o;
\n
}"
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uniform CCLocal {
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uniform CCGlobal {
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mat4 cc_matViewInv;
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mat4 cc_matProj;
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mat4 cc_matProjInv;
\n
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mat4 cc_matViewProjInv;
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mediump vec4 cc_screenScale;
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\n
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\n
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\n
uniform SKINNING {
\n
vec2 jointsTextureSize;
\n
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\n
uniform sampler2D jointsTexture;
\n
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\n
mat4 getBoneMatrix(const in float i) {
\n
float width = jointsTextureSize.x;
\n
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\n
float j = i * 4.0;
\n
float x = mod(j, width);
\n
float y = floor(j / width);
\n
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\n
float dy = 1.0 / height;
\n
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\n
vec4 v1 = texture(jointsTexture, vec2(dx * (x + 0.5), y));
\n
vec4 v2 = texture(jointsTexture, vec2(dx * (x + 1.5), y));
\n
vec4 v3 = texture(jointsTexture, vec2(dx * (x + 2.5), y));
\n
vec4 v4 = texture(jointsTexture, vec2(dx * (x + 3.5), y));
\n
return mat4(v1, v2, v3, v4);
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}
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#else
\n
float decode32(vec4 rgba) {
\n
float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;
\n
float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;
\n
float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;
\n
return Sign * exp2(Exponent - 23.0) * Mantissa;
\n
}
\n
vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {
\n
return vec4(
\n
decode32(x.wzyx * 255.0),
\n
decode32(y.wzyx * 255.0),
\n
decode32(z.wzyx * 255.0),
\n
decode32(w.wzyx * 255.0)
\n
);
\n
}
\n
vec4 decodevec4 (float dx, float x, float y) {
\n
return decodevec4(
\n
texture(jointsTexture, vec2(dx * (x + 0.5), y)),
\n
texture(jointsTexture, vec2(dx * (x + 1.5), y)),
\n
texture(jointsTexture, vec2(dx * (x + 2.5), y)),
\n
texture(jointsTexture, vec2(dx * (x + 3.5), y))
\n
);
\n
}
\n
mat4 getBoneMatrix(const in float i) {
\n
float width = jointsTextureSize.x;
\n
float height = jointsTextureSize.y;
\n
float j = i * 16.0;
\n
float x = mod(j, width);
\n
float y = floor(j / width);
\n
float dx = 1.0 / width;
\n
float dy = 1.0 / height;
\n
y = dy * (y + 0.5);
\n
vec4 v1 = decodevec4(dx, x, y);
\n
vec4 v2 = decodevec4(dx, x+4.0, y);
\n
vec4 v3 = decodevec4(dx, x+8.0, y);
\n
vec4 v4 = decodevec4(dx, x+12.0, y);
\n
return mat4(v1, v2, v3, v4);
\n
}
\n
#endif
\n
#else
\n
uniform JOINT_MATRIX {
\n
mat4 jointMatrices[50];
\n
};
\n
mat4 getBoneMatrix(const in float i) {
\n
return jointMatrices[int(i)];
\n
}
\n
#endif
\n
mat4 skinMatrix() {
\n
return
\n
getBoneMatrix(a_joints.x) * a_weights.x +
\n
getBoneMatrix(a_joints.y) * a_weights.y +
\n
getBoneMatrix(a_joints.z) * a_weights.z +
\n
getBoneMatrix(a_joints.w) * a_weights.w
\n
;
\n
}
\n
#endif
\n
struct StandardVertInput {
\n
vec2 uv;
\n
vec4 position;
\n
vec3 normal;
\n
vec4 tangent;
\n
vec4 color;
\n
};
\n
in vec3 a_position;
\n
#if CC_USE_ATTRIBUTE_UV0
\n
in vec2 a_uv0;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
in vec4 a_color;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_NORMAL
\n
in vec3 a_normal;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_TANGENT
\n
in vec4 a_tangent;
\n
#endif
\n
void CCAttribute (out StandardVertInput In) {
\n
In.position = vec4(a_position, 1.0);
\n
#if CC_USE_ATTRIBUTE_UV0
\n
In.uv = a_uv0;
\n
#else
\n
In.uv = vec2(0.0);
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
In.color = a_color;
\n
#else
\n
In.color = vec4(1.0);
\n
#endif
\n
#if CC_USE_ATTRIBUTE_NORMAL
\n
In.normal = a_normal;
\n
#else
\n
In.normal = vec3(0.0, 1.0, 0.0);
\n
#endif
\n
#if CC_USE_ATTRIBUTE_TANGENT
\n
In.tangent = a_tangent;
\n
#else
\n
In.tangent = vec4(1.0, 0.0, 0.0, 0.0);
\n
#endif
\n
}
\n
void CCVertInput(out StandardVertInput In) {
\n
CCAttribute(In);
\n
#if CC_USE_SKINNING
\n
mat4 m = skinMatrix();
\n
In.position = m * In.position;
\n
#if CC_USE_ATTRIBUTE_NORMAL
\n
In.normal = (m * vec4(In.normal, 0)).xyz;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_TANGENT
\n
In.tangent = m * In.tangent;
\n
#endif
\n
#endif
\n
}
\n
uniform MAIN_TILING {
\n
vec2 mainTiling;
\n
vec2 mainOffset;
\n
};
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
out mediump vec2 v_uv0;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
out lowp vec4 v_color;
\n
#endif
\n
void main () {
\n
StandardVertInput In;
\n
CCVertInput(In);
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
v_color = In.color;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
v_uv0 = In.uv * mainTiling + mainOffset;
\n
#endif
\n
gl_Position = cc_matViewProj * cc_matWorld * In.position;
\n
}"
,
"frag"
:
"
\n
precision highp float;
\n
#if USE_ALPHA_TEST
\n
uniform ALPHA_TEST {
\n
float alphaThreshold;
\n
};
\n
#endif
\n
void ALPHA_TEST (in vec4 color) {
\n
#if USE_ALPHA_TEST
\n
if (color.a < alphaThreshold) discard;
\n
#endif
\n
}
\n
void ALPHA_TEST (in float alpha) {
\n
#if USE_ALPHA_TEST
\n
if (alpha < alphaThreshold) discard;
\n
#endif
\n
}
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
\n
uniform UNLIT {
\n
lowp vec4 diffuseColor;
\n
};
\n
#if USE_DIFFUSE_TEXTURE
\n
uniform sampler2D diffuseTexture;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
in lowp vec4 v_color;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
in mediump vec2 v_uv0;
\n
#endif
\n
void main () {
\n
vec4 color = diffuseColor;
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
vec4 diffuseTexture_tmp = texture(diffuseTexture, v_uv0);
\n
#if CC_USE_ALPHA_ATLAS_diffuseTexture
\n
diffuseTexture_tmp.a *= texture(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;
\n
#endif
\n
#if INPUT_IS_GAMMA
\n
color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);
\n
color.a *= diffuseTexture_tmp.a;
\n
#else
\n
color *= diffuseTexture_tmp;
\n
#endif
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
color *= v_color;
\n
#endif
\n
ALPHA_TEST(color);
\n
gl_FragColor = CCFragOutput(color);
\n
}"
},
"glsl1"
:{
"vert"
:
"
\n
precision highp float;
\n
uniform mat4 cc_matWorld;
\n
uniform mat4 cc_matViewProj;
\n
#if CC_USE_SKINNING
\n
attribute vec4 a_weights;
\n
attribute vec4 a_joints;
\n
#if CC_USE_JOINTS_TEXTRUE
\n
uniform vec2 jointsTextureSize;
\n
uniform sampler2D jointsTexture;
\n
#if CC_JOINTS_TEXTURE_FLOAT32
\n
mat4 getBoneMatrix(const in float i) {
\n
float width = jointsTextureSize.x;
\n
float height = jointsTextureSize.y;
\n
float j = i * 4.0;
\n
float x = mod(j, width);
\n
float y = floor(j / width);
\n
float dx = 1.0 / width;
\n
float dy = 1.0 / height;
\n
y = dy * (y + 0.5);
\n
vec4 v1 = texture2D(jointsTexture, vec2(dx * (x + 0.5), y));
\n
vec4 v2 = texture2D(jointsTexture, vec2(dx * (x + 1.5), y));
\n
vec4 v3 = texture2D(jointsTexture, vec2(dx * (x + 2.5), y));
\n
vec4 v4 = texture2D(jointsTexture, vec2(dx * (x + 3.5), y));
\n
return mat4(v1, v2, v3, v4);
\n
}
\n
#else
\n
float decode32(vec4 rgba) {
\n
float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;
\n
float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;
\n
float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;
\n
return Sign * exp2(Exponent - 23.0) * Mantissa;
\n
}
\n
vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {
\n
return vec4(
\n
decode32(x.wzyx * 255.0),
\n
decode32(y.wzyx * 255.0),
\n
decode32(z.wzyx * 255.0),
\n
decode32(w.wzyx * 255.0)
\n
);
\n
}
\n
vec4 decodevec4 (float dx, float x, float y) {
\n
return decodevec4(
\n
texture2D(jointsTexture, vec2(dx * (x + 0.5), y)),
\n
texture2D(jointsTexture, vec2(dx * (x + 1.5), y)),
\n
texture2D(jointsTexture, vec2(dx * (x + 2.5), y)),
\n
texture2D(jointsTexture, vec2(dx * (x + 3.5), y))
\n
);
\n
}
\n
mat4 getBoneMatrix(const in float i) {
\n
float width = jointsTextureSize.x;
\n
float height = jointsTextureSize.y;
\n
float j = i * 16.0;
\n
float x = mod(j, width);
\n
float y = floor(j / width);
\n
float dx = 1.0 / width;
\n
float dy = 1.0 / height;
\n
y = dy * (y + 0.5);
\n
vec4 v1 = decodevec4(dx, x, y);
\n
vec4 v2 = decodevec4(dx, x+4.0, y);
\n
vec4 v3 = decodevec4(dx, x+8.0, y);
\n
vec4 v4 = decodevec4(dx, x+12.0, y);
\n
return mat4(v1, v2, v3, v4);
\n
}
\n
#endif
\n
#else
\n
uniform mat4 jointMatrices[50];
\n
mat4 getBoneMatrix(const in float i) {
\n
return jointMatrices[int(i)];
\n
}
\n
#endif
\n
mat4 skinMatrix() {
\n
return
\n
getBoneMatrix(a_joints.x) * a_weights.x +
\n
getBoneMatrix(a_joints.y) * a_weights.y +
\n
getBoneMatrix(a_joints.z) * a_weights.z +
\n
getBoneMatrix(a_joints.w) * a_weights.w
\n
;
\n
}
\n
#endif
\n
struct StandardVertInput {
\n
vec2 uv;
\n
vec4 position;
\n
vec3 normal;
\n
vec4 tangent;
\n
vec4 color;
\n
};
\n
attribute vec3 a_position;
\n
#if CC_USE_ATTRIBUTE_UV0
\n
attribute vec2 a_uv0;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
attribute vec4 a_color;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_NORMAL
\n
attribute vec3 a_normal;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_TANGENT
\n
attribute vec4 a_tangent;
\n
#endif
\n
void CCAttribute (out StandardVertInput In) {
\n
In.position = vec4(a_position, 1.0);
\n
#if CC_USE_ATTRIBUTE_UV0
\n
In.uv = a_uv0;
\n
#else
\n
In.uv = vec2(0.0);
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
In.color = a_color;
\n
#else
\n
In.color = vec4(1.0);
\n
#endif
\n
#if CC_USE_ATTRIBUTE_NORMAL
\n
In.normal = a_normal;
\n
#else
\n
In.normal = vec3(0.0, 1.0, 0.0);
\n
#endif
\n
#if CC_USE_ATTRIBUTE_TANGENT
\n
In.tangent = a_tangent;
\n
#else
\n
In.tangent = vec4(1.0, 0.0, 0.0, 0.0);
\n
#endif
\n
}
\n
void CCVertInput(out StandardVertInput In) {
\n
CCAttribute(In);
\n
#if CC_USE_SKINNING
\n
mat4 m = skinMatrix();
\n
In.position = m * In.position;
\n
#if CC_USE_ATTRIBUTE_NORMAL
\n
In.normal = (m * vec4(In.normal, 0)).xyz;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_TANGENT
\n
In.tangent = m * In.tangent;
\n
#endif
\n
#endif
\n
}
\n
uniform vec2 mainTiling;
\n
uniform vec2 mainOffset;
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
varying mediump vec2 v_uv0;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
varying lowp vec4 v_color;
\n
#endif
\n
void main () {
\n
StandardVertInput In;
\n
CCVertInput(In);
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
v_color = In.color;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
v_uv0 = In.uv * mainTiling + mainOffset;
\n
#endif
\n
gl_Position = cc_matViewProj * cc_matWorld * In.position;
\n
}"
,
"frag"
:
"
\n
precision highp float;
\n
#if USE_ALPHA_TEST
\n
uniform float alphaThreshold;
\n
#endif
\n
void ALPHA_TEST (in vec4 color) {
\n
#if USE_ALPHA_TEST
\n
if (color.a < alphaThreshold) discard;
\n
#endif
\n
}
\n
void ALPHA_TEST (in float alpha) {
\n
#if USE_ALPHA_TEST
\n
if (alpha < alphaThreshold) discard;
\n
#endif
\n
}
\n
vec4 CCFragOutput (vec4 color) {
\n
#if OUTPUT_TO_GAMMA
\n
color.rgb = sqrt(color.rgb);
\n
#endif
\n\t
return color;
\n
}
\n
uniform lowp vec4 diffuseColor;
\n
#if USE_DIFFUSE_TEXTURE
\n
uniform sampler2D diffuseTexture;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
varying lowp vec4 v_color;
\n
#endif
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
varying mediump vec2 v_uv0;
\n
#endif
\n
void main () {
\n
vec4 color = diffuseColor;
\n
#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
\n
vec4 diffuseTexture_tmp = texture2D(diffuseTexture, v_uv0);
\n
#if CC_USE_ALPHA_ATLAS_diffuseTexture
\n
diffuseTexture_tmp.a *= texture2D(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;
\n
#endif
\n
#if INPUT_IS_GAMMA
\n
color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);
\n
color.a *= diffuseTexture_tmp.a;
\n
#else
\n
color *= diffuseTexture_tmp;
\n
#endif
\n
#endif
\n
#if CC_USE_ATTRIBUTE_COLOR
\n
color *= v_color;
\n
#endif
\n
ALPHA_TEST(color);
\n
gl_FragColor = CCFragOutput(color);
\n
}"
},
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:{
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precision highp float;
\n
in vec3 a_position;
\n
void main () {
\n
gl_Position = vec4(a_position, 1);
\n
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precision highp float;
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void main () {
\n
gl_FragColor = vec4(1.0);
\n
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precision highp float;
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attribute vec3 a_position;
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void main () {
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\n
}"
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precision highp float;
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void main () {
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}"
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\n
precision highp float;
\n
uniform CCGlobal {
\n
mat4 cc_matView;
\n
mat4 cc_matViewInv;
\n
mat4 cc_matProj;
\n
mat4 cc_matProjInv;
\n
mat4 cc_matViewProj;
\n
mat4 cc_matViewProjInv;
\n
vec4 cc_cameraPos;
\n
vec4 cc_time;
\n
mediump vec4 cc_screenSize;
\n
mediump vec4 cc_screenScale;
\n
};
\n
uniform CCLocal {
\n
mat4 cc_matWorld;
\n
mat4 cc_matWorldIT;
\n
};
\n
in vec3 a_position;
\n
in vec4 a_color;
\n
out vec4 v_color;
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#if USE_TEXTURE
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\
u5b57
\
u7b26"
);
var
o
=
cc
.
instantiate
(
n
);
o
.
anchorX
=
0
,
e
.
node
.
addChild
(
o
)}),
this
.
permutation
()},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
this
.
atlas
=
cc
.
instantiate
(
this
.
texture
)},
e
.
prototype
.
start
=
function
(){},
e
.
prototype
.
permutation
=
function
(){
var
t
=
this
.
gap
,
e
=
0
;
this
.
node
.
children
.
forEach
(
function
(
n
){
n
.
anchorX
=
0
,
n
.
x
=
e
,
e
+=
n
.
width
+
t
}),
this
.
w
=
e
;
var
n
=
e
/
2
;
this
.
node
.
children
.
forEach
(
function
(
t
){
return
t
.
x
-=
n
})},
r
([
p
],
e
.
prototype
,
"_gap"
,
void
0
),
r
([
p
],
e
.
prototype
,
"gap"
,
null
),
r
([
p
],
e
.
prototype
,
"_text"
,
void
0
),
r
([
p
],
e
.
prototype
,
"text"
,
null
),
r
([
p
(
cc
.
Prefab
)],
e
.
prototype
,
"texture"
,
void
0
),
r
([
s
,
c
(
"
\
u81ea
\
u5b9a
\
u4e49
\
u7ec4
\
u4ef6/
\
u4f4d
\
u56fe
\
u5b57"
)],
e
)}(
cc
.
Component
);
n
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
ClipAni
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"b257deNLElEQ7owjaUlEj0T"
,
"ClipAni"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
.
constructor
=
t
}
o
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
n
.
prototype
=
e
.
prototype
,
new
n
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
.
getOwnPropertyDescriptor
(
e
,
n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
n
,
c
):
i
(
e
,
n
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
n
,
c
),
c
};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
});
var
c
=
t
(
"./Config/GameConfig"
),
a
=
cc
.
_decorator
,
s
=
a
.
ccclass
,
p
=
(
a
.
property
,
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
eventAniEnd
=
null
,
e
.
eventCollEnt
=
null
,
e
}
return
i
(
e
,
t
),
e
.
prototype
.
start
=
function
(){
this
.
eventAniEnd
=
new
cc
.
Event
.
EventCustom
(
c
.
CUSTOM_EVENT
.
CLIP_ANI_END
,
!
0
),
this
.
eventCollEnt
=
new
cc
.
Event
.
EventCustom
(
c
.
CUSTOM_EVENT
.
CLIP_COLLISION
,
!
0
)},
e
.
prototype
.
onCollisionEnter
=
function
(
t
){
this
.
eventCollEnt
.
detail
=
{
other
:
t
},
cc
.
find
(
"Canvas"
).
dispatchEvent
(
this
.
eventCollEnt
)},
e
.
prototype
.
onAnimCompleted
=
function
(
t
){
this
.
eventAniEnd
.
detail
=
{
state
:
t
},
cc
.
find
(
"Canvas"
).
dispatchEvent
(
this
.
eventAniEnd
)},
r
([
s
],
e
)}(
cc
.
Component
));
n
.
default
=
p
,
cc
.
_RF
.
pop
()},{
"./Config/GameConfig"
:
"GameConfig"
}],
FitSprite
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"55f2b6YY2VNsp2pvVM/3ZOl"
,
"FitSprite"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
.
constructor
=
t
}
o
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
n
.
prototype
=
e
.
prototype
,
new
n
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
.
getOwnPropertyDescriptor
(
e
,
n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
n
,
c
):
i
(
e
,
n
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
n
,
c
),
c
};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
FitSpriteType
=
void
0
;
var
c
,
a
=
cc
.
_decorator
.
ccclass
,
s
=
cc
.
_decorator
.
property
,
p
=
cc
.
_decorator
.
menu
;(
function
(
t
){
t
[
t
.
Horizontal
=
0
]
=
"Horizontal"
,
t
[
t
.
Vertical
=
1
]
=
"Vertical"
})(
c
=
n
.
FitSpriteType
||
(
n
.
FitSpriteType
=
{}));
var
u
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
_fitSpriteType
=
c
.
Vertical
,
e
.
maxWidth
=
0
,
e
.
maxHeight
=
0
,
e
}
return
i
(
e
,
t
),
Object
.
defineProperty
(
e
.
prototype
,
"fitSpriteType"
,{
get
:
function
(){
return
this
.
_fitSpriteType
},
set
:
function
(
t
){
this
.
_fitSpriteType
=
t
,
this
.
updateSpriteSize
()},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
this
.
node
.
on
(
cc
.
Node
.
EventType
.
SIZE_CHANGED
,
this
.
updateSpriteSize
,
this
)},
e
.
prototype
.
setTexture
=
function
(
t
){
this
.
node
.
getComponent
(
cc
.
Sprite
).
spriteFrame
=
t
,
this
.
updateSpriteSize
()},
e
.
prototype
.
updateSpriteSize
=
function
(){
var
t
=
this
.
node
.
getComponent
(
cc
.
Sprite
).
spriteFrame
.
getTexture
();
this
.
fitSpriteType
===
c
.
Horizontal
?(
this
.
node
.
height
=
t
.
height
/
t
.
width
*
this
.
maxWidth
,
this
.
node
.
width
=
this
.
maxWidth
):(
this
.
node
.
width
=
t
.
width
/
t
.
height
*
this
.
maxHeight
,
this
.
node
.
height
=
this
.
maxHeight
)},
r
([
s
({
type
:
cc
.
Enum
(
c
),
tooltip
:
"
\
u7c7b
\
u578b"
})],
e
.
prototype
,
"_fitSpriteType"
,
void
0
),
r
([
s
(
"
\
u6700
\
u5927
\
u5bbd
\
u5ea6"
)],
e
.
prototype
,
"maxWidth"
,
void
0
),
r
([
s
(
"
\
u6700
\
u5927
\
u9ad8
\
u5ea6"
)],
e
.
prototype
,
"maxHeight"
,
void
0
),
r
([
s
({
type
:
cc
.
Enum
(
c
),
tooltip
:
"
\
u7c7b
\
u578b"
})],
e
.
prototype
,
"fitSpriteType"
,
null
),
r
([
a
,
p
(
"
\
u6e32
\
u67d3
\
u7ec4
\
u4ef6/FitSprite"
)],
e
)}(
cc
.
Component
);
n
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
GameConfig
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"2197dXlmixCibGa45Vyz3hP"
,
"GameConfig"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
Config
=
n
.
CUSTOM_EVENT
=
n
.
LevelInfo
=
void
0
,
n
.
LevelInfo
=
[{
level
:
1
,
colors
:[
"#EC5F33"
,
"#E52800"
,
"#CA1D00"
]},{
level
:
2
,
colors
:[
"#FF9400"
,
"#FF6C00"
,
"#EC5F33"
,
"#E52800"
,
"#CA1D00"
]},{
level
:
3
,
colors
:[
"#FFD34A"
,
"#FFC300"
,
"#FFB637"
,
"#FF9400"
,
"#FF6C00"
,
"#EC5F33"
,
"#E52800"
,
"#CA1D00"
]}],
n
.
CUSTOM_EVENT
=
{
CLIP_ANI_END
:
"CLIP_ANI_END"
,
CLIP_COLLISION
:
"CLIP_COLLISION"
,
GAME_OVER
:
"GAME_OVER"
,
NEXT_LEVEL
:
"NEXT_LEVEL"
,
PASS_LEVEL
:
"PASS_LEVEL"
,
GAME_START
:
"GAME_START"
},
n
.
Config
=
{
maxLong
:
644
,
rotationSpeed
:
1
,
playSpeed
:
350
,
normalPropSpeed
:
250
,
bestPropSpeed
:
500
,
bestPropsNum
:
3
,
propsNum
:
2
,
countDowns
:[
30
,
30
,
30
],
propsMap
:[[
1
,
0
,
0
,
1
,
1
,
1
,
1
,
0
,
1
,
1
,
1
,
1
],[
1
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
1
,
0
,
1
,
1
]]},
cc
.
_RF
.
pop
()},{}],
GameScene
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"5798dhpwtNHQq2OXS4At/jG"
,
"GameScene"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
.
constructor
=
t
}
o
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
n
.
prototype
=
e
.
prototype
,
new
n
)}),
r
=
this
&&
this
.
__assign
||
function
(){
return
(
r
=
Object
.
assign
||
function
(
t
){
for
(
var
e
,
n
=
1
,
o
=
arguments
.
length
;
n
<
o
;
n
++
)
for
(
var
i
in
e
=
arguments
[
n
])
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
i
)
&&
(
t
[
i
]
=
e
[
i
]);
return
t
}).
apply
(
this
,
arguments
)},
c
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
.
getOwnPropertyDescriptor
(
e
,
n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
n
,
c
):
i
(
e
,
n
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
n
,
c
),
c
},
a
=
this
&&
this
.
__spreadArrays
||
function
(){
for
(
var
t
=
0
,
e
=
0
,
n
=
arguments
.
length
;
e
<
n
;
e
++
)
t
+=
arguments
[
e
].
length
;
var
o
=
Array
(
t
),
i
=
0
;
for
(
e
=
0
;
e
<
n
;
e
++
)
for
(
var
r
=
arguments
[
e
],
c
=
0
,
a
=
r
.
length
;
c
<
a
;
c
++
,
i
++
)
o
[
i
]
=
r
[
c
];
return
o
};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
});
var
s
=
t
(
"./Config/GameConfig"
),
p
=
t
(
"./exportEvent"
),
u
=
t
(
"./utils"
),
l
=
cc
.
_decorator
,
h
=
l
.
ccclass
,
f
=
l
.
property
,
d
=
{
DEFAULT
:
"clipAni"
,
PLAY
:
"clipPlay"
,
STOP
:
"clipStop"
,
GAME_OVER
:
"gameOver"
},
v
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
procItem
=
null
,
e
.
propItem
=
[],
e
.
bsetPropItem
=
null
,
e
.
actLevel
=
0
,
e
.
levelObjectives
=
0
,
e
.
actLevelInfo
=
null
,
e
.
starNum
=
0
,
e
.
countDown
=
0
,
e
.
isGameOver
=!
1
,
e
.
clip
=
null
,
e
.
clipState
=
d
.
STOP
,
e
.
clipSpeed
=
s
.
Config
.
normalPropSpeed
,
e
.
isAni
=!
1
,
e
.
clipTarget
=
null
,
e
.
surplusStar
=
s
.
Config
.
bestPropsNum
,
e
.
gameConfig
=
r
({},
s
.
Config
),
e
}
return
i
(
e
,
t
),
e
.
prototype
.
onLoad
=
function
(){
cc
.
director
.
getCollisionManager
().
enabled
=!
0
},
e
.
prototype
.
start
=
function
(){
this
.
clip
=
cc
.
find
(
"clipMask/clipWrp/clip"
,
this
.
node
),
this
.
addNodeEvent
()},
e
.
prototype
.
resetConfig
=
function
(
t
){
void
0
===
t
&&
(
t
=
{}),
this
.
gameConfig
=
r
(
r
({},
s
.
Config
),
t
),
this
.
clipSpeed
=
this
.
gameConfig
.
normalPropSpeed
,
this
.
surplusStar
=
this
.
gameConfig
.
bestPropsNum
,
this
.
clip
.
getChildByName
(
"line"
).
height
=
this
.
gameConfig
.
maxLong
,
cc
.
find
(
"clipMask/clipWrp"
,
this
.
node
).
getComponent
(
cc
.
Animation
).
getAnimationState
(
"clipRation"
).
speed
=
this
.
gameConfig
.
rotationSpeed
},
e
.
prototype
.
onCollEnter
=
function
(
t
){
var
e
=
t
.
detail
.
other
;
this
.
clipTarget
=
e
.
node
,
this
.
clipSpeed
=
1
==
e
.
tag
?
this
.
gameConfig
.
bestPropSpeed
:
this
.
gameConfig
.
normalPropSpeed
,
this
.
setClipState
(
d
.
STOP
)},
e
.
prototype
.
addNodeEvent
=
function
(){
var
t
,
e
=
this
;
cc
.
find
(
"gameBtn"
,
this
.
node
).
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
this
.
playGame
,
this
),
this
.
node
.
on
(
s
.
CUSTOM_EVENT
.
CLIP_ANI_END
,
this
.
onAnimCompleted
,
this
),
this
.
node
.
on
(
s
.
CUSTOM_EVENT
.
CLIP_COLLISION
,
this
.
onCollEnter
,
this
),
p
.
default
.
on
(
s
.
CUSTOM_EVENT
.
NEXT_LEVEL
,
this
.
nextLevel
,
this
),
p
.
default
.
on
(
s
.
CUSTOM_EVENT
.
GAME_START
,
function
(
t
){
e
.
resetConfig
(
t
),
e
.
refreshLevelInfo
(),
e
.
refreshStageProps
()},
this
);
var
n
=
null
===
(
t
=
null
===
window
||
void
0
===
window
?
void
0
:
window
.
location
)
||
void
0
===
t
?
void
0
:
t
.
href
,
o
=
(
null
==
n
?
void
0
:
n
.
includes
(
"duibadev"
))
||
(
null
==
n
?
void
0
:
n
.
includes
(
"duibatest"
))
||
(
null
==
n
?
void
0
:
n
.
includes
(
"localhost"
)),
i
=
cc
.
find
(
"test"
,
this
.
node
);
if
(
i
.
active
=
o
,
o
){
var
r
=
{
next
:
"nextLevel"
,
refreshProp
:
"refreshStageProps"
};
i
.
children
.
forEach
(
function
(
t
){
var
n
=
null
==
e
?
void
0
:
e
[
r
[
t
.
name
]];
t
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
n
,
e
)})}},
e
.
prototype
.
setClipState
=
function
(
t
,
e
){
var
n
=
this
,
o
=
cc
.
find
(
"clipMask/clipWrp"
,
this
.
node
).
getComponent
(
cc
.
Animation
),
i
=
cc
.
find
(
"clipMask/clipWrp/clip"
,
this
.
node
).
getComponent
(
cc
.
Animation
),
r
=
cc
.
find
(
"clipMask/clipWrp/default"
,
this
.
node
);
switch
(
this
.
clipState
=
t
,
t
){
case
d
.
DEFAULT
:
o
.
resume
(),
r
.
active
=!
0
,
this
.
clip
.
active
=!
1
,
this
.
clipTarget
&&
(
1
==
this
.
clipTarget
.
getComponent
(
cc
.
Collider
).
tag
&&
this
.
setStarProc
(),
this
.
clipTarget
.
getComponent
(
"propMove"
).
die
(
function
(){
n
.
clipTarget
=
null
})),
0
==
this
.
surplusStar
&&
this
.
refreshStageProps
();
break
;
case
d
.
PLAY
:
case
d
.
STOP
:
o
.
pause
(),
this
.
clip
.
active
=!
0
,
r
.
active
=!
1
,
i
.
play
(
t
);
break
;
case
d
.
GAME_OVER
:
o
.
stop
(),
i
.
stop
()}
null
==
e
||
e
()},
e
.
prototype
.
playGame
=
function
(){
this
.
isGameOver
||
this
.
setClipState
(
d
.
PLAY
)},
e
.
prototype
.
gameOver
=
function
(){
this
.
isGameOver
=!
0
,
this
.
setClipState
(
d
.
GAME_OVER
),
this
.
unschedule
(
this
.
startCd
),
p
.
default
.
fire
(
s
.
CUSTOM_EVENT
.
GAME_OVER
,{
score
:
this
.
starNum
,
level
:
this
.
actLevel
})},
e
.
prototype
.
setLable
=
function
(
t
,
e
){
cc
.
find
(
t
,
this
.
node
).
getComponent
(
cc
.
Label
).
string
=
e
+
""
},
e
.
prototype
.
startCd
=
function
(){
var
t
=
this
.
countDown
-
1
||
0
;
if
(
!
t
||
t
<=
0
)
return
this
.
setLable
(
"cdIcon/cd"
,
"0s"
),
this
.
gameOver
(),
void
this
.
unschedule
(
this
.
startCd
);
this
.
countDown
=
t
,
this
.
setLable
(
"cdIcon/cd"
,
this
.
countDown
+
"s"
)},
e
.
prototype
.
onDestroy
=
function
(){
this
.
unschedule
(
this
.
startCd
)},
e
.
prototype
.
refreshLevelInfo
=
function
(
t
){
void
0
===
t
&&
(
t
=
0
),
this
.
isGameOver
=!
1
,
this
.
actLevel
=
t
,
this
.
starNum
=
0
,
this
.
levelObjectives
=
s
.
LevelInfo
[
t
].
colors
.
length
,
this
.
actLevelInfo
=
s
.
LevelInfo
[
t
],
this
.
countDown
=
this
.
gameConfig
.
countDowns
[
t
]
||
0
,
this
.
setLable
(
"levelName"
,
"
\
u7b2c"
+
u
.
numToChinese
(
t
+
1
)
+
"
\
u5173"
),
this
.
setLable
(
"starIcon/starProc"
,
this
.
starNum
+
"/"
+
this
.
levelObjectives
),
this
.
updateGameProc
(),
this
.
unschedule
(
this
.
startCd
),
this
.
setLable
(
"cdIcon/cd"
,
this
.
countDown
+
"s"
),
this
.
schedule
(
this
.
startCd
,
1
)},
e
.
prototype
.
setStarProc
=
function
(){
var
t
,
e
=
cc
.
find
(
"procBg/proc"
,
this
.
node
),
n
=
this
.
starNum
;
if
(
this
.
surplusStar
--
,
!
(
n
>=
this
.
levelObjectives
)){
var
o
=
cc
.
instantiate
(
this
.
procItem
),
i
=
u
.
set16ToRgb
(
this
.
actLevelInfo
.
colors
[
n
]);
o
.
color
=
new
((
t
=
cc
.
Color
).
bind
.
apply
(
t
,
a
([
void
0
],
i
))),
o
.
setParent
(
e
),
this
.
starNum
++
,
this
.
setLable
(
"starIcon/starProc"
,
this
.
starNum
+
"/"
+
this
.
levelObjectives
),
this
.
starNum
>=
this
.
levelObjectives
&&
p
.
default
.
fire
(
s
.
CUSTOM_EVENT
.
PASS_LEVEL
,{
score
:
this
.
starNum
,
level
:
this
.
actLevel
})}},
e
.
prototype
.
nextLevel
=
function
(){
var
t
=
this
.
actLevel
+
1
;
this
.
unschedule
(
this
.
startCd
),
t
>=
s
.
LevelInfo
.
length
?
this
.
gameOver
():
this
.
refreshLevelInfo
(
t
)},
e
.
prototype
.
updateGameProc
=
function
(){
var
t
=
this
.
node
.
getChildByName
(
"procBg"
),
e
=
t
.
getChildByName
(
"proc"
),
n
=
this
.
levelObjectives
;
e
.
removeAllChildren
(),
t
.
width
=
39
*
n
+
12
+
1
*
(
n
-
1
),
e
.
width
=
39
*
n
+
1
*
(
n
-
1
),
t
.
x
=-
t
.
width
/
2
},
e
.
prototype
.
refreshStageProps
=
function
(){
this
.
surplusStar
=
this
.
gameConfig
.
bestPropsNum
;
for
(
var
t
=
cc
.
find
(
"gameStage"
,
this
.
node
),
e
=
t
.
children
,
n
=
Math
.
floor
(
u
.
randomNum
(
0
,
this
.
gameConfig
.
propsMap
.
length
)),
o
=
a
(
this
.
gameConfig
.
propsMap
[
n
]),
i
=
0
;
i
<
this
.
gameConfig
.
bestPropsNum
;
i
++
){
for
(
var
r
=
Math
.
floor
(
u
.
randomNum
(
0
,
o
.
length
));
1
!==
o
[
r
%
o
.
length
];)
r
++
;
o
[
r
%
o
.
length
]
=
2
}
var
c
=
[];
for
(
i
=
0
;
i
<
this
.
gameConfig
.
propsNum
;
i
++
)
c
.
push
.
apply
(
c
,
this
.
propItem
);
var
s
=
o
.
filter
(
function
(
t
){
return
1
==
t
}).
length
;
for
(
c
=
u
.
getRandomArrayElements
(
c
,
s
),
i
=
0
;
i
<
e
.
length
;
i
++
){
var
p
=
e
[
i
],
l
=
o
[
i
],
h
=
u
.
randomNum
(
0
,
90
).
toFixed
(
2
),
f
=
null
;
if
(
p
.
removeAllChildren
(),
1
==
l
){
var
d
=
cc
.
instantiate
(
c
.
pop
());
f
=
cc
.
instantiate
(
d
)}
else
{
if
(
2
!=
l
)
continue
;
f
=
cc
.
instantiate
(
this
.
bsetPropItem
)}
f
&&
(
f
.
angle
=
h
>
45
?
h
-
90
:
h
,
f
.
setParent
(
p
))}
t
.
getComponent
(
cc
.
Layout
).
horizontalDirection
=
u
.
getProbability
(
50
)?
cc
.
Layout
.
HorizontalDirection
.
LEFT_TO_RIGHT
:
cc
.
Layout
.
HorizontalDirection
.
RIGHT_TO_LEFT
},
e
.
prototype
.
update
=
function
(
t
){
if
(
!
this
.
isGameOver
){
var
e
=
this
.
gameConfig
.
maxLong
-
41
;
if
(
this
.
clipState
==
d
.
PLAY
){
if
(
this
.
clip
.
y
<=-
e
)
return
void
this
.
setClipState
(
d
.
STOP
);
this
.
clip
.
y
-=
t
*
this
.
gameConfig
.
playSpeed
}
if
(
this
.
clipState
==
d
.
STOP
){
if
(
this
.
clip
.
y
>=-
41
)
return
this
.
clipSpeed
=
this
.
gameConfig
.
normalPropSpeed
,
void
this
.
setClipState
(
d
.
DEFAULT
);
if
(
this
.
clip
.
y
+=
t
*
this
.
clipSpeed
,
this
.
clipTarget
){
var
n
=
this
.
clip
.
convertToWorldSpaceAR
(
cc
.
v2
(
0
,
-
133
)),
o
=
this
.
clipTarget
.
parent
.
convertToWorldSpaceAR
(
cc
.
v2
(
0
,
0
));
this
.
clipTarget
.
setPosition
(
n
.
x
-
o
.
x
,
n
.
y
-
o
.
y
)}}}},
c
([
f
({
type
:
cc
.
Prefab
,
displayName
:
"
\
u5355
\
u683c
\
u8fdb
\
u5ea6
\
u6761"
})],
e
.
prototype
,
"procItem"
,
void
0
),
c
([
f
({
type
:[
cc
.
Prefab
],
displayName
:
"
\
u821e
\
u53f0
\
u9053
\
u5177"
})],
e
.
prototype
,
"propItem"
,
void
0
),
c
([
f
({
type
:
cc
.
Prefab
,
displayName
:
"
\
u52a0
\
u5206
\
u9053
\
u5177"
})],
e
.
prototype
,
"bsetPropItem"
,
void
0
),
c
([
h
],
e
)}(
cc
.
Component
);
n
.
default
=
v
,
cc
.
_RF
.
pop
()},{
"./Config/GameConfig"
:
"GameConfig"
,
"./exportEvent"
:
"exportEvent"
,
"./utils"
:
"utils"
}],
ImgFixedSize
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"3ea067CJuhGxJmUsuZZ1Xje"
,
"ImgFixedSize"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
.
constructor
=
t
}
o
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
n
.
prototype
=
e
.
prototype
,
new
n
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
.
getOwnPropertyDescriptor
(
e
,
n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
n
,
c
):
i
(
e
,
n
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
n
,
c
),
c
};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
});
var
c
=
cc
.
_decorator
,
a
=
c
.
ccclass
,
s
=
c
.
property
,
p
=
c
.
menu
,
u
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
_fixedSize
=
1
,
e
}
return
i
(
e
,
t
),
Object
.
defineProperty
(
e
.
prototype
,
"fixedSize"
,{
get
:
function
(){
return
this
.
_fixedSize
},
set
:
function
(
t
){
this
.
_fixedSize
=
t
,
this
.
onSizeChanged
()},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
this
.
_fixedSize
=
this
.
fixedSize
,
this
.
node
.
on
(
cc
.
Node
.
EventType
.
SIZE_CHANGED
,
this
.
onSizeChanged
,
this
),
this
.
onSizeChanged
()},
e
.
prototype
.
onSizeChanged
=
function
(){
var
t
=
this
.
node
.
width
,
e
=
this
.
node
.
height
,
n
=
Math
.
max
(
t
,
e
);
this
.
node
.
scale
=
this
.
fixedSize
/
n
},
r
([
s
({
type
:
cc
.
Integer
,
tooltip
:
"
\
u56fa
\
u5b9a
\
u5c3a
\
u5bf8"
})],
e
.
prototype
,
"fixedSize"
,
null
),
r
([
s
({
type
:
cc
.
Integer
,
tooltip
:
"
\
u56fa
\
u5b9a
\
u5c3a
\
u5bf8"
})],
e
.
prototype
,
"_fixedSize"
,
void
0
),
r
([
a
,
p
(
"framework/ImgFixedSize"
)],
e
)}(
cc
.
Component
);
n
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
Matrix
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"ac135di5uZFfaPtJI9vcajQ"
,
"Matrix"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
Matrix
=
void
0
;
var
o
=
Math
.
PI
,
i
=
o
>>
1
,
r
=
o
+
i
,
c
=
o
/
180
,
a
=
180
/
o
;
function
s
(
t
){
switch
(
t
){
case
i
:
case
-
r
:
return
0
;
case
o
:
case
-
o
:
return
-
1
;
case
r
:
case
-
i
:
return
0
;
default
:
return
Math
.
cos
(
t
)}}
function
p
(
t
){
switch
(
t
){
case
i
:
case
-
r
:
return
1
;
case
o
:
case
-
o
:
return
0
;
case
r
:
case
-
i
:
return
-
1
;
default
:
return
Math
.
sin
(
t
)}}
var
u
=
function
(){
function
t
(
t
,
e
,
n
,
o
,
i
,
r
){
void
0
===
t
&&
(
t
=
1
),
void
0
===
e
&&
(
e
=
0
),
void
0
===
n
&&
(
n
=
0
),
void
0
===
o
&&
(
o
=
1
),
void
0
===
i
&&
(
i
=
0
),
void
0
===
r
&&
(
r
=
0
),
this
.
a
=
1
,
this
.
b
=
0
,
this
.
c
=
0
,
this
.
d
=
1
,
this
.
tx
=
0
,
this
.
ty
=
0
,
this
.
array
=
null
,
this
.
prepend
=
function
(
t
){
var
e
=
this
,
n
=
t
.
a
,
o
=
t
.
b
,
i
=
t
.
c
,
r
=
t
.
d
,
c
=
t
.
tx
,
a
=
t
.
ty
,
s
=
e
.
a
,
p
=
e
.
c
,
u
=
e
.
tx
;
return
e
.
a
=
n
*
s
+
i
*
e
.
b
,
e
.
b
=
o
*
s
+
r
*
e
.
b
,
e
.
c
=
n
*
p
+
i
*
e
.
d
,
e
.
d
=
o
*
p
+
r
*
e
.
d
,
e
.
tx
=
n
*
u
+
i
*
e
.
ty
+
c
,
e
.
ty
=
o
*
u
+
r
*
e
.
ty
+
a
,
this
};
var
c
=
this
;
c
.
a
=
t
,
c
.
b
=
e
,
c
.
c
=
n
,
c
.
d
=
o
,
c
.
tx
=
i
,
c
.
ty
=
r
}
return
t
.
prototype
.
clone
=
function
(){
var
e
=
this
;
return
new
t
(
e
.
a
,
e
.
b
,
e
.
c
,
e
.
d
,
e
.
tx
,
e
.
ty
)},
t
.
prototype
.
copy
=
function
(
t
){
return
this
.
a
=
t
.
a
,
this
.
b
=
t
.
b
,
this
.
c
=
t
.
c
,
this
.
d
=
t
.
d
,
this
.
tx
=
t
.
tx
,
this
.
ty
=
t
.
ty
,
this
},
t
.
prototype
.
transformVec2
=
function
(
t
,
e
,
n
){
void
0
===
n
&&
(
n
=
null
);
var
o
=
this
;
return
n
||
(
n
=
new
cc
.
Vec2
),
n
.
x
=
t
*
o
.
a
+
e
*
o
.
c
+
o
.
tx
,
n
.
y
=
t
*
o
.
b
+
e
*
o
.
d
+
o
.
ty
,
n
},
t
.
prototype
.
transformVec2Inverse
=
function
(
t
,
e
,
n
){
void
0
===
n
&&
(
n
=
null
),
n
||
(
n
=
new
cc
.
Vec2
);
var
o
=
1
/
(
this
.
a
*
this
.
d
+
this
.
c
*-
this
.
b
);
return
n
.
x
=
this
.
d
*
o
*
t
+-
this
.
c
*
o
*
e
+
(
this
.
ty
*
this
.
c
-
this
.
tx
*
this
.
d
)
*
o
,
n
.
y
=
this
.
a
*
o
*
e
+-
this
.
b
*
o
*
t
+
(
-
this
.
ty
*
this
.
a
+
this
.
tx
*
this
.
b
)
*
o
,
n
},
t
.
prototype
.
setFrom
=
function
(
t
){
var
e
=
this
;
e
.
a
=
t
.
a
,
e
.
b
=
t
.
b
,
e
.
c
=
t
.
c
,
e
.
d
=
t
.
d
,
e
.
tx
=
t
.
tx
,
e
.
ty
=
t
.
ty
},
t
.
prototype
.
identity
=
function
(){
var
t
=
this
;
t
.
a
=
t
.
d
=
1
,
t
.
b
=
t
.
c
=
t
.
tx
=
t
.
ty
=
0
},
t
.
prototype
.
invert
=
function
(){
var
t
=
this
,
e
=
t
.
a
,
n
=
t
.
b
,
o
=
t
.
c
,
i
=
t
.
d
,
r
=
t
.
tx
,
c
=
t
.
ty
;
if
(
0
==
n
&&
0
==
o
)
return
0
==
e
||
0
==
i
?
t
.
a
=
t
.
d
=
t
.
tx
=
t
.
ty
=
0
:(
e
=
t
.
a
=
1
/
e
,
i
=
t
.
d
=
1
/
i
,
t
.
tx
=-
e
*
r
,
t
.
ty
=-
i
*
c
),
t
;
var
a
=
e
*
i
-
n
*
o
;
if
(
0
==
a
)
return
t
.
identity
(),
t
;
a
=
1
/
a
;
var
s
=
t
.
a
=
i
*
a
;
return
n
=
t
.
b
=-
n
*
a
,
o
=
t
.
c
=-
o
*
a
,
i
=
t
.
d
=
e
*
a
,
t
.
tx
=-
(
s
*
r
+
o
*
c
),
t
.
ty
=-
(
n
*
r
+
i
*
c
),
t
},
t
.
prototype
.
createBox
=
function
(
t
,
e
,
n
,
o
,
i
,
r
,
a
,
u
,
l
){
var
h
=
this
;
if
(
0
!=
i
?
r
=
a
=
i
%
360
:(
r
%=
360
,
a
%=
360
),
0
==
r
&&
0
==
a
)
h
.
a
=
n
,
h
.
b
=
h
.
c
=
0
,
h
.
d
=
o
;
else
{
a
*=
c
;
var
f
=
s
(
r
*=
c
),
d
=
p
(
r
);
r
==
a
?(
h
.
a
=
f
*
n
,
h
.
b
=
d
*
n
):(
h
.
a
=
s
(
a
)
*
n
,
h
.
b
=
p
(
a
)
*
n
),
h
.
c
=-
d
*
o
,
h
.
d
=
f
*
o
}
h
.
tx
=
t
+
u
-
(
u
*
h
.
a
+
l
*
h
.
c
),
h
.
ty
=
e
+
l
-
(
u
*
h
.
b
+
l
*
h
.
d
)},
t
.
prototype
.
append
=
function
(
t
){
var
e
=
this
.
a
,
n
=
this
.
b
,
o
=
this
.
c
,
i
=
this
.
d
;
this
.
a
=
t
.
a
*
e
+
t
.
b
*
o
,
this
.
b
=
t
.
a
*
n
+
t
.
b
*
i
,
this
.
c
=
t
.
c
*
e
+
t
.
d
*
o
,
this
.
d
=
t
.
c
*
n
+
t
.
d
*
i
,
this
.
tx
=
t
.
tx
*
e
+
t
.
ty
*
o
+
this
.
tx
,
this
.
ty
=
t
.
tx
*
n
+
t
.
ty
*
i
+
this
.
ty
},
t
.
isEqual
=
function
(
t
,
e
){
return
t
.
tx
==
e
.
tx
&&
t
.
ty
==
e
.
ty
&&
t
.
a
==
e
.
a
&&
t
.
b
==
e
.
b
&&
t
.
c
==
e
.
c
&&
t
.
d
==
e
.
d
},
t
.
prototype
.
concat
=
function
(
t
){
var
e
=
this
,
n
=
e
.
a
,
o
=
e
.
b
,
i
=
e
.
c
,
r
=
e
.
d
,
c
=
e
.
tx
,
a
=
e
.
ty
,
s
=
t
.
a
,
p
=
t
.
b
,
u
=
t
.
c
,
l
=
t
.
d
,
h
=
t
.
tx
,
f
=
t
.
ty
;
e
.
a
=
n
*
s
+
o
*
u
,
e
.
b
=
n
*
p
+
o
*
l
,
e
.
c
=
i
*
s
+
r
*
u
,
e
.
d
=
i
*
p
+
r
*
l
,
e
.
tx
=
c
*
s
+
a
*
u
+
h
,
e
.
ty
=
c
*
p
+
a
*
l
+
f
},
t
.
prototype
.
rotate
=
function
(
t
){
var
e
=
this
,
n
=
Math
.
sin
(
t
),
o
=
Math
.
cos
(
t
),
i
=
e
.
a
,
r
=
e
.
b
,
c
=
e
.
c
,
a
=
e
.
d
,
s
=
e
.
tx
,
p
=
e
.
ty
;
e
.
a
=
i
*
o
-
r
*
n
,
e
.
b
=
i
*
n
+
r
*
o
,
e
.
c
=
c
*
o
-
a
*
n
,
e
.
d
=
c
*
n
+
a
*
o
,
e
.
tx
=
s
*
o
-
p
*
n
,
e
.
ty
=
s
*
n
+
p
*
o
},
t
.
prototype
.
scale
=
function
(
t
,
e
){
var
n
=
this
;
n
.
a
*=
t
,
n
.
d
*=
e
,
n
.
c
*=
t
,
n
.
b
*=
e
,
n
.
tx
*=
t
,
n
.
ty
*=
e
},
t
.
prototype
.
translate
=
function
(
t
,
e
){
this
.
tx
+=
t
,
this
.
ty
+=
e
},
t
.
prototype
.
set
=
function
(
t
,
e
,
n
,
o
,
i
,
r
){
return
this
.
a
=
t
,
this
.
b
=
e
,
this
.
c
=
n
,
this
.
d
=
o
,
this
.
tx
=
i
,
this
.
ty
=
r
,
this
},
t
.
prototype
.
getRotation
=
function
(){
return
Math
.
round
(
Math
.
atan2
(
this
.
b
,
this
.
a
)
*
a
)},
t
.
prototype
.
toArray
=
function
(
t
,
e
){
void
0
===
t
&&
(
t
=!
1
),
this
.
array
||
(
this
.
array
=
new
Float32Array
(
9
));
var
n
=
e
||
this
.
array
;
return
t
?(
n
[
0
]
=
this
.
a
,
n
[
1
]
=
this
.
b
,
n
[
2
]
=
0
,
n
[
3
]
=
this
.
c
,
n
[
4
]
=
this
.
d
,
n
[
5
]
=
0
,
n
[
6
]
=
this
.
tx
,
n
[
7
]
=
this
.
ty
,
n
[
8
]
=
1
):(
n
[
0
]
=
this
.
a
,
n
[
1
]
=
this
.
c
,
n
[
2
]
=
this
.
tx
,
n
[
3
]
=
this
.
b
,
n
[
4
]
=
this
.
d
,
n
[
5
]
=
this
.
ty
,
n
[
6
]
=
0
,
n
[
7
]
=
0
,
n
[
8
]
=
1
),
n
},
t
.
prototype
.
decompose
=
function
(){
var
t
=
{
rotation
:
0
,
skew
:
cc
.
v2
(),
scale
:
cc
.
v2
(),
position
:
cc
.
v2
()},
e
=
this
.
a
,
n
=
this
.
b
,
o
=
this
.
c
,
i
=
this
.
d
,
r
=-
Math
.
atan2
(
-
o
,
i
),
c
=
Math
.
atan2
(
n
,
e
),
a
=
Math
.
abs
(
r
+
c
);
return
a
<
1
e
-
5
||
Math
.
abs
(
2
*
Math
.
PI
-
a
)
<
1
e
-
5
?(
t
.
rotation
=
c
,
e
<
0
&&
i
>=
0
&&
(
t
.
rotation
+=
t
.
rotation
<=
0
?
Math
.
PI
:
-
Math
.
PI
),
t
.
skew
.
x
=
t
.
skew
.
y
=
0
):(
t
.
rotation
=
0
,
t
.
skew
.
x
=
r
,
t
.
skew
.
y
=
c
),
t
.
scale
.
x
=
Math
.
sqrt
(
e
*
e
+
n
*
n
),
t
.
scale
.
y
=
Math
.
sqrt
(
o
*
o
+
i
*
i
),
t
.
position
.
x
=
this
.
tx
,
t
.
position
.
y
=
this
.
ty
,
t
},
Object
.
defineProperty
(
t
,
"IDENTITY"
,{
get
:
function
(){
return
new
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
t
,
"TEMP_MATRIX"
,{
get
:
function
(){
return
new
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
t
.
prototype
.
destroy
=
function
(){},
t
}();
n
.
Matrix
=
u
,
cc
.
_RF
.
pop
()},{}],
SvgaEvent
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"07040GmslJHs7J1pUxL6Kr7"
,
"SvgaEvent"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
SvgaEvent
=
void
0
,(
n
.
SvgaEvent
||
(
n
.
SvgaEvent
=
{})).
END_FRAME
=
"end_frame"
,
cc
.
_RF
.
pop
()},{}],
SvgaTrack
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"5eefe9b92lAU4GY+nBw9mG4"
,
"SvgaTrack"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
SvgaTrack
=
void
0
;
var
o
=
function
(){
function
t
(
t
,
e
){
this
.
node
=
t
,
this
.
frames
=
e
}
return
t
.
prototype
.
setValue
=
function
(
t
){
var
e
=
this
.
node
,
n
=
this
.
frames
,
o
=
n
[
t
=
Math
.
round
(
cc
.
misc
.
clampf
(
t
,
0
,
n
.
length
-
1
))],
i
=
o
.
alpha
,
r
=
o
.
transform
;
if
(
o
.
maskPath
,
i
<
.
05
)
e
.
opacity
=
0
;
else
{
e
.
opacity
=
255
*
i
;
var
c
=
r
.
a
,
a
=
r
.
b
,
s
=
r
.
c
,
p
=
r
.
d
,
u
=
r
.
tx
,
l
=
r
.
ty
,
h
=
e
.
_matrix
,
f
=
e
.
_trs
,
d
=
h
.
m
;
d
[
0
]
=
c
,
d
[
1
]
=
a
,
d
[
4
]
=-
s
,
d
[
5
]
=-
p
,
d
[
6
]
=-
d
[
6
],
d
[
7
]
=-
d
[
7
],
f
[
0
]
=
u
,
f
[
1
]
=
l
,
e
.
_renderFlag
|=
cc
.
RenderFlow
.
FLAG_WORLD_TRANSFORM
}},
t
.
prototype
.
resetValue
=
function
(){
this
.
node
.
_renderFlag
&=~
cc
.
RenderFlow
.
FLAG_LOCAL_TRANSFORM
,
this
.
setValue
(
0
)},
t
.
prototype
.
destroy
=
function
(){
this
.
node
=
null
},
t
}();
n
.
SvgaTrack
=
o
,
cc
.
_RF
.
pop
()},{}],
Svga
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"7c5ffhlHDpBpoDQ8wfKN7pu"
,
"Svga"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
.
constructor
=
t
}
o
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
n
.
prototype
=
e
.
prototype
,
new
n
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
.
getOwnPropertyDescriptor
(
e
,
n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
r
>
3
?
i
(
e
,
n
,
c
):
i
(
e
,
n
))
||
c
);
return
r
>
3
&&
c
&&
Object
.
defineProperty
(
e
,
n
,
c
),
c
},
c
=
this
&&
this
.
__awaiter
||
function
(
t
,
e
,
n
,
o
){
return
new
(
n
||
(
n
=
Promise
))(
function
(
i
,
r
){
function
c
(
t
){
try
{
s
(
o
.
next
(
t
))}
catch
(
e
){
r
(
e
)}}
function
a
(
t
){
try
{
s
(
o
.
throw
(
t
))}
catch
(
e
){
r
(
e
)}}
function
s
(
t
){
var
e
;
t
.
done
?
i
(
t
.
value
):(
e
=
t
.
value
,
e
instanceof
n
?
e
:
new
n
(
function
(
t
){
t
(
e
)})).
then
(
c
,
a
)}
s
((
o
=
o
.
apply
(
t
,
e
||
[])).
next
())})},
a
=
this
&&
this
.
__generator
||
function
(
t
,
e
){
var
n
,
o
,
i
,
r
,
c
=
{
label
:
0
,
sent
:
function
(){
if
(
1
&
i
[
0
])
throw
i
[
1
];
return
i
[
1
]},
trys
:[],
ops
:[]};
return
r
=
{
next
:
a
(
0
),
throw
:
a
(
1
),
return
:
a
(
2
)},
"function"
==
typeof
Symbol
&&
(
r
[
Symbol
.
iterator
]
=
function
(){
return
this
}),
r
;
function
a
(
t
){
return
function
(
e
){
return
s
([
t
,
e
])}}
function
s
(
r
){
if
(
n
)
throw
new
TypeError
(
"Generator is already executing."
);
for
(;
c
;)
try
{
if
(
n
=
1
,
o
&&
(
i
=
2
&
r
[
0
]?
o
.
return
:
r
[
0
]?
o
.
throw
||
((
i
=
o
.
return
)
&&
i
.
call
(
o
),
0
):
o
.
next
)
&&!
(
i
=
i
.
call
(
o
,
r
[
1
])).
done
)
return
i
;
switch
(
o
=
0
,
i
&&
(
r
=
[
2
&
r
[
0
],
i
.
value
]),
r
[
0
]){
case
0
:
case
1
:
i
=
r
;
break
;
case
4
:
return
c
.
label
++
,{
value
:
r
[
1
],
done
:
!
1
};
case
5
:
c
.
label
++
,
o
=
r
[
1
],
r
=
[
0
];
continue
;
case
7
:
r
=
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
;
default
:
if
(
!
(
i
=
(
i
=
c
.
trys
).
length
>
0
&&
i
[
i
.
length
-
1
])
&&
(
6
===
r
[
0
]
||
2
===
r
[
0
])){
c
=
0
;
continue
}
if
(
3
===
r
[
0
]
&&
(
!
i
||
r
[
1
]
>
i
[
0
]
&&
r
[
1
]
<
i
[
3
])){
c
.
label
=
r
[
1
];
break
}
if
(
6
===
r
[
0
]
&&
c
.
label
<
i
[
1
]){
c
.
label
=
i
[
1
],
i
=
r
;
break
}
if
(
i
&&
c
.
label
<
i
[
2
]){
c
.
label
=
i
[
2
],
c
.
ops
.
push
(
r
);
break
}
i
[
2
]
&&
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
}
r
=
e
.
call
(
t
,
c
)}
catch
(
a
){
r
=
[
6
,
a
],
o
=
0
}
finally
{
n
=
i
=
0
}
if
(
5
&
r
[
0
])
throw
r
[
1
];
return
{
value
:
r
[
0
]?
r
[
1
]:
void
0
,
done
:
!
0
}}};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
});
var
s
=
t
(
"./SvgaTrack"
),
p
=
cc
.
_decorator
.
executeInEditMode
,
u
=
cc
.
_decorator
.
playOnFocus
,
l
=
t
(
"./SvgaEvent"
),
h
=
t
(
"./loadSvga"
),
f
=
cc
.
_decorator
.
menu
,
d
=
cc
.
_decorator
.
disallowMultiple
,
v
=
cc
.
_decorator
,
y
=
v
.
ccclass
,
g
=
v
.
property
,
_
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
edit_update
=!
1
,
e
.
aniNode
=
null
,
e
.
_svga
=
null
,
e
.
tracks
=
[],
e
.
isPlaying
=!
1
,
e
.
vmData
=
null
,
e
.
autoPlay
=!
0
,
e
.
_loop
=!
1
,
e
.
_totalFrames
=
0
,
e
.
_frameTime
=
0
,
e
.
_fps
=
0
,
e
.
_curTime
=
0
,
e
.
_curFrame
=
0
,
e
}
return
i
(
e
,
t
),
e
.
prototype
.
onFocusInEditor
=
function
(){
this
.
edit_update
=!
0
,
this
.
play
(
0
)},
e
.
prototype
.
onLostFocusInEditor
=
function
(){
this
.
edit_update
=!
1
},
e
.
prototype
.
resetInEditor
=
function
(){
return
c
(
this
,
void
0
,
void
0
,
function
(){
return
a
(
this
,
function
(
t
){
switch
(
t
.
label
){
case
0
:
return
[
4
,
this
.
_load
()];
case
1
:
return
t
.
sent
(),
this
.
edit_update
=!
0
,
this
.
play
(
0
),[
2
]}})})},
e
.
prototype
.
onEnable
=
function
(){
this
.
play
(
0
)},
Object
.
defineProperty
(
e
.
prototype
,
"svga"
,{
get
:
function
(){
return
this
.
_svga
},
set
:
function
(
t
){
var
e
=
this
;
t
!==
this
.
_svga
&&
(
this
.
_svga
=
t
,
this
.
_load
().
then
(
function
(){
e
.
play
(
0
)}))},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
return
c
(
this
,
void
0
,
void
0
,
function
(){
return
a
(
this
,
function
(
t
){
switch
(
t
.
label
){
case
0
:
return
this
.
aniNode
=
this
.
node
.
getChildByName
(
"aniNode"
),
this
.
aniNode
||
(
this
.
aniNode
=
new
cc
.
Node
(
"aniNode"
),
this
.
aniNode
.
scaleY
=-
1
,
this
.
node
.
addChild
(
this
.
aniNode
)),[
4
,
this
.
_load
()];
case
1
:
return
t
.
sent
(),
this
.
autoPlay
&&
this
.
play
(
0
),[
2
]}})})},
e
.
prototype
.
start
=
function
(){},
e
.
prototype
.
play
=
function
(
t
){
void
0
===
t
&&
(
t
=
0
),
this
.
curFrame
=
t
,
this
.
isPlaying
=!
0
},
e
.
prototype
.
stop
=
function
(
t
){
void
0
===
t
&&
(
t
=!
1
),
t
&&
(
this
.
curFrame
=
0
),
this
.
isPlaying
=!
1
},
Object
.
defineProperty
(
e
.
prototype
,
"loop"
,{
get
:
function
(){
return
this
.
_loop
},
set
:
function
(
t
){
this
.
_loop
=
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"totalTime"
,{
get
:
function
(){
return
this
.
_totalFrames
*
(
1
/
this
.
fps
)
||
0
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"totalFrames"
,{
get
:
function
(){
return
this
.
_totalFrames
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"fps"
,{
get
:
function
(){
var
t
;
return
this
.
_fps
||
(
null
===
(
t
=
this
.
vmData
)
||
void
0
===
t
?
void
0
:
t
.
FPS
)
||
0
},
set
:
function
(
t
){
this
.
_fps
=
t
,
this
.
_frameTime
=
1
/
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"curTime"
,{
get
:
function
(){
return
this
.
_curTime
},
set
:
function
(
t
){
this
.
_curTime
=
t
,
this
.
_curFrame
=
t
*
this
.
fps
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"curFrame"
,{
get
:
function
(){
return
this
.
_curFrame
},
set
:
function
(
t
){
this
.
_curFrame
=
t
,
this
.
_curTime
=
t
/
this
.
fps
},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
update
=
function
(
t
){
var
e
=
this
;
this
.
isPlaying
&&
(
this
.
curTime
+=
t
,
this
.
_curFrame
>
this
.
totalFrames
&&
(
this
.
node
.
emit
(
l
.
SvgaEvent
.
END_FRAME
),
this
.
loop
?
this
.
curTime
=
(
this
.
_curFrame
-
this
.
totalFrames
)
*
this
.
_frameTime
:
this
.
stop
(
!
0
)),
this
.
tracks
.
forEach
(
function
(
t
){
t
.
setValue
(
e
.
_curFrame
)}))},
e
.
prototype
.
onDestroy
=
function
(){
for
(
var
t
=
0
;
t
<
this
.
tracks
.
length
;
t
++
)
this
.
tracks
[
t
].
destroy
();
this
.
tracks
=
[]},
e
.
prototype
.
_load
=
function
(){
return
c
(
this
,
void
0
,
void
0
,
function
(){
var
t
=
this
;
return
a
(
this
,
function
(){
return
this
.
svga
?(
this
.
aniNode
.
removeAllChildren
(
!
0
),[
2
,
new
Promise
(
function
(
e
){
return
c
(
t
,
void
0
,
void
0
,
function
(){
var
t
,
n
,
o
,
i
,
r
,
p
,
u
,
l
,
f
,
d
,
v
,
y
,
g
,
_
,
m
,
b
,
S
=
this
;
return
a
(
this
,
function
(
C
){
switch
(
C
.
label
){
case
0
:
return
[
4
,
h
.
loadSvga
(
this
.
svga
)];
case
1
:
for
(
d
in
(
t
=
C
.
sent
()).
textures
=
{},
this
.
vmData
=
t
,
n
=
t
.
FPS
,
o
=
t
.
videoSize
,
i
=
t
.
images
,
r
=
t
.
sprites
,
p
=
t
.
textures
,
u
=
t
.
frames
,
this
.
fps
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this
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n
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this
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u
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l
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function
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t
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!==
e
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l
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Promise
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function
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(
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(),
this
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(
b
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return
e
(),[
2
]}})})})]):[
2
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r
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g
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cc
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Asset
)],
e
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prototype
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void
0
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([
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cc
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null
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r
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tooltip
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u81ea
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prototype
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0
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r
([
g
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prototype
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,
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0
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g
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tooltip
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prototype
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r
([
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prototype
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void
0
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r
([
g
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prototype
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null
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)],
e
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cc
.
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);
n
.
default
=
_
,
cc
.
_RF
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pop
()},{
"./SvgaEvent"
:
"SvgaEvent"
,
"./SvgaTrack"
:
"SvgaTrack"
,
"./loadSvga"
:
"loadSvga"
}],
exportEvent
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"d252b/Dmr1HLLC3k85LvdL5"
,
"exportEvent"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
EventCenterClass
=
void
0
;
var
o
=
function
(
t
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e
,
n
){
this
.
type
=
t
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this
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target
=
e
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this
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detail
=
n
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this
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=+
new
Date
},
i
=
function
(){
function
t
(){
this
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=
{}}
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t
.
prototype
.
on
=
function
(
t
,
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,
n
,
o
){
for
(
var
i
,
r
=
(
i
=
this
.
_listeners
=
this
.
_listeners
||
{})[
t
]
=
i
[
t
]
||
[],
c
=
0
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r
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length
;
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a
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c
++
)
if
(
r
[
c
].
listener
===
e
)
return
;
return
r
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push
({
listener
:
e
,
context
:
n
,
once
:
o
}),
this
},
t
.
prototype
.
off
=
function
(
t
,
e
){
var
n
;
if
(
n
=
this
.
_listeners
=
this
.
_listeners
||
{},
0
==
arguments
.
length
)
return
n
=
null
,
this
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o
=
n
&&
n
[
t
];
if
(
o
){
if
(
1
==
arguments
.
length
)
return
delete
n
[
t
],
this
;
for
(
var
i
=
0
,
r
=
o
.
length
;
i
<
r
;
i
++
){
var
c
=
o
[
i
];
if
(
c
.
listener
===
e
){
o
.
splice
(
i
,
1
),
0
===
o
.
length
&&
delete
n
[
t
];
break
}}}
return
this
},
t
.
prototype
.
fire
=
function
(
t
,
e
){
var
n
,
i
;
"string"
==
typeof
t
?
i
=
t
:(
n
=
t
,
i
=
t
.
type
);
var
r
=
this
.
_listeners
;
if
(
!
r
)
return
!
1
;
var
c
=
r
[
i
];
if
(
c
){
var
a
=
c
.
slice
(
0
);
n
=
n
||
new
o
(
i
,
this
,
e
);
for
(
var
s
=
0
;
s
<
a
.
length
;
s
++
){
var
p
=
a
[
s
];
if
(
p
.
listener
.
call
(
p
.
context
,
n
),
p
.
once
){
var
u
=
c
.
indexOf
(
p
);
u
>-
1
&&
c
.
splice
(
u
,
1
)}}
return
0
==
c
.
length
&&
delete
r
[
i
],
!
0
}
return
!
1
},
t
}();
n
.
EventCenterClass
=
i
;
var
r
=
new
i
;
cc
.
EventBus
=
r
,
n
.
default
=
r
,
cc
.
_RF
.
pop
()},{}],
interface
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"dbeb7x/ykZC14tBqxOW9gtp"
,
"interface"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
cc
.
_RF
.
pop
()},{}],
loadSvga
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"d0e08EVP/pFhJXdUpznXvD+"
,
"loadSvga"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
createImage
=
n
.
ImgCache
=
n
.
loadSvga
=
n
.
SvgaCache
=
void
0
,
n
.
SvgaCache
=
{},
cc
.
assetManager
.
downloader
.
register
(
".svga"
,
function
(
t
,
e
,
n
){
cc
.
assetManager
.
downloader
.
downloadFile
(
t
,{
responseType
:
"arraybuffer"
},
n
)}),
n
.
loadSvga
=
function
(
t
){
return
new
Promise
(
function
(
e
){
var
o
=
""
;
t
instanceof
cc
.
Asset
?(
o
=
t
.
_uuid
,
t
=
t
.
_nativeAsset
):
o
=
t
,
n
.
SvgaCache
[
o
]?
e
(
n
.
SvgaCache
[
o
]):
SvgaParser
.
loadSvga
(
t
,
function
(
t
){
n
.
SvgaCache
[
o
]
=
t
,
e
(
t
)})})},
n
.
ImgCache
=
{},
n
.
createImage
=
function
(
t
){
return
new
Promise
(
function
(
e
){
if
(
n
.
ImgCache
[
t
])
e
(
n
.
ImgCache
[
t
]);
else
{
var
o
=
new
Image
;
o
.
onload
=
function
(){
n
.
ImgCache
[
t
]
=
o
,
e
(
o
)},
o
.
src
=
t
}})},
cc
.
_RF
.
pop
()},{}],
propMove
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"a4cebApRXhOpYXmhf5gIeC3"
,
"propMove"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
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constructor
=
t
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o
(
t
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e
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t
.
prototype
=
null
===
e
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.
create
(
e
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n
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prototype
=
e
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prototype
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new
n
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
c
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
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getOwnPropertyDescriptor
(
e
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n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
c
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
a
=
t
.
length
-
1
;
a
>=
0
;
a
--
)(
i
=
t
[
a
])
&&
(
c
=
(
r
<
3
?
i
(
c
):
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>
3
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(
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n
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c
):
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||
c
);
return
r
>
3
&&
c
&&
Object
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defineProperty
(
e
,
n
,
c
),
c
},
c
=
this
&&
this
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||
function
(
t
,
e
,
n
,
o
){
return
new
(
n
||
(
n
=
Promise
))(
function
(
i
,
r
){
function
c
(
t
){
try
{
s
(
o
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next
(
t
))}
catch
(
e
){
r
(
e
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function
a
(
t
){
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(
o
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(
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catch
(
e
){
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(
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function
s
(
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){
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done
?
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(
t
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value
):(
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=
t
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value
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function
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t
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||
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=
this
&&
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||
function
(
t
,
e
){
var
n
,
o
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i
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r
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c
=
{
label
:
0
,
sent
:
function
(){
if
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1
&
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0
])
throw
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[
1
];
return
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[
1
]},
trys
:[],
ops
:[]};
return
r
=
{
next
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a
(
0
),
throw
:
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(
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(
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==
typeof
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&&
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r
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Symbol
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iterator
]
=
function
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return
this
}),
r
;
function
a
(
t
){
return
function
(
e
){
return
s
([
t
,
e
])}}
function
s
(
r
){
if
(
n
)
throw
new
TypeError
(
"Generator is already executing."
);
for
(;
c
;)
try
{
if
(
n
=
1
,
o
&&
(
i
=
2
&
r
[
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o
.
return
:
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[
0
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throw
||
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i
=
o
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&&
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):
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next
)
&&!
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i
=
i
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o
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1
])).
done
)
return
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;
switch
(
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=
0
,
i
&&
(
r
=
[
2
&
r
[
0
],
i
.
value
]),
r
[
0
]){
case
0
:
case
1
:
i
=
r
;
break
;
case
4
:
return
c
.
label
++
,{
value
:
r
[
1
],
done
:
!
1
};
case
5
:
c
.
label
++
,
o
=
r
[
1
],
r
=
[
0
];
continue
;
case
7
:
r
=
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
;
default
:
if
(
!
(
i
=
(
i
=
c
.
trys
).
length
>
0
&&
i
[
i
.
length
-
1
])
&&
(
6
===
r
[
0
]
||
2
===
r
[
0
])){
c
=
0
;
continue
}
if
(
3
===
r
[
0
]
&&
(
!
i
||
r
[
1
]
>
i
[
0
]
&&
r
[
1
]
<
i
[
3
])){
c
.
label
=
r
[
1
];
break
}
if
(
6
===
r
[
0
]
&&
c
.
label
<
i
[
1
]){
c
.
label
=
i
[
1
],
i
=
r
;
break
}
if
(
i
&&
c
.
label
<
i
[
2
]){
c
.
label
=
i
[
2
],
c
.
ops
.
push
(
r
);
break
}
i
[
2
]
&&
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
}
r
=
e
.
call
(
t
,
c
)}
catch
(
a
){
r
=
[
6
,
a
],
o
=
0
}
finally
{
n
=
i
=
0
}
if
(
5
&
r
[
0
])
throw
r
[
1
];
return
{
value
:
r
[
0
]?
r
[
1
]:
void
0
,
done
:
!
0
}}};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
});
var
s
=
cc
.
_decorator
,
p
=
s
.
ccclass
,
u
=
(
s
.
property
,
function
(
t
){
function
e
(){
return
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
}
return
i
(
e
,
t
),
e
.
prototype
.
die
=
function
(
t
){
return
c
(
this
,
void
0
,
void
0
,
function
(){
var
e
,
n
=
this
;
return
a
(
this
,
function
(
o
){
switch
(
o
.
label
){
case
0
:
return
(
e
=
this
.
node
.
getComponent
(
cc
.
Animation
))?(
e
.
play
(),
e
.
on
(
"finished"
,
function
(){
return
c
(
n
,
void
0
,
void
0
,
function
(){
return
a
(
this
,
function
(
e
){
switch
(
e
.
label
){
case
0
:
return
[
4
,
null
==
t
?
void
0
:
t
()];
case
1
:
return
e
.
sent
(),
this
.
node
.
destroy
(),[
2
]}})})},
this
),[
3
,
3
]):[
3
,
1
];
case
1
:
return
[
4
,
null
==
t
?
void
0
:
t
()];
case
2
:
o
.
sent
(),
this
.
node
.
destroy
(),
o
.
label
=
3
;
case
3
:
return
[
2
]}})})},
r
([
p
],
e
)}(
cc
.
Component
));
n
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
utils
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"6aca3erpIVPLpMW4bJwDRR6"
,
"utils"
);
var
o
=
this
&&
this
.
__awaiter
||
function
(
t
,
e
,
n
,
o
){
return
new
(
n
||
(
n
=
Promise
))(
function
(
i
,
r
){
function
c
(
t
){
try
{
s
(
o
.
next
(
t
))}
catch
(
e
){
r
(
e
)}}
function
a
(
t
){
try
{
s
(
o
.
throw
(
t
))}
catch
(
e
){
r
(
e
)}}
function
s
(
t
){
var
e
;
t
.
done
?
i
(
t
.
value
):(
e
=
t
.
value
,
e
instanceof
n
?
e
:
new
n
(
function
(
t
){
t
(
e
)})).
then
(
c
,
a
)}
s
((
o
=
o
.
apply
(
t
,
e
||
[])).
next
())})},
i
=
this
&&
this
.
__generator
||
function
(
t
,
e
){
var
n
,
o
,
i
,
r
,
c
=
{
label
:
0
,
sent
:
function
(){
if
(
1
&
i
[
0
])
throw
i
[
1
];
return
i
[
1
]},
trys
:[],
ops
:[]};
return
r
=
{
next
:
a
(
0
),
throw
:
a
(
1
),
return
:
a
(
2
)},
"function"
==
typeof
Symbol
&&
(
r
[
Symbol
.
iterator
]
=
function
(){
return
this
}),
r
;
function
a
(
t
){
return
function
(
e
){
return
s
([
t
,
e
])}}
function
s
(
r
){
if
(
n
)
throw
new
TypeError
(
"Generator is already executing."
);
for
(;
c
;)
try
{
if
(
n
=
1
,
o
&&
(
i
=
2
&
r
[
0
]?
o
.
return
:
r
[
0
]?
o
.
throw
||
((
i
=
o
.
return
)
&&
i
.
call
(
o
),
0
):
o
.
next
)
&&!
(
i
=
i
.
call
(
o
,
r
[
1
])).
done
)
return
i
;
switch
(
o
=
0
,
i
&&
(
r
=
[
2
&
r
[
0
],
i
.
value
]),
r
[
0
]){
case
0
:
case
1
:
i
=
r
;
break
;
case
4
:
return
c
.
label
++
,{
value
:
r
[
1
],
done
:
!
1
};
case
5
:
c
.
label
++
,
o
=
r
[
1
],
r
=
[
0
];
continue
;
case
7
:
r
=
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
;
default
:
if
(
!
(
i
=
(
i
=
c
.
trys
).
length
>
0
&&
i
[
i
.
length
-
1
])
&&
(
6
===
r
[
0
]
||
2
===
r
[
0
])){
c
=
0
;
continue
}
if
(
3
===
r
[
0
]
&&
(
!
i
||
r
[
1
]
>
i
[
0
]
&&
r
[
1
]
<
i
[
3
])){
c
.
label
=
r
[
1
];
break
}
if
(
6
===
r
[
0
]
&&
c
.
label
<
i
[
1
]){
c
.
label
=
i
[
1
],
i
=
r
;
break
}
if
(
i
&&
c
.
label
<
i
[
2
]){
c
.
label
=
i
[
2
],
c
.
ops
.
push
(
r
);
break
}
i
[
2
]
&&
c
.
ops
.
pop
(),
c
.
trys
.
pop
();
continue
}
r
=
e
.
call
(
t
,
c
)}
catch
(
a
){
r
=
[
6
,
a
],
o
=
0
}
finally
{
n
=
i
=
0
}
if
(
5
&
r
[
0
])
throw
r
[
1
];
return
{
value
:
r
[
0
]?
r
[
1
]:
void
0
,
done
:
!
0
}}},
r
=
this
&&
this
.
__spreadArrays
||
function
(){
for
(
var
t
=
0
,
e
=
0
,
n
=
arguments
.
length
;
e
<
n
;
e
++
)
t
+=
arguments
[
e
].
length
;
var
o
=
Array
(
t
),
i
=
0
;
for
(
e
=
0
;
e
<
n
;
e
++
)
for
(
var
r
=
arguments
[
e
],
c
=
0
,
a
=
r
.
length
;
c
<
a
;
c
++
,
i
++
)
o
[
i
]
=
r
[
c
];
return
o
};
function
c
(
t
,
e
){
return
Math
.
floor
(
Math
.
random
()
*
(
e
-
t
))
+
t
}
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
getProbability
=
n
.
getRandomArrayElements
=
n
.
randomNum
=
n
.
loadGameResources
=
n
.
numToChinese
=
n
.
set16ToRgb
=
void
0
,
n
.
set16ToRgb
=
function
(
t
){
if
(
t
&&
/^#
([
0-9A-Fa-f
]{3}
|
[
0-9A-Fa-f
]{6})
$/
.
test
(
t
)){
var
e
=
t
.
toLowerCase
().
replace
(
/
\#
/g
,
""
),
n
=
e
.
length
;
if
(
3
==
n
){
for
(
var
o
=
""
,
i
=
0
;
i
<
n
;
i
++
)
o
+=
e
.
slice
(
i
,
i
+
1
).
concat
(
e
.
slice
(
i
,
i
+
1
));
e
=
o
}
var
r
=
[];
for
(
i
=
0
;
i
<
6
;
i
+=
2
){
var
c
=
e
.
slice
(
i
,
i
+
2
);
r
.
push
(
parseInt
(
"0x"
+
c
))}
return
r
}},
n
.
numToChinese
=
function
(
t
){
return
[
"
\
u96f6"
,
"
\
u4e00"
,
"
\
u4e8c"
,
"
\
u4e09"
,
"
\
u56db"
,
"
\
u4e94"
,
"
\
u516d"
,
"
\
u4e03"
,
"
\
u516b"
,
"
\
u4e5d"
,
"
\
u5341"
][
t
]},
n
.
loadGameResources
=
function
(){
return
o
(
void
0
,
void
0
,
void
0
,
function
(){
return
i
(
this
,
function
(){
return
[
2
,
new
Promise
(
function
(
t
){
cc
.
resources
.
preloadDir
(
"images"
,
cc
.
SpriteFrame
,
function
(
e
,
n
){
console
.
log
(
"111"
,
n
),
t
(
n
,
e
)})})]})})},
n
.
randomNum
=
c
,
n
.
getRandomArrayElements
=
function
(
t
,
e
){
if
(
t
.
length
<=
e
)
return
t
;
for
(
var
n
,
o
,
i
=
t
.
slice
(
0
),
r
=
t
.
length
,
c
=
r
-
e
;
r
--
>
c
;)
n
=
i
[
o
=
(
r
+
1
)
*
Math
.
random
()
>>
0
],
i
[
o
]
=
i
[
r
],
i
[
r
]
=
n
;
return
i
.
slice
(
c
)},
n
.
getProbability
=
function
(
t
){
return
r
(
Array
(
100
-
t
).
fill
(
!
1
),
Array
(
t
).
fill
(
!
0
))[
Math
.
floor
(
c
(
0
,
99
))]},
cc
.
_RF
.
pop
()},{}]},{},[
"ClipAni"
,
"BitText"
,
"FitSprite"
,
"Matrix"
,
"Svga"
,
"SvgaEvent"
,
"SvgaTrack"
,
"interface"
,
"loadSvga"
,
"GameConfig"
,
"GameScene"
,
"ImgFixedSize"
,
"exportEvent"
,
"propMove"
,
"utils"
]);
\ No newline at end of file
window
.
__require
=
function
t
(
e
,
n
,
o
){
function
i
(
a
,
c
){
if
(
!
n
[
a
]){
if
(
!
e
[
a
]){
var
s
=
a
.
split
(
"/"
);
if
(
s
=
s
[
s
.
length
-
1
],
!
e
[
s
]){
var
p
=
"function"
==
typeof
__require
&&
__require
;
if
(
!
c
&&
p
)
return
p
(
s
,
!
0
);
if
(
r
)
return
r
(
s
,
!
0
);
throw
new
Error
(
"Cannot find module '"
+
a
+
"'"
)}
a
=
s
}
var
u
=
n
[
a
]
=
{
exports
:{}};
e
[
a
][
0
].
call
(
u
.
exports
,
function
(
t
){
return
i
(
e
[
a
][
1
][
t
]
||
t
)},
u
,
u
.
exports
,
t
,
e
,
n
,
o
)}
return
n
[
a
].
exports
}
for
(
var
r
=
"function"
==
typeof
__require
&&
__require
,
a
=
0
;
a
<
o
.
length
;
a
++
)
i
(
o
[
a
]);
return
i
}({
BitText
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"bd5deybNDBOc5i/9P2WUtAA"
,
"BitText"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
.
constructor
=
t
}
o
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
n
.
prototype
=
e
.
prototype
,
new
n
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
a
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
.
getOwnPropertyDescriptor
(
e
,
n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
a
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
c
=
t
.
length
-
1
;
c
>=
0
;
c
--
)(
i
=
t
[
c
])
&&
(
a
=
(
r
<
3
?
i
(
a
):
r
>
3
?
i
(
e
,
n
,
a
):
i
(
e
,
n
))
||
a
);
return
r
>
3
&&
a
&&
Object
.
defineProperty
(
e
,
n
,
a
),
a
};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
});
var
a
=
cc
.
_decorator
.
menu
,
c
=
cc
.
_decorator
,
s
=
c
.
ccclass
,
p
=
c
.
property
,
u
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
_gap
=
0
,
e
.
_text
=
""
,
e
.
texture
=
null
,
e
}
return
i
(
e
,
t
),
Object
.
defineProperty
(
e
.
prototype
,
"w"
,{
get
:
function
(){
return
this
.
_w
},
set
:
function
(
t
){
this
.
_w
=
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"gap"
,{
get
:
function
(){
return
this
.
_gap
},
set
:
function
(
t
){
this
.
_gap
=
t
,
this
.
permutation
()},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"text"
,{
get
:
function
(){
return
this
.
_text
},
set
:
function
(
t
){
var
e
=
this
;
this
.
_text
=
t
,
this
.
node
.
destroyAllChildren
(),
this
.
node
.
removeAllChildren
(),
t
.
split
(
""
).
forEach
(
function
(
t
){
var
n
=
e
.
atlas
.
getChildByName
(
t
);
if
(
!
n
)
return
console
.
warn
(
"
\
u6ca1
\
u914d
\
u7f6e "
+
t
+
"
\
u8fd9
\
u4e2a
\
u5b57
\
u7b26"
);
var
o
=
cc
.
instantiate
(
n
);
o
.
anchorX
=
0
,
e
.
node
.
addChild
(
o
)}),
this
.
permutation
()},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
this
.
atlas
=
cc
.
instantiate
(
this
.
texture
)},
e
.
prototype
.
start
=
function
(){},
e
.
prototype
.
permutation
=
function
(){
var
t
=
this
.
gap
,
e
=
0
;
this
.
node
.
children
.
forEach
(
function
(
n
){
n
.
anchorX
=
0
,
n
.
x
=
e
,
e
+=
n
.
width
+
t
}),
this
.
w
=
e
;
var
n
=
e
/
2
;
this
.
node
.
children
.
forEach
(
function
(
t
){
return
t
.
x
-=
n
})},
r
([
p
],
e
.
prototype
,
"_gap"
,
void
0
),
r
([
p
],
e
.
prototype
,
"gap"
,
null
),
r
([
p
],
e
.
prototype
,
"_text"
,
void
0
),
r
([
p
],
e
.
prototype
,
"text"
,
null
),
r
([
p
(
cc
.
Prefab
)],
e
.
prototype
,
"texture"
,
void
0
),
r
([
s
,
a
(
"
\
u81ea
\
u5b9a
\
u4e49
\
u7ec4
\
u4ef6/
\
u4f4d
\
u56fe
\
u5b57"
)],
e
)}(
cc
.
Component
);
n
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
ClipAni
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"b257deNLElEQ7owjaUlEj0T"
,
"ClipAni"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
.
constructor
=
t
}
o
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
n
.
prototype
=
e
.
prototype
,
new
n
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
a
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
.
getOwnPropertyDescriptor
(
e
,
n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
a
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
c
=
t
.
length
-
1
;
c
>=
0
;
c
--
)(
i
=
t
[
c
])
&&
(
a
=
(
r
<
3
?
i
(
a
):
r
>
3
?
i
(
e
,
n
,
a
):
i
(
e
,
n
))
||
a
);
return
r
>
3
&&
a
&&
Object
.
defineProperty
(
e
,
n
,
a
),
a
};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
});
var
a
=
t
(
"./Config/GameConfig"
),
c
=
cc
.
_decorator
,
s
=
c
.
ccclass
,
p
=
(
c
.
property
,
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
eventAniEnd
=
null
,
e
.
eventCollEnt
=
null
,
e
}
return
i
(
e
,
t
),
e
.
prototype
.
start
=
function
(){
this
.
eventAniEnd
=
new
cc
.
Event
.
EventCustom
(
a
.
CUSTOM_EVENT
.
CLIP_ANI_END
,
!
0
),
this
.
eventCollEnt
=
new
cc
.
Event
.
EventCustom
(
a
.
CUSTOM_EVENT
.
CLIP_COLLISION
,
!
0
)},
e
.
prototype
.
onCollisionEnter
=
function
(
t
){
this
.
eventCollEnt
.
detail
=
{
other
:
t
},
cc
.
find
(
"Canvas"
).
dispatchEvent
(
this
.
eventCollEnt
)},
e
.
prototype
.
onAnimCompleted
=
function
(
t
){
this
.
eventAniEnd
.
detail
=
{
state
:
t
},
cc
.
find
(
"Canvas"
).
dispatchEvent
(
this
.
eventAniEnd
)},
r
([
s
],
e
)}(
cc
.
Component
));
n
.
default
=
p
,
cc
.
_RF
.
pop
()},{
"./Config/GameConfig"
:
"GameConfig"
}],
FitSprite
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"55f2b6YY2VNsp2pvVM/3ZOl"
,
"FitSprite"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
.
constructor
=
t
}
o
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
n
.
prototype
=
e
.
prototype
,
new
n
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
a
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
.
getOwnPropertyDescriptor
(
e
,
n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
a
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
c
=
t
.
length
-
1
;
c
>=
0
;
c
--
)(
i
=
t
[
c
])
&&
(
a
=
(
r
<
3
?
i
(
a
):
r
>
3
?
i
(
e
,
n
,
a
):
i
(
e
,
n
))
||
a
);
return
r
>
3
&&
a
&&
Object
.
defineProperty
(
e
,
n
,
a
),
a
};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
FitSpriteType
=
void
0
;
var
a
,
c
=
cc
.
_decorator
.
ccclass
,
s
=
cc
.
_decorator
.
property
,
p
=
cc
.
_decorator
.
menu
;(
function
(
t
){
t
[
t
.
Horizontal
=
0
]
=
"Horizontal"
,
t
[
t
.
Vertical
=
1
]
=
"Vertical"
})(
a
=
n
.
FitSpriteType
||
(
n
.
FitSpriteType
=
{}));
var
u
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
_fitSpriteType
=
a
.
Vertical
,
e
.
maxWidth
=
0
,
e
.
maxHeight
=
0
,
e
}
return
i
(
e
,
t
),
Object
.
defineProperty
(
e
.
prototype
,
"fitSpriteType"
,{
get
:
function
(){
return
this
.
_fitSpriteType
},
set
:
function
(
t
){
this
.
_fitSpriteType
=
t
,
this
.
updateSpriteSize
()},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
this
.
node
.
on
(
cc
.
Node
.
EventType
.
SIZE_CHANGED
,
this
.
updateSpriteSize
,
this
)},
e
.
prototype
.
setTexture
=
function
(
t
){
this
.
node
.
getComponent
(
cc
.
Sprite
).
spriteFrame
=
t
,
this
.
updateSpriteSize
()},
e
.
prototype
.
updateSpriteSize
=
function
(){
var
t
=
this
.
node
.
getComponent
(
cc
.
Sprite
).
spriteFrame
.
getTexture
();
this
.
fitSpriteType
===
a
.
Horizontal
?(
this
.
node
.
height
=
t
.
height
/
t
.
width
*
this
.
maxWidth
,
this
.
node
.
width
=
this
.
maxWidth
):(
this
.
node
.
width
=
t
.
width
/
t
.
height
*
this
.
maxHeight
,
this
.
node
.
height
=
this
.
maxHeight
)},
r
([
s
({
type
:
cc
.
Enum
(
a
),
tooltip
:
"
\
u7c7b
\
u578b"
})],
e
.
prototype
,
"_fitSpriteType"
,
void
0
),
r
([
s
(
"
\
u6700
\
u5927
\
u5bbd
\
u5ea6"
)],
e
.
prototype
,
"maxWidth"
,
void
0
),
r
([
s
(
"
\
u6700
\
u5927
\
u9ad8
\
u5ea6"
)],
e
.
prototype
,
"maxHeight"
,
void
0
),
r
([
s
({
type
:
cc
.
Enum
(
a
),
tooltip
:
"
\
u7c7b
\
u578b"
})],
e
.
prototype
,
"fitSpriteType"
,
null
),
r
([
c
,
p
(
"
\
u6e32
\
u67d3
\
u7ec4
\
u4ef6/FitSprite"
)],
e
)}(
cc
.
Component
);
n
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
GameConfig
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"2197dXlmixCibGa45Vyz3hP"
,
"GameConfig"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
Config
=
n
.
CUSTOM_EVENT
=
n
.
LevelInfo
=
void
0
,
n
.
LevelInfo
=
[{
level
:
1
,
colors
:[
"#EC5F33"
,
"#E52800"
,
"#CA1D00"
]},{
level
:
2
,
colors
:[
"#FF9400"
,
"#FF6C00"
,
"#EC5F33"
,
"#E52800"
,
"#CA1D00"
]},{
level
:
3
,
colors
:[
"#FFD34A"
,
"#FFC300"
,
"#FFB637"
,
"#FF9400"
,
"#FF6C00"
,
"#EC5F33"
,
"#E52800"
,
"#CA1D00"
]}],
n
.
CUSTOM_EVENT
=
{
CLIP_ANI_END
:
"CLIP_ANI_END"
,
CLIP_COLLISION
:
"CLIP_COLLISION"
,
GAME_OVER
:
"GAME_OVER"
,
NEXT_LEVEL
:
"NEXT_LEVEL"
,
PASS_LEVEL
:
"PASS_LEVEL"
,
GAME_START
:
"GAME_START"
,
GAME_INIT
:
"GAME_INIT"
},
n
.
Config
=
{
maxLong
:
644
,
rotationSpeed
:
1
,
playSpeed
:
350
,
normalPropSpeed
:
250
,
bestPropSpeed
:
500
,
bestPropsNum
:
3
,
propsNum
:
2
,
countDowns
:[
30
,
30
,
30
],
propsMap
:[[
1
,
0
,
0
,
1
,
1
,
1
,
1
,
0
,
1
,
1
,
1
,
1
],[
1
,
0
,
0
,
1
,
1
,
1
,
1
,
1
,
1
,
0
,
1
,
1
]]},
cc
.
_RF
.
pop
()},{}],
GameScene
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"5798dhpwtNHQq2OXS4At/jG"
,
"GameScene"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
.
constructor
=
t
}
o
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
n
.
prototype
=
e
.
prototype
,
new
n
)}),
r
=
this
&&
this
.
__assign
||
function
(){
return
(
r
=
Object
.
assign
||
function
(
t
){
for
(
var
e
,
n
=
1
,
o
=
arguments
.
length
;
n
<
o
;
n
++
)
for
(
var
i
in
e
=
arguments
[
n
])
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
i
)
&&
(
t
[
i
]
=
e
[
i
]);
return
t
}).
apply
(
this
,
arguments
)},
a
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
a
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
.
getOwnPropertyDescriptor
(
e
,
n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
a
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
c
=
t
.
length
-
1
;
c
>=
0
;
c
--
)(
i
=
t
[
c
])
&&
(
a
=
(
r
<
3
?
i
(
a
):
r
>
3
?
i
(
e
,
n
,
a
):
i
(
e
,
n
))
||
a
);
return
r
>
3
&&
a
&&
Object
.
defineProperty
(
e
,
n
,
a
),
a
},
c
=
this
&&
this
.
__spreadArrays
||
function
(){
for
(
var
t
=
0
,
e
=
0
,
n
=
arguments
.
length
;
e
<
n
;
e
++
)
t
+=
arguments
[
e
].
length
;
var
o
=
Array
(
t
),
i
=
0
;
for
(
e
=
0
;
e
<
n
;
e
++
)
for
(
var
r
=
arguments
[
e
],
a
=
0
,
c
=
r
.
length
;
a
<
c
;
a
++
,
i
++
)
o
[
i
]
=
r
[
a
];
return
o
};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
});
var
s
=
t
(
"./Components/Svga/Svga"
),
p
=
t
(
"./Components/Svga/SvgaEvent"
),
u
=
t
(
"./Config/GameConfig"
),
l
=
t
(
"./exportEvent"
),
h
=
t
(
"./utils"
),
f
=
cc
.
_decorator
,
d
=
f
.
ccclass
,
v
=
f
.
property
,
y
=
{
DEFAULT
:
"clipAni"
,
PLAY
:
"clipPlay"
,
STOP
:
"clipStop"
,
GAME_OVER
:
"gameOver"
},
g
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
procItem
=
null
,
e
.
propItem
=
[],
e
.
bsetPropItem
=
null
,
e
.
actLevel
=
0
,
e
.
levelObjectives
=
0
,
e
.
actLevelInfo
=
null
,
e
.
starNum
=
0
,
e
.
countDown
=
0
,
e
.
isGameOver
=!
1
,
e
.
isStartGame
=!
1
,
e
.
clip
=
null
,
e
.
clipState
=
y
.
STOP
,
e
.
clipSpeed
=
u
.
Config
.
normalPropSpeed
,
e
.
isAni
=!
1
,
e
.
clipTarget
=
null
,
e
.
surplusStar
=
u
.
Config
.
bestPropsNum
,
e
.
gameConfig
=
r
({},
u
.
Config
),
e
}
return
i
(
e
,
t
),
e
.
prototype
.
onLoad
=
function
(){
cc
.
director
.
getCollisionManager
().
enabled
=!
0
},
e
.
prototype
.
start
=
function
(){
this
.
clip
=
cc
.
find
(
"clipMask/clipWrp/clip"
,
this
.
node
),
this
.
addNodeEvent
()},
e
.
prototype
.
addNodeEvent
=
function
(){
var
t
,
e
=
this
;
cc
.
find
(
"gameBtn"
,
this
.
node
).
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
this
.
playGame
,
this
),
this
.
node
.
on
(
u
.
CUSTOM_EVENT
.
CLIP_ANI_END
,
this
.
onAnimCompleted
,
this
),
this
.
node
.
on
(
u
.
CUSTOM_EVENT
.
CLIP_COLLISION
,
this
.
onCollEnter
,
this
),
l
.
default
.
on
(
u
.
CUSTOM_EVENT
.
NEXT_LEVEL
,
this
.
nextLevel
,
this
),
l
.
default
.
on
(
u
.
CUSTOM_EVENT
.
GAME_START
,
this
.
startGame
,
this
),
l
.
default
.
on
(
u
.
CUSTOM_EVENT
.
GAME_INIT
,
function
(
t
){
var
n
=
t
.
detail
,
o
=
void
0
===
n
?{}:
n
;
e
.
resetConfig
(
o
),
e
.
refreshLevelInfo
(),
e
.
refreshStageProps
()},
this
);
var
n
=
null
===
(
t
=
null
===
window
||
void
0
===
window
?
void
0
:
window
.
location
)
||
void
0
===
t
?
void
0
:
t
.
href
,
o
=
h
.
getUrlParam
(
"testPanel"
),
i
=
cc
.
find
(
"test"
,
this
.
node
);
if
(
i
.
active
=
o
,
o
&&
((
null
==
n
?
void
0
:
n
.
includes
(
"duibadev"
))
||
(
null
==
n
?
void
0
:
n
.
includes
(
"duibatest"
)))
||
n
.
includes
(
"localhost"
)){
var
r
=
{
next
:
"nextLevel"
,
refreshProp
:
"refreshStageProps"
,
start
:
"testStartGame"
,
init
:
"testInit"
};
i
.
children
.
forEach
(
function
(
t
){
var
n
=
null
==
e
?
void
0
:
e
[
r
[
t
.
name
]];
t
.
on
(
cc
.
Node
.
EventType
.
TOUCH_END
,
n
,
e
)})}},
e
.
prototype
.
testStartGame
=
function
(){
console
.
log
(
"
\
u6d4b
\
u8bd5"
),
l
.
default
.
fire
(
u
.
CUSTOM_EVENT
.
GAME_START
)},
e
.
prototype
.
testInit
=
function
(){
console
.
log
(
"
\
u6d4b
\
u8bd5
\
u521d
\
u59cb
\
u5316"
),
l
.
default
.
fire
(
u
.
CUSTOM_EVENT
.
GAME_INIT
,{
countDowns
:[
10
,
10
,
10
]})},
e
.
prototype
.
startGame
=
function
(
t
){
var
e
=
this
;
t
.
detail
,
this
.
startGameCountAni
(
function
(){
e
.
isStartGame
=!
0
,
cc
.
find
(
"clipMask/clipWrp"
,
e
.
node
).
getComponent
(
cc
.
Animation
).
play
(),
e
.
schedule
(
e
.
startCd
,
1
)})},
e
.
prototype
.
startGameCountAni
=
function
(
t
){
var
e
=
cc
.
find
(
"countDown/cd"
,
this
.
node
);
cc
.
find
(
"countDown/cdBg"
,
this
.
node
).
opacity
=
150
,
e
.
on
(
p
.
SvgaEvent
.
END_FRAME
,
function
(){
null
==
t
||
t
(),
e
.
parent
.
active
=!
1
}),
e
.
getComponent
(
s
.
default
).
play
(
0
)},
e
.
prototype
.
resetConfig
=
function
(
t
){
void
0
===
t
&&
(
t
=
{}),
this
.
gameConfig
=
r
(
r
({},
u
.
Config
),
t
),
this
.
clipSpeed
=
this
.
gameConfig
.
normalPropSpeed
,
this
.
surplusStar
=
this
.
gameConfig
.
bestPropsNum
,
this
.
clip
.
getChildByName
(
"line"
).
height
=
this
.
gameConfig
.
maxLong
,
cc
.
find
(
"clipMask/clipWrp"
,
this
.
node
).
getComponent
(
cc
.
Animation
).
getAnimationState
(
"clipRation"
).
speed
=
this
.
gameConfig
.
rotationSpeed
},
e
.
prototype
.
onCollEnter
=
function
(
t
){
var
e
=
t
.
detail
.
other
;
this
.
clipTarget
=
e
.
node
,
this
.
clipSpeed
=
1
==
e
.
tag
?
this
.
gameConfig
.
bestPropSpeed
:
this
.
gameConfig
.
normalPropSpeed
,
this
.
setClipState
(
y
.
STOP
)},
e
.
prototype
.
setClipState
=
function
(
t
,
e
){
var
n
=
this
,
o
=
cc
.
find
(
"clipMask/clipWrp"
,
this
.
node
).
getComponent
(
cc
.
Animation
),
i
=
cc
.
find
(
"clipMask/clipWrp/clip"
,
this
.
node
).
getComponent
(
cc
.
Animation
),
r
=
cc
.
find
(
"clipMask/clipWrp/default"
,
this
.
node
);
switch
(
this
.
clipState
=
t
,
t
){
case
y
.
DEFAULT
:
o
.
resume
(),
r
.
active
=!
0
,
this
.
clip
.
active
=!
1
,
this
.
clipTarget
&&
(
1
==
this
.
clipTarget
.
getComponent
(
cc
.
Collider
).
tag
&&
this
.
setStarProc
(),
this
.
clipTarget
.
getComponent
(
"propMove"
).
die
(
function
(){
n
.
clipTarget
=
null
})),
0
==
this
.
surplusStar
&&
this
.
refreshStageProps
();
break
;
case
y
.
PLAY
:
case
y
.
STOP
:
o
.
pause
(),
this
.
clip
.
active
=!
0
,
r
.
active
=!
1
,
i
.
play
(
t
);
break
;
case
y
.
GAME_OVER
:
o
.
stop
(),
i
.
stop
()}
null
==
e
||
e
()},
e
.
prototype
.
playGame
=
function
(){
!
this
.
isGameOver
&&
this
.
isStartGame
&&
this
.
setClipState
(
y
.
PLAY
)},
e
.
prototype
.
gameOver
=
function
(){
this
.
isGameOver
=!
0
,
console
.
log
(
"gameOver"
),
this
.
setClipState
(
y
.
GAME_OVER
),
this
.
unschedule
(
this
.
startCd
),
l
.
default
.
fire
(
u
.
CUSTOM_EVENT
.
GAME_OVER
,{
score
:
this
.
starNum
,
level
:
this
.
actLevel
})},
e
.
prototype
.
setLable
=
function
(
t
,
e
){
cc
.
find
(
t
,
this
.
node
).
getComponent
(
cc
.
Label
).
string
=
e
+
""
},
e
.
prototype
.
startCd
=
function
(){
var
t
=
this
.
countDown
-
1
||
0
;
if
(
!
t
||
t
<=
0
)
return
this
.
setLable
(
"cdIcon/cd"
,
"0s"
),
this
.
gameOver
(),
void
this
.
unschedule
(
this
.
startCd
);
this
.
countDown
=
t
,
this
.
setLable
(
"cdIcon/cd"
,
this
.
countDown
+
"s"
)},
e
.
prototype
.
onDestroy
=
function
(){
this
.
unschedule
(
this
.
startCd
)},
e
.
prototype
.
refreshLevelInfo
=
function
(
t
){
void
0
===
t
&&
(
t
=
0
),
this
.
isGameOver
=!
1
,
this
.
actLevel
=
t
,
this
.
starNum
=
0
,
this
.
levelObjectives
=
u
.
LevelInfo
[
t
].
colors
.
length
,
this
.
actLevelInfo
=
u
.
LevelInfo
[
t
],
this
.
countDown
=
this
.
gameConfig
.
countDowns
[
t
]
||
0
,
this
.
setLable
(
"levelName"
,
"
\
u7b2c"
+
h
.
numToChinese
(
t
+
1
)
+
"
\
u5173"
),
this
.
setLable
(
"starIcon/starProc"
,
this
.
starNum
+
"/"
+
this
.
levelObjectives
),
this
.
updateGameProc
(),
this
.
unschedule
(
this
.
startCd
),
this
.
setLable
(
"cdIcon/cd"
,
this
.
countDown
+
"s"
)},
e
.
prototype
.
setStarProc
=
function
(){
var
t
=
cc
.
find
(
"procBg/proc"
,
this
.
node
),
e
=
this
.
starNum
;
if
(
this
.
surplusStar
--
,
!
(
e
>=
this
.
levelObjectives
)){
var
n
=
cc
.
instantiate
(
this
.
procItem
);
n
.
color
=
cc
.
color
(
this
.
actLevelInfo
.
colors
[
e
]),
n
.
setParent
(
t
),
this
.
starNum
++
,
this
.
setLable
(
"starIcon/starProc"
,
this
.
starNum
+
"/"
+
this
.
levelObjectives
),
this
.
starNum
>=
this
.
levelObjectives
&&
l
.
default
.
fire
(
u
.
CUSTOM_EVENT
.
PASS_LEVEL
,{
score
:
this
.
starNum
,
level
:
this
.
actLevel
})}},
e
.
prototype
.
nextLevel
=
function
(){
var
t
=
this
.
actLevel
+
1
;
this
.
unschedule
(
this
.
startCd
),
t
>=
u
.
LevelInfo
.
length
?
this
.
gameOver
():(
this
.
refreshLevelInfo
(
t
),
this
.
schedule
(
this
.
startCd
,
1
))},
e
.
prototype
.
updateGameProc
=
function
(){
var
t
=
this
.
node
.
getChildByName
(
"procBg"
),
e
=
t
.
getChildByName
(
"proc"
),
n
=
this
.
levelObjectives
;
e
.
removeAllChildren
(),
t
.
width
=
39
*
n
+
12
+
1
*
(
n
-
1
),
e
.
width
=
39
*
n
+
1
*
(
n
-
1
),
t
.
x
=-
t
.
width
/
2
},
e
.
prototype
.
refreshStageProps
=
function
(){
this
.
surplusStar
=
this
.
gameConfig
.
bestPropsNum
;
for
(
var
t
=
cc
.
find
(
"gameStage"
,
this
.
node
),
e
=
t
.
children
,
n
=
Math
.
floor
(
h
.
randomNum
(
0
,
this
.
gameConfig
.
propsMap
.
length
)),
o
=
c
(
this
.
gameConfig
.
propsMap
[
n
]),
i
=
0
;
i
<
this
.
gameConfig
.
bestPropsNum
;
i
++
){
for
(
var
r
=
Math
.
floor
(
h
.
randomNum
(
0
,
o
.
length
));
1
!==
o
[
r
%
o
.
length
];)
r
++
;
o
[
r
%
o
.
length
]
=
2
}
var
a
=
[];
for
(
i
=
0
;
i
<
this
.
gameConfig
.
propsNum
;
i
++
)
a
.
push
.
apply
(
a
,
this
.
propItem
);
var
s
=
o
.
filter
(
function
(
t
){
return
1
==
t
}).
length
;
for
(
a
=
h
.
getRandomArrayElements
(
a
,
s
),
i
=
0
;
i
<
e
.
length
;
i
++
){
var
p
=
e
[
i
],
u
=
o
[
i
],
l
=
h
.
randomNum
(
0
,
90
).
toFixed
(
2
),
f
=
null
;
if
(
p
.
removeAllChildren
(),
1
==
u
){
var
d
=
cc
.
instantiate
(
a
.
pop
());
f
=
cc
.
instantiate
(
d
)}
else
{
if
(
2
!=
u
)
continue
;
f
=
cc
.
instantiate
(
this
.
bsetPropItem
)}
f
&&
(
f
.
angle
=
l
>
45
?
l
-
90
:
l
,
f
.
setParent
(
p
))}
t
.
getComponent
(
cc
.
Layout
).
horizontalDirection
=
h
.
getProbability
(
50
)?
cc
.
Layout
.
HorizontalDirection
.
LEFT_TO_RIGHT
:
cc
.
Layout
.
HorizontalDirection
.
RIGHT_TO_LEFT
},
e
.
prototype
.
update
=
function
(
t
){
if
(
!
this
.
isGameOver
&&
this
.
isStartGame
){
var
e
=
this
.
gameConfig
.
maxLong
-
41
;
if
(
this
.
clipState
==
y
.
PLAY
){
if
(
this
.
clip
.
y
<=-
e
)
return
void
this
.
setClipState
(
y
.
STOP
);
this
.
clip
.
y
-=
t
*
this
.
gameConfig
.
playSpeed
}
if
(
this
.
clipState
==
y
.
STOP
){
if
(
this
.
clip
.
y
>=-
41
)
return
this
.
clipSpeed
=
this
.
gameConfig
.
normalPropSpeed
,
void
this
.
setClipState
(
y
.
DEFAULT
);
if
(
this
.
clip
.
y
+=
t
*
this
.
clipSpeed
,
this
.
clipTarget
){
var
n
=
this
.
clip
.
convertToWorldSpaceAR
(
cc
.
v2
(
0
,
-
133
)),
o
=
this
.
clipTarget
.
parent
.
convertToWorldSpaceAR
(
cc
.
v2
(
0
,
0
));
this
.
clipTarget
.
setPosition
(
n
.
x
-
o
.
x
,
n
.
y
-
o
.
y
)}}}},
a
([
v
({
type
:
cc
.
Prefab
,
displayName
:
"
\
u5355
\
u683c
\
u8fdb
\
u5ea6
\
u6761"
})],
e
.
prototype
,
"procItem"
,
void
0
),
a
([
v
({
type
:[
cc
.
Prefab
],
displayName
:
"
\
u821e
\
u53f0
\
u9053
\
u5177"
})],
e
.
prototype
,
"propItem"
,
void
0
),
a
([
v
({
type
:
cc
.
Prefab
,
displayName
:
"
\
u52a0
\
u5206
\
u9053
\
u5177"
})],
e
.
prototype
,
"bsetPropItem"
,
void
0
),
a
([
d
],
e
)}(
cc
.
Component
);
n
.
default
=
g
,
cc
.
_RF
.
pop
()},{
"./Components/Svga/Svga"
:
"Svga"
,
"./Components/Svga/SvgaEvent"
:
"SvgaEvent"
,
"./Config/GameConfig"
:
"GameConfig"
,
"./exportEvent"
:
"exportEvent"
,
"./utils"
:
"utils"
}],
ImgFixedSize
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"3ea067CJuhGxJmUsuZZ1Xje"
,
"ImgFixedSize"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
.
constructor
=
t
}
o
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
n
.
prototype
=
e
.
prototype
,
new
n
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
a
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
.
getOwnPropertyDescriptor
(
e
,
n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
a
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
c
=
t
.
length
-
1
;
c
>=
0
;
c
--
)(
i
=
t
[
c
])
&&
(
a
=
(
r
<
3
?
i
(
a
):
r
>
3
?
i
(
e
,
n
,
a
):
i
(
e
,
n
))
||
a
);
return
r
>
3
&&
a
&&
Object
.
defineProperty
(
e
,
n
,
a
),
a
};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
});
var
a
=
cc
.
_decorator
,
c
=
a
.
ccclass
,
s
=
a
.
property
,
p
=
a
.
menu
,
u
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
_fixedSize
=
1
,
e
}
return
i
(
e
,
t
),
Object
.
defineProperty
(
e
.
prototype
,
"fixedSize"
,{
get
:
function
(){
return
this
.
_fixedSize
},
set
:
function
(
t
){
this
.
_fixedSize
=
t
,
this
.
onSizeChanged
()},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
this
.
_fixedSize
=
this
.
fixedSize
,
this
.
node
.
on
(
cc
.
Node
.
EventType
.
SIZE_CHANGED
,
this
.
onSizeChanged
,
this
),
this
.
onSizeChanged
()},
e
.
prototype
.
onSizeChanged
=
function
(){
var
t
=
this
.
node
.
width
,
e
=
this
.
node
.
height
,
n
=
Math
.
max
(
t
,
e
);
this
.
node
.
scale
=
this
.
fixedSize
/
n
},
r
([
s
({
type
:
cc
.
Integer
,
tooltip
:
"
\
u56fa
\
u5b9a
\
u5c3a
\
u5bf8"
})],
e
.
prototype
,
"fixedSize"
,
null
),
r
([
s
({
type
:
cc
.
Integer
,
tooltip
:
"
\
u56fa
\
u5b9a
\
u5c3a
\
u5bf8"
})],
e
.
prototype
,
"_fixedSize"
,
void
0
),
r
([
c
,
p
(
"framework/ImgFixedSize"
)],
e
)}(
cc
.
Component
);
n
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
Matrix
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"ac135di5uZFfaPtJI9vcajQ"
,
"Matrix"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
Matrix
=
void
0
;
var
o
=
Math
.
PI
,
i
=
o
>>
1
,
r
=
o
+
i
,
a
=
o
/
180
,
c
=
180
/
o
;
function
s
(
t
){
switch
(
t
){
case
i
:
case
-
r
:
return
0
;
case
o
:
case
-
o
:
return
-
1
;
case
r
:
case
-
i
:
return
0
;
default
:
return
Math
.
cos
(
t
)}}
function
p
(
t
){
switch
(
t
){
case
i
:
case
-
r
:
return
1
;
case
o
:
case
-
o
:
return
0
;
case
r
:
case
-
i
:
return
-
1
;
default
:
return
Math
.
sin
(
t
)}}
var
u
=
function
(){
function
t
(
t
,
e
,
n
,
o
,
i
,
r
){
void
0
===
t
&&
(
t
=
1
),
void
0
===
e
&&
(
e
=
0
),
void
0
===
n
&&
(
n
=
0
),
void
0
===
o
&&
(
o
=
1
),
void
0
===
i
&&
(
i
=
0
),
void
0
===
r
&&
(
r
=
0
),
this
.
a
=
1
,
this
.
b
=
0
,
this
.
c
=
0
,
this
.
d
=
1
,
this
.
tx
=
0
,
this
.
ty
=
0
,
this
.
array
=
null
,
this
.
prepend
=
function
(
t
){
var
e
=
this
,
n
=
t
.
a
,
o
=
t
.
b
,
i
=
t
.
c
,
r
=
t
.
d
,
a
=
t
.
tx
,
c
=
t
.
ty
,
s
=
e
.
a
,
p
=
e
.
c
,
u
=
e
.
tx
;
return
e
.
a
=
n
*
s
+
i
*
e
.
b
,
e
.
b
=
o
*
s
+
r
*
e
.
b
,
e
.
c
=
n
*
p
+
i
*
e
.
d
,
e
.
d
=
o
*
p
+
r
*
e
.
d
,
e
.
tx
=
n
*
u
+
i
*
e
.
ty
+
a
,
e
.
ty
=
o
*
u
+
r
*
e
.
ty
+
c
,
this
};
var
a
=
this
;
a
.
a
=
t
,
a
.
b
=
e
,
a
.
c
=
n
,
a
.
d
=
o
,
a
.
tx
=
i
,
a
.
ty
=
r
}
return
t
.
prototype
.
clone
=
function
(){
var
e
=
this
;
return
new
t
(
e
.
a
,
e
.
b
,
e
.
c
,
e
.
d
,
e
.
tx
,
e
.
ty
)},
t
.
prototype
.
copy
=
function
(
t
){
return
this
.
a
=
t
.
a
,
this
.
b
=
t
.
b
,
this
.
c
=
t
.
c
,
this
.
d
=
t
.
d
,
this
.
tx
=
t
.
tx
,
this
.
ty
=
t
.
ty
,
this
},
t
.
prototype
.
transformVec2
=
function
(
t
,
e
,
n
){
void
0
===
n
&&
(
n
=
null
);
var
o
=
this
;
return
n
||
(
n
=
new
cc
.
Vec2
),
n
.
x
=
t
*
o
.
a
+
e
*
o
.
c
+
o
.
tx
,
n
.
y
=
t
*
o
.
b
+
e
*
o
.
d
+
o
.
ty
,
n
},
t
.
prototype
.
transformVec2Inverse
=
function
(
t
,
e
,
n
){
void
0
===
n
&&
(
n
=
null
),
n
||
(
n
=
new
cc
.
Vec2
);
var
o
=
1
/
(
this
.
a
*
this
.
d
+
this
.
c
*-
this
.
b
);
return
n
.
x
=
this
.
d
*
o
*
t
+-
this
.
c
*
o
*
e
+
(
this
.
ty
*
this
.
c
-
this
.
tx
*
this
.
d
)
*
o
,
n
.
y
=
this
.
a
*
o
*
e
+-
this
.
b
*
o
*
t
+
(
-
this
.
ty
*
this
.
a
+
this
.
tx
*
this
.
b
)
*
o
,
n
},
t
.
prototype
.
setFrom
=
function
(
t
){
var
e
=
this
;
e
.
a
=
t
.
a
,
e
.
b
=
t
.
b
,
e
.
c
=
t
.
c
,
e
.
d
=
t
.
d
,
e
.
tx
=
t
.
tx
,
e
.
ty
=
t
.
ty
},
t
.
prototype
.
identity
=
function
(){
var
t
=
this
;
t
.
a
=
t
.
d
=
1
,
t
.
b
=
t
.
c
=
t
.
tx
=
t
.
ty
=
0
},
t
.
prototype
.
invert
=
function
(){
var
t
=
this
,
e
=
t
.
a
,
n
=
t
.
b
,
o
=
t
.
c
,
i
=
t
.
d
,
r
=
t
.
tx
,
a
=
t
.
ty
;
if
(
0
==
n
&&
0
==
o
)
return
0
==
e
||
0
==
i
?
t
.
a
=
t
.
d
=
t
.
tx
=
t
.
ty
=
0
:(
e
=
t
.
a
=
1
/
e
,
i
=
t
.
d
=
1
/
i
,
t
.
tx
=-
e
*
r
,
t
.
ty
=-
i
*
a
),
t
;
var
c
=
e
*
i
-
n
*
o
;
if
(
0
==
c
)
return
t
.
identity
(),
t
;
c
=
1
/
c
;
var
s
=
t
.
a
=
i
*
c
;
return
n
=
t
.
b
=-
n
*
c
,
o
=
t
.
c
=-
o
*
c
,
i
=
t
.
d
=
e
*
c
,
t
.
tx
=-
(
s
*
r
+
o
*
a
),
t
.
ty
=-
(
n
*
r
+
i
*
a
),
t
},
t
.
prototype
.
createBox
=
function
(
t
,
e
,
n
,
o
,
i
,
r
,
c
,
u
,
l
){
var
h
=
this
;
if
(
0
!=
i
?
r
=
c
=
i
%
360
:(
r
%=
360
,
c
%=
360
),
0
==
r
&&
0
==
c
)
h
.
a
=
n
,
h
.
b
=
h
.
c
=
0
,
h
.
d
=
o
;
else
{
c
*=
a
;
var
f
=
s
(
r
*=
a
),
d
=
p
(
r
);
r
==
c
?(
h
.
a
=
f
*
n
,
h
.
b
=
d
*
n
):(
h
.
a
=
s
(
c
)
*
n
,
h
.
b
=
p
(
c
)
*
n
),
h
.
c
=-
d
*
o
,
h
.
d
=
f
*
o
}
h
.
tx
=
t
+
u
-
(
u
*
h
.
a
+
l
*
h
.
c
),
h
.
ty
=
e
+
l
-
(
u
*
h
.
b
+
l
*
h
.
d
)},
t
.
prototype
.
append
=
function
(
t
){
var
e
=
this
.
a
,
n
=
this
.
b
,
o
=
this
.
c
,
i
=
this
.
d
;
this
.
a
=
t
.
a
*
e
+
t
.
b
*
o
,
this
.
b
=
t
.
a
*
n
+
t
.
b
*
i
,
this
.
c
=
t
.
c
*
e
+
t
.
d
*
o
,
this
.
d
=
t
.
c
*
n
+
t
.
d
*
i
,
this
.
tx
=
t
.
tx
*
e
+
t
.
ty
*
o
+
this
.
tx
,
this
.
ty
=
t
.
tx
*
n
+
t
.
ty
*
i
+
this
.
ty
},
t
.
isEqual
=
function
(
t
,
e
){
return
t
.
tx
==
e
.
tx
&&
t
.
ty
==
e
.
ty
&&
t
.
a
==
e
.
a
&&
t
.
b
==
e
.
b
&&
t
.
c
==
e
.
c
&&
t
.
d
==
e
.
d
},
t
.
prototype
.
concat
=
function
(
t
){
var
e
=
this
,
n
=
e
.
a
,
o
=
e
.
b
,
i
=
e
.
c
,
r
=
e
.
d
,
a
=
e
.
tx
,
c
=
e
.
ty
,
s
=
t
.
a
,
p
=
t
.
b
,
u
=
t
.
c
,
l
=
t
.
d
,
h
=
t
.
tx
,
f
=
t
.
ty
;
e
.
a
=
n
*
s
+
o
*
u
,
e
.
b
=
n
*
p
+
o
*
l
,
e
.
c
=
i
*
s
+
r
*
u
,
e
.
d
=
i
*
p
+
r
*
l
,
e
.
tx
=
a
*
s
+
c
*
u
+
h
,
e
.
ty
=
a
*
p
+
c
*
l
+
f
},
t
.
prototype
.
rotate
=
function
(
t
){
var
e
=
this
,
n
=
Math
.
sin
(
t
),
o
=
Math
.
cos
(
t
),
i
=
e
.
a
,
r
=
e
.
b
,
a
=
e
.
c
,
c
=
e
.
d
,
s
=
e
.
tx
,
p
=
e
.
ty
;
e
.
a
=
i
*
o
-
r
*
n
,
e
.
b
=
i
*
n
+
r
*
o
,
e
.
c
=
a
*
o
-
c
*
n
,
e
.
d
=
a
*
n
+
c
*
o
,
e
.
tx
=
s
*
o
-
p
*
n
,
e
.
ty
=
s
*
n
+
p
*
o
},
t
.
prototype
.
scale
=
function
(
t
,
e
){
var
n
=
this
;
n
.
a
*=
t
,
n
.
d
*=
e
,
n
.
c
*=
t
,
n
.
b
*=
e
,
n
.
tx
*=
t
,
n
.
ty
*=
e
},
t
.
prototype
.
translate
=
function
(
t
,
e
){
this
.
tx
+=
t
,
this
.
ty
+=
e
},
t
.
prototype
.
set
=
function
(
t
,
e
,
n
,
o
,
i
,
r
){
return
this
.
a
=
t
,
this
.
b
=
e
,
this
.
c
=
n
,
this
.
d
=
o
,
this
.
tx
=
i
,
this
.
ty
=
r
,
this
},
t
.
prototype
.
getRotation
=
function
(){
return
Math
.
round
(
Math
.
atan2
(
this
.
b
,
this
.
a
)
*
c
)},
t
.
prototype
.
toArray
=
function
(
t
,
e
){
void
0
===
t
&&
(
t
=!
1
),
this
.
array
||
(
this
.
array
=
new
Float32Array
(
9
));
var
n
=
e
||
this
.
array
;
return
t
?(
n
[
0
]
=
this
.
a
,
n
[
1
]
=
this
.
b
,
n
[
2
]
=
0
,
n
[
3
]
=
this
.
c
,
n
[
4
]
=
this
.
d
,
n
[
5
]
=
0
,
n
[
6
]
=
this
.
tx
,
n
[
7
]
=
this
.
ty
,
n
[
8
]
=
1
):(
n
[
0
]
=
this
.
a
,
n
[
1
]
=
this
.
c
,
n
[
2
]
=
this
.
tx
,
n
[
3
]
=
this
.
b
,
n
[
4
]
=
this
.
d
,
n
[
5
]
=
this
.
ty
,
n
[
6
]
=
0
,
n
[
7
]
=
0
,
n
[
8
]
=
1
),
n
},
t
.
prototype
.
decompose
=
function
(){
var
t
=
{
rotation
:
0
,
skew
:
cc
.
v2
(),
scale
:
cc
.
v2
(),
position
:
cc
.
v2
()},
e
=
this
.
a
,
n
=
this
.
b
,
o
=
this
.
c
,
i
=
this
.
d
,
r
=-
Math
.
atan2
(
-
o
,
i
),
a
=
Math
.
atan2
(
n
,
e
),
c
=
Math
.
abs
(
r
+
a
);
return
c
<
1
e
-
5
||
Math
.
abs
(
2
*
Math
.
PI
-
c
)
<
1
e
-
5
?(
t
.
rotation
=
a
,
e
<
0
&&
i
>=
0
&&
(
t
.
rotation
+=
t
.
rotation
<=
0
?
Math
.
PI
:
-
Math
.
PI
),
t
.
skew
.
x
=
t
.
skew
.
y
=
0
):(
t
.
rotation
=
0
,
t
.
skew
.
x
=
r
,
t
.
skew
.
y
=
a
),
t
.
scale
.
x
=
Math
.
sqrt
(
e
*
e
+
n
*
n
),
t
.
scale
.
y
=
Math
.
sqrt
(
o
*
o
+
i
*
i
),
t
.
position
.
x
=
this
.
tx
,
t
.
position
.
y
=
this
.
ty
,
t
},
Object
.
defineProperty
(
t
,
"IDENTITY"
,{
get
:
function
(){
return
new
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
t
,
"TEMP_MATRIX"
,{
get
:
function
(){
return
new
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
t
.
prototype
.
destroy
=
function
(){},
t
}();
n
.
Matrix
=
u
,
cc
.
_RF
.
pop
()},{}],
SvgaEvent
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"07040GmslJHs7J1pUxL6Kr7"
,
"SvgaEvent"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
SvgaEvent
=
void
0
,(
n
.
SvgaEvent
||
(
n
.
SvgaEvent
=
{})).
END_FRAME
=
"end_frame"
,
cc
.
_RF
.
pop
()},{}],
SvgaTrack
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"5eefe9b92lAU4GY+nBw9mG4"
,
"SvgaTrack"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
SvgaTrack
=
void
0
;
var
o
=
function
(){
function
t
(
t
,
e
){
this
.
node
=
t
,
this
.
frames
=
e
}
return
t
.
prototype
.
setValue
=
function
(
t
){
var
e
=
this
.
node
,
n
=
this
.
frames
,
o
=
n
[
t
=
Math
.
round
(
cc
.
misc
.
clampf
(
t
,
0
,
n
.
length
-
1
))],
i
=
o
.
alpha
,
r
=
o
.
transform
;
if
(
o
.
maskPath
,
i
<
.
05
)
e
.
opacity
=
0
;
else
{
e
.
opacity
=
255
*
i
;
var
a
=
r
.
a
,
c
=
r
.
b
,
s
=
r
.
c
,
p
=
r
.
d
,
u
=
r
.
tx
,
l
=
r
.
ty
,
h
=
e
.
_matrix
,
f
=
e
.
_trs
,
d
=
h
.
m
;
d
[
0
]
=
a
,
d
[
1
]
=
c
,
d
[
4
]
=-
s
,
d
[
5
]
=-
p
,
d
[
6
]
=-
d
[
6
],
d
[
7
]
=-
d
[
7
],
f
[
0
]
=
u
,
f
[
1
]
=
l
,
e
.
_renderFlag
|=
cc
.
RenderFlow
.
FLAG_WORLD_TRANSFORM
}},
t
.
prototype
.
resetValue
=
function
(){
this
.
node
.
_renderFlag
&=~
cc
.
RenderFlow
.
FLAG_LOCAL_TRANSFORM
,
this
.
setValue
(
0
)},
t
.
prototype
.
destroy
=
function
(){
this
.
node
=
null
},
t
}();
n
.
SvgaTrack
=
o
,
cc
.
_RF
.
pop
()},{}],
Svga
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"7c5ffhlHDpBpoDQ8wfKN7pu"
,
"Svga"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
.
constructor
=
t
}
o
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
n
.
prototype
=
e
.
prototype
,
new
n
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
a
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
.
getOwnPropertyDescriptor
(
e
,
n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
a
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
c
=
t
.
length
-
1
;
c
>=
0
;
c
--
)(
i
=
t
[
c
])
&&
(
a
=
(
r
<
3
?
i
(
a
):
r
>
3
?
i
(
e
,
n
,
a
):
i
(
e
,
n
))
||
a
);
return
r
>
3
&&
a
&&
Object
.
defineProperty
(
e
,
n
,
a
),
a
},
a
=
this
&&
this
.
__awaiter
||
function
(
t
,
e
,
n
,
o
){
return
new
(
n
||
(
n
=
Promise
))(
function
(
i
,
r
){
function
a
(
t
){
try
{
s
(
o
.
next
(
t
))}
catch
(
e
){
r
(
e
)}}
function
c
(
t
){
try
{
s
(
o
.
throw
(
t
))}
catch
(
e
){
r
(
e
)}}
function
s
(
t
){
var
e
;
t
.
done
?
i
(
t
.
value
):(
e
=
t
.
value
,
e
instanceof
n
?
e
:
new
n
(
function
(
t
){
t
(
e
)})).
then
(
a
,
c
)}
s
((
o
=
o
.
apply
(
t
,
e
||
[])).
next
())})},
c
=
this
&&
this
.
__generator
||
function
(
t
,
e
){
var
n
,
o
,
i
,
r
,
a
=
{
label
:
0
,
sent
:
function
(){
if
(
1
&
i
[
0
])
throw
i
[
1
];
return
i
[
1
]},
trys
:[],
ops
:[]};
return
r
=
{
next
:
c
(
0
),
throw
:
c
(
1
),
return
:
c
(
2
)},
"function"
==
typeof
Symbol
&&
(
r
[
Symbol
.
iterator
]
=
function
(){
return
this
}),
r
;
function
c
(
t
){
return
function
(
e
){
return
s
([
t
,
e
])}}
function
s
(
r
){
if
(
n
)
throw
new
TypeError
(
"Generator is already executing."
);
for
(;
a
;)
try
{
if
(
n
=
1
,
o
&&
(
i
=
2
&
r
[
0
]?
o
.
return
:
r
[
0
]?
o
.
throw
||
((
i
=
o
.
return
)
&&
i
.
call
(
o
),
0
):
o
.
next
)
&&!
(
i
=
i
.
call
(
o
,
r
[
1
])).
done
)
return
i
;
switch
(
o
=
0
,
i
&&
(
r
=
[
2
&
r
[
0
],
i
.
value
]),
r
[
0
]){
case
0
:
case
1
:
i
=
r
;
break
;
case
4
:
return
a
.
label
++
,{
value
:
r
[
1
],
done
:
!
1
};
case
5
:
a
.
label
++
,
o
=
r
[
1
],
r
=
[
0
];
continue
;
case
7
:
r
=
a
.
ops
.
pop
(),
a
.
trys
.
pop
();
continue
;
default
:
if
(
!
(
i
=
(
i
=
a
.
trys
).
length
>
0
&&
i
[
i
.
length
-
1
])
&&
(
6
===
r
[
0
]
||
2
===
r
[
0
])){
a
=
0
;
continue
}
if
(
3
===
r
[
0
]
&&
(
!
i
||
r
[
1
]
>
i
[
0
]
&&
r
[
1
]
<
i
[
3
])){
a
.
label
=
r
[
1
];
break
}
if
(
6
===
r
[
0
]
&&
a
.
label
<
i
[
1
]){
a
.
label
=
i
[
1
],
i
=
r
;
break
}
if
(
i
&&
a
.
label
<
i
[
2
]){
a
.
label
=
i
[
2
],
a
.
ops
.
push
(
r
);
break
}
i
[
2
]
&&
a
.
ops
.
pop
(),
a
.
trys
.
pop
();
continue
}
r
=
e
.
call
(
t
,
a
)}
catch
(
c
){
r
=
[
6
,
c
],
o
=
0
}
finally
{
n
=
i
=
0
}
if
(
5
&
r
[
0
])
throw
r
[
1
];
return
{
value
:
r
[
0
]?
r
[
1
]:
void
0
,
done
:
!
0
}}};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
});
var
s
=
t
(
"./SvgaTrack"
),
p
=
cc
.
_decorator
.
executeInEditMode
,
u
=
cc
.
_decorator
.
playOnFocus
,
l
=
t
(
"./SvgaEvent"
),
h
=
t
(
"./loadSvga"
),
f
=
cc
.
_decorator
.
menu
,
d
=
cc
.
_decorator
.
disallowMultiple
,
v
=
cc
.
_decorator
,
y
=
v
.
ccclass
,
g
=
v
.
property
,
_
=
function
(
t
){
function
e
(){
var
e
=
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
;
return
e
.
edit_update
=!
1
,
e
.
aniNode
=
null
,
e
.
_svga
=
null
,
e
.
tracks
=
[],
e
.
isPlaying
=!
1
,
e
.
vmData
=
null
,
e
.
autoPlay
=!
0
,
e
.
_loop
=!
1
,
e
.
_totalFrames
=
0
,
e
.
_frameTime
=
0
,
e
.
_fps
=
0
,
e
.
_curTime
=
0
,
e
.
_curFrame
=
0
,
e
}
return
i
(
e
,
t
),
e
.
prototype
.
onFocusInEditor
=
function
(){
this
.
edit_update
=!
0
,
this
.
play
(
0
)},
e
.
prototype
.
onLostFocusInEditor
=
function
(){
this
.
edit_update
=!
1
},
e
.
prototype
.
resetInEditor
=
function
(){
return
a
(
this
,
void
0
,
void
0
,
function
(){
return
c
(
this
,
function
(
t
){
switch
(
t
.
label
){
case
0
:
return
[
4
,
this
.
_load
()];
case
1
:
return
t
.
sent
(),
this
.
edit_update
=!
0
,
this
.
play
(
0
),[
2
]}})})},
e
.
prototype
.
onEnable
=
function
(){
this
.
play
(
0
)},
Object
.
defineProperty
(
e
.
prototype
,
"svga"
,{
get
:
function
(){
return
this
.
_svga
},
set
:
function
(
t
){
var
e
=
this
;
t
!==
this
.
_svga
&&
(
this
.
_svga
=
t
,
this
.
_load
().
then
(
function
(){
e
.
play
(
0
)}))},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
onLoad
=
function
(){
return
a
(
this
,
void
0
,
void
0
,
function
(){
return
c
(
this
,
function
(
t
){
switch
(
t
.
label
){
case
0
:
return
this
.
aniNode
=
this
.
node
.
getChildByName
(
"aniNode"
),
this
.
aniNode
||
(
this
.
aniNode
=
new
cc
.
Node
(
"aniNode"
),
this
.
aniNode
.
scaleY
=-
1
,
this
.
node
.
addChild
(
this
.
aniNode
)),[
4
,
this
.
_load
()];
case
1
:
return
t
.
sent
(),
this
.
autoPlay
&&
this
.
play
(
0
),[
2
]}})})},
e
.
prototype
.
start
=
function
(){},
e
.
prototype
.
play
=
function
(
t
){
void
0
===
t
&&
(
t
=
0
),
this
.
curFrame
=
t
,
this
.
isPlaying
=!
0
},
e
.
prototype
.
stop
=
function
(
t
){
void
0
===
t
&&
(
t
=!
1
),
t
&&
(
this
.
curFrame
=
0
),
this
.
isPlaying
=!
1
},
Object
.
defineProperty
(
e
.
prototype
,
"loop"
,{
get
:
function
(){
return
this
.
_loop
},
set
:
function
(
t
){
this
.
_loop
=
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"totalTime"
,{
get
:
function
(){
return
this
.
_totalFrames
*
(
1
/
this
.
fps
)
||
0
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"totalFrames"
,{
get
:
function
(){
return
this
.
_totalFrames
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"fps"
,{
get
:
function
(){
var
t
;
return
this
.
_fps
||
(
null
===
(
t
=
this
.
vmData
)
||
void
0
===
t
?
void
0
:
t
.
FPS
)
||
0
},
set
:
function
(
t
){
this
.
_fps
=
t
,
this
.
_frameTime
=
1
/
t
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"curTime"
,{
get
:
function
(){
return
this
.
_curTime
},
set
:
function
(
t
){
this
.
_curTime
=
t
,
this
.
_curFrame
=
t
*
this
.
fps
},
enumerable
:
!
1
,
configurable
:
!
0
}),
Object
.
defineProperty
(
e
.
prototype
,
"curFrame"
,{
get
:
function
(){
return
this
.
_curFrame
},
set
:
function
(
t
){
this
.
_curFrame
=
t
,
this
.
_curTime
=
t
/
this
.
fps
},
enumerable
:
!
1
,
configurable
:
!
0
}),
e
.
prototype
.
update
=
function
(
t
){
var
e
=
this
;
this
.
isPlaying
&&
(
this
.
curTime
+=
t
,
this
.
_curFrame
>
this
.
totalFrames
&&
(
this
.
node
.
emit
(
l
.
SvgaEvent
.
END_FRAME
),
this
.
loop
?
this
.
curTime
=
(
this
.
_curFrame
-
this
.
totalFrames
)
*
this
.
_frameTime
:
this
.
stop
(
!
0
)),
this
.
tracks
.
forEach
(
function
(
t
){
t
.
setValue
(
e
.
_curFrame
)}))},
e
.
prototype
.
onDestroy
=
function
(){
for
(
var
t
=
0
;
t
<
this
.
tracks
.
length
;
t
++
)
this
.
tracks
[
t
].
destroy
();
this
.
tracks
=
[]},
e
.
prototype
.
_load
=
function
(){
return
a
(
this
,
void
0
,
void
0
,
function
(){
var
t
=
this
;
return
c
(
this
,
function
(){
return
this
.
svga
?(
this
.
aniNode
.
removeAllChildren
(
!
0
),[
2
,
new
Promise
(
function
(
e
){
return
a
(
t
,
void
0
,
void
0
,
function
(){
var
t
,
n
,
o
,
i
,
r
,
p
,
u
,
l
,
f
,
d
,
v
,
y
,
g
,
_
,
m
,
b
,
S
=
this
;
return
c
(
this
,
function
(
C
){
switch
(
C
.
label
){
case
0
:
return
[
4
,
h
.
loadSvga
(
this
.
svga
)];
case
1
:
for
(
d
in
(
t
=
C
.
sent
()).
textures
=
{},
this
.
vmData
=
t
,
n
=
t
.
FPS
,
o
=
t
.
videoSize
,
i
=
t
.
images
,
r
=
t
.
sprites
,
p
=
t
.
textures
,
u
=
t
.
frames
,
this
.
fps
||
(
this
.
fps
=
n
),
this
.
_totalFrames
=
u
,
this
.
node
.
setContentSize
(
o
.
width
,
o
.
height
),
this
.
aniNode
.
setPosition
(
-
o
.
width
/
2
,
o
.
height
/
2
),
l
=
[],
f
=
function
(
t
){
var
e
=
i
[
t
];
0
!==
e
.
indexOf
(
"iVBO"
)
&&
0
!==
e
.
indexOf
(
"/9j/2w"
)
||
(
e
=
"data:image/png;base64,"
+
e
),
l
.
push
(
new
Promise
(
function
(
n
){
return
a
(
S
,
void
0
,
void
0
,
function
(){
var
o
,
i
;
return
c
(
this
,
function
(
r
){
switch
(
r
.
label
){
case
0
:
return
[
4
,
h
.
createImage
(
e
)];
case
1
:
return
o
=
r
.
sent
(),(
i
=
new
cc
.
Texture2D
).
initWithElement
(
o
),
p
[
t
]
=
new
cc
.
SpriteFrame
(
i
),
n
(),[
2
]}})})}))},
i
)
f
(
d
);
return
[
4
,
Promise
.
all
(
l
)];
case
2
:
for
(
C
.
sent
(),
v
=
0
;
v
<
r
.
length
;
v
++
){
if
(
y
=
r
[
v
],
g
=
y
.
imageKey
,
_
=
y
.
frames
,
!
g
)
return
[
2
];(
m
=
new
cc
.
Node
(
g
)).
setAnchorPoint
(
0
,
1
),
this
.
aniNode
.
addChild
(
m
),
m
.
addComponent
(
cc
.
Sprite
).
spriteFrame
=
p
[
g
],(
b
=
new
s
.
SvgaTrack
(
m
,
_
)).
resetValue
(),
this
.
tracks
.
push
(
b
)}
return
e
(),[
2
]}})})})]):[
2
]})})},
r
([
g
(
cc
.
Asset
)],
e
.
prototype
,
"_svga"
,
void
0
),
r
([
g
(
cc
.
Asset
)],
e
.
prototype
,
"svga"
,
null
),
r
([
g
({
tooltip
:
"
\
u662f
\
u5426
\
u81ea
\
u52a8
\
u64ad
\
u653e"
})],
e
.
prototype
,
"autoPlay"
,
void
0
),
r
([
g
],
e
.
prototype
,
"_loop"
,
void
0
),
r
([
g
({
tooltip
:
"
\
u662f
\
u5426
\
u5faa
\
u73af"
})],
e
.
prototype
,
"loop"
,
null
),
r
([
g
],
e
.
prototype
,
"_fps"
,
void
0
),
r
([
g
],
e
.
prototype
,
"fps"
,
null
),
r
([
y
,
p
,
d
,
u
,
f
(
"
\
u81ea
\
u5b9a
\
u4e49
\
u7ec4
\
u4ef6/Svga"
)],
e
)}(
cc
.
Component
);
n
.
default
=
_
,
cc
.
_RF
.
pop
()},{
"./SvgaEvent"
:
"SvgaEvent"
,
"./SvgaTrack"
:
"SvgaTrack"
,
"./loadSvga"
:
"loadSvga"
}],
exportEvent
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"d252b/Dmr1HLLC3k85LvdL5"
,
"exportEvent"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
EventCenterClass
=
void
0
;
var
o
=
function
(
t
,
e
,
n
){
this
.
type
=
t
,
this
.
target
=
e
,
this
.
detail
=
n
,
this
.
timeStamp
=+
new
Date
},
i
=
function
(){
function
t
(){
this
.
_listeners
=
{}}
return
t
.
prototype
.
on
=
function
(
t
,
e
,
n
,
o
){
for
(
var
i
,
r
=
(
i
=
this
.
_listeners
=
this
.
_listeners
||
{})[
t
]
=
i
[
t
]
||
[],
a
=
0
,
c
=
r
.
length
;
a
<
c
;
a
++
)
if
(
r
[
a
].
listener
===
e
)
return
;
return
r
.
push
({
listener
:
e
,
context
:
n
,
once
:
o
}),
this
},
t
.
prototype
.
off
=
function
(
t
,
e
){
var
n
;
if
(
n
=
this
.
_listeners
=
this
.
_listeners
||
{},
0
==
arguments
.
length
)
return
n
=
null
,
this
;
var
o
=
n
&&
n
[
t
];
if
(
o
){
if
(
1
==
arguments
.
length
)
return
delete
n
[
t
],
this
;
for
(
var
i
=
0
,
r
=
o
.
length
;
i
<
r
;
i
++
){
var
a
=
o
[
i
];
if
(
a
.
listener
===
e
){
o
.
splice
(
i
,
1
),
0
===
o
.
length
&&
delete
n
[
t
];
break
}}}
return
this
},
t
.
prototype
.
fire
=
function
(
t
,
e
){
var
n
,
i
;
"string"
==
typeof
t
?
i
=
t
:(
n
=
t
,
i
=
t
.
type
);
var
r
=
this
.
_listeners
;
if
(
!
r
)
return
!
1
;
var
a
=
r
[
i
];
if
(
a
){
var
c
=
a
.
slice
(
0
);
n
=
n
||
new
o
(
i
,
this
,
e
);
for
(
var
s
=
0
;
s
<
c
.
length
;
s
++
){
var
p
=
c
[
s
];
if
(
p
.
listener
.
call
(
p
.
context
,
n
),
p
.
once
){
var
u
=
a
.
indexOf
(
p
);
u
>-
1
&&
a
.
splice
(
u
,
1
)}}
return
0
==
a
.
length
&&
delete
r
[
i
],
!
0
}
return
!
1
},
t
}();
n
.
EventCenterClass
=
i
;
var
r
=
new
i
;
cc
.
EventBus
=
r
,
n
.
default
=
r
,
cc
.
_RF
.
pop
()},{}],
interface
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"dbeb7x/ykZC14tBqxOW9gtp"
,
"interface"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
cc
.
_RF
.
pop
()},{}],
loadSvga
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"d0e08EVP/pFhJXdUpznXvD+"
,
"loadSvga"
),
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
}),
n
.
createImage
=
n
.
ImgCache
=
n
.
loadSvga
=
n
.
SvgaCache
=
void
0
,
n
.
SvgaCache
=
{},
cc
.
assetManager
.
downloader
.
register
(
".svga"
,
function
(
t
,
e
,
n
){
cc
.
assetManager
.
downloader
.
downloadFile
(
t
,{
responseType
:
"arraybuffer"
},
n
)}),
n
.
loadSvga
=
function
(
t
){
return
new
Promise
(
function
(
e
){
var
o
=
""
;
t
instanceof
cc
.
Asset
?(
o
=
t
.
_uuid
,
t
=
t
.
_nativeAsset
):
o
=
t
,
n
.
SvgaCache
[
o
]?
e
(
n
.
SvgaCache
[
o
]):
SvgaParser
.
loadSvga
(
t
,
function
(
t
){
n
.
SvgaCache
[
o
]
=
t
,
e
(
t
)})})},
n
.
ImgCache
=
{},
n
.
createImage
=
function
(
t
){
return
new
Promise
(
function
(
e
){
if
(
n
.
ImgCache
[
t
])
e
(
n
.
ImgCache
[
t
]);
else
{
var
o
=
new
Image
;
o
.
onload
=
function
(){
n
.
ImgCache
[
t
]
=
o
,
e
(
o
)},
o
.
src
=
t
}})},
cc
.
_RF
.
pop
()},{}],
propMove
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"a4cebApRXhOpYXmhf5gIeC3"
,
"propMove"
);
var
o
,
i
=
this
&&
this
.
__extends
||
(
o
=
function
(
t
,
e
){
return
(
o
=
Object
.
setPrototypeOf
||
{
__proto__
:[]}
instanceof
Array
&&
function
(
t
,
e
){
t
.
__proto__
=
e
}
||
function
(
t
,
e
){
for
(
var
n
in
e
)
Object
.
prototype
.
hasOwnProperty
.
call
(
e
,
n
)
&&
(
t
[
n
]
=
e
[
n
])})(
t
,
e
)},
function
(
t
,
e
){
function
n
(){
this
.
constructor
=
t
}
o
(
t
,
e
),
t
.
prototype
=
null
===
e
?
Object
.
create
(
e
):(
n
.
prototype
=
e
.
prototype
,
new
n
)}),
r
=
this
&&
this
.
__decorate
||
function
(
t
,
e
,
n
,
o
){
var
i
,
r
=
arguments
.
length
,
a
=
r
<
3
?
e
:
null
===
o
?
o
=
Object
.
getOwnPropertyDescriptor
(
e
,
n
):
o
;
if
(
"object"
==
typeof
Reflect
&&
"function"
==
typeof
Reflect
.
decorate
)
a
=
Reflect
.
decorate
(
t
,
e
,
n
,
o
);
else
for
(
var
c
=
t
.
length
-
1
;
c
>=
0
;
c
--
)(
i
=
t
[
c
])
&&
(
a
=
(
r
<
3
?
i
(
a
):
r
>
3
?
i
(
e
,
n
,
a
):
i
(
e
,
n
))
||
a
);
return
r
>
3
&&
a
&&
Object
.
defineProperty
(
e
,
n
,
a
),
a
},
a
=
this
&&
this
.
__awaiter
||
function
(
t
,
e
,
n
,
o
){
return
new
(
n
||
(
n
=
Promise
))(
function
(
i
,
r
){
function
a
(
t
){
try
{
s
(
o
.
next
(
t
))}
catch
(
e
){
r
(
e
)}}
function
c
(
t
){
try
{
s
(
o
.
throw
(
t
))}
catch
(
e
){
r
(
e
)}}
function
s
(
t
){
var
e
;
t
.
done
?
i
(
t
.
value
):(
e
=
t
.
value
,
e
instanceof
n
?
e
:
new
n
(
function
(
t
){
t
(
e
)})).
then
(
a
,
c
)}
s
((
o
=
o
.
apply
(
t
,
e
||
[])).
next
())})},
c
=
this
&&
this
.
__generator
||
function
(
t
,
e
){
var
n
,
o
,
i
,
r
,
a
=
{
label
:
0
,
sent
:
function
(){
if
(
1
&
i
[
0
])
throw
i
[
1
];
return
i
[
1
]},
trys
:[],
ops
:[]};
return
r
=
{
next
:
c
(
0
),
throw
:
c
(
1
),
return
:
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(
2
)},
"function"
==
typeof
Symbol
&&
(
r
[
Symbol
.
iterator
]
=
function
(){
return
this
}),
r
;
function
c
(
t
){
return
function
(
e
){
return
s
([
t
,
e
])}}
function
s
(
r
){
if
(
n
)
throw
new
TypeError
(
"Generator is already executing."
);
for
(;
a
;)
try
{
if
(
n
=
1
,
o
&&
(
i
=
2
&
r
[
0
]?
o
.
return
:
r
[
0
]?
o
.
throw
||
((
i
=
o
.
return
)
&&
i
.
call
(
o
),
0
):
o
.
next
)
&&!
(
i
=
i
.
call
(
o
,
r
[
1
])).
done
)
return
i
;
switch
(
o
=
0
,
i
&&
(
r
=
[
2
&
r
[
0
],
i
.
value
]),
r
[
0
]){
case
0
:
case
1
:
i
=
r
;
break
;
case
4
:
return
a
.
label
++
,{
value
:
r
[
1
],
done
:
!
1
};
case
5
:
a
.
label
++
,
o
=
r
[
1
],
r
=
[
0
];
continue
;
case
7
:
r
=
a
.
ops
.
pop
(),
a
.
trys
.
pop
();
continue
;
default
:
if
(
!
(
i
=
(
i
=
a
.
trys
).
length
>
0
&&
i
[
i
.
length
-
1
])
&&
(
6
===
r
[
0
]
||
2
===
r
[
0
])){
a
=
0
;
continue
}
if
(
3
===
r
[
0
]
&&
(
!
i
||
r
[
1
]
>
i
[
0
]
&&
r
[
1
]
<
i
[
3
])){
a
.
label
=
r
[
1
];
break
}
if
(
6
===
r
[
0
]
&&
a
.
label
<
i
[
1
]){
a
.
label
=
i
[
1
],
i
=
r
;
break
}
if
(
i
&&
a
.
label
<
i
[
2
]){
a
.
label
=
i
[
2
],
a
.
ops
.
push
(
r
);
break
}
i
[
2
]
&&
a
.
ops
.
pop
(),
a
.
trys
.
pop
();
continue
}
r
=
e
.
call
(
t
,
a
)}
catch
(
c
){
r
=
[
6
,
c
],
o
=
0
}
finally
{
n
=
i
=
0
}
if
(
5
&
r
[
0
])
throw
r
[
1
];
return
{
value
:
r
[
0
]?
r
[
1
]:
void
0
,
done
:
!
0
}}};
Object
.
defineProperty
(
n
,
"__esModule"
,{
value
:
!
0
});
var
s
=
cc
.
_decorator
,
p
=
s
.
ccclass
,
u
=
(
s
.
property
,
function
(
t
){
function
e
(){
return
null
!==
t
&&
t
.
apply
(
this
,
arguments
)
||
this
}
return
i
(
e
,
t
),
e
.
prototype
.
die
=
function
(
t
){
return
a
(
this
,
void
0
,
void
0
,
function
(){
var
e
,
n
=
this
;
return
c
(
this
,
function
(
o
){
switch
(
o
.
label
){
case
0
:
return
(
e
=
this
.
node
.
getComponent
(
cc
.
Animation
))?(
e
.
play
(),
e
.
on
(
"finished"
,
function
(){
return
a
(
n
,
void
0
,
void
0
,
function
(){
return
c
(
this
,
function
(
e
){
switch
(
e
.
label
){
case
0
:
return
[
4
,
null
==
t
?
void
0
:
t
()];
case
1
:
return
e
.
sent
(),
this
.
node
.
destroy
(),[
2
]}})})},
this
),[
3
,
3
]):[
3
,
1
];
case
1
:
return
[
4
,
null
==
t
?
void
0
:
t
()];
case
2
:
o
.
sent
(),
this
.
node
.
destroy
(),
o
.
label
=
3
;
case
3
:
return
[
2
]}})})},
r
([
p
],
e
)}(
cc
.
Component
));
n
.
default
=
u
,
cc
.
_RF
.
pop
()},{}],
utils
:[
function
(
t
,
e
,
n
){
"use strict"
;
cc
.
_RF
.
push
(
e
,
"6aca3erpIVPLpMW4bJwDRR6"
,
"utils"
);
var
o
=
this
&&
this
.
__awaiter
||
function
(
t
,
e
,
n
,
o
){
return
new
(
n
||
(
n
=
Promise
))(
function
(
i
,
r
){
function
a
(
t
){
try
{
s
(
o
.
next
(
t
))}
catch
(
e
){
r
(
e
)}}
function
c
(
t
){
try
{
s
(
o
.
throw
(
t
))}
catch
(
e
){
r
(
e
)}}
function
s
(
t
){
var
e
;
t
.
done
?
i
(
t
.
value
):(
e
=
t
.
value
,
e
instanceof
n
?
e
:
new
n
(
function
(
t
){
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u516b"
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u4e5d"
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u5341"
][
t
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n
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loadGameResources
=
function
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return
o
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function
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return
i
(
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,
function
(){
return
[
2
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Promise
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function
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t
){
cc
.
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.
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"images"
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n
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.
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randomNum
=
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.
getRandomArrayElements
=
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for
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getProbability
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.
getUrlParam
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function
(
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){
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n
=
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(
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+
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?
n
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cc
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,
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\ No newline at end of file
build/web-mobile/assets/resources/config.json
View file @
5e11a687
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"packs"
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"name"
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"resources"
,
"importBase"
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"nativeBase"
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"debug"
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"isZip"
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}
\ No newline at end of file
build/web-mobile/assets/resources/import/6d/6df99912-1d5b-422e-89a7-0016c080b6e2.json
0 → 100644
View file @
5e11a687
[
1
,
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,
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,[[
"cc.Asset"
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build/web-mobile/assets/resources/native/6d/6df99912-1d5b-422e-89a7-0016c080b6e2.svga
0 → 100644
View file @
5e11a687
File added
build/web-mobile/cocos2d-js-min.js
View file @
5e11a687
This source diff could not be displayed because it is too large. You can
view the blob
instead.
build/web-mobile/index.html
View file @
5e11a687
...
...
@@ -40,7 +40,7 @@
<!-- <script src="//yun.duiba.com.cn/db_games/libs0924/svgaParser.minWeb.js" crossorigin="anonymous"></script>-->
<link
rel=
"stylesheet"
type=
"text/css"
href=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1681
47776405
8/style-mobile.css"
/>
<link
rel=
"stylesheet"
type=
"text/css"
href=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1681
69993154
8/style-mobile.css"
/>
<style>
...
...
@@ -90,9 +90,9 @@
</div>
</div>
<script
src=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1681
47776405
8/src/settings.js"
charset=
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></script>
<script
src=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1681
69993154
8/src/settings.js"
charset=
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></script>
<script
src=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1681
47776405
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charset=
"utf-8"
></script>
<script
src=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1681
69993154
8/main.js"
charset=
"utf-8"
></script>
<script
type=
"text/javascript"
>
(
function
()
{
...
...
build/web-mobile/main.js
View file @
5e11a687
window
.
__remoteUrl__
=
"https://yun.duiba.com.cn/db_games/ccc_game/template/1681
47776405
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;
window
.
__remoteUrl__
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"https://yun.duiba.com.cn/db_games/ccc_game/template/1681
69993154
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;
window
.
__remoteAssets__
=
window
.
__remoteUrl__
+
"assets/"
;
window
.
__version__
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47776405
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window
.
__version__
=
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69993154
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window
.
__ENV__
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;
window
.
boot
=
function
()
{
...
...
settings/project.json
View file @
5e11a687
...
...
@@ -5,14 +5,34 @@
]
],
"excluded-modules"
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"3D"
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"3D Primitive"
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,
"3D Physics/Builtin"
,
"3D Particle"
"3D Particle"
,
"SafeArea"
],
"group-list"
:
[
"default"
...
...
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