chore: 纳入项目全部源码进根仓库统一管理
删除 YouleNexus 内嵌 .git,统一由根仓库唯一管理。提交: - projects/ 旧 H5 模板 Game_Surface_3 与各子游戏源码 - cocoscreator_projects/YouleNexus 工程 + cocos-creator-mcp 扩展源码 - CLAUDE.md、.mcp.json 等配置 library/temp/node_modules/dist 等缓存由 .gitignore 排除。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
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var gameHallImport = {};
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gameHallImport.appStart =function(){
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console.log("appStart");
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}
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gameHallImport.jumpMenuScene =function(){
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console.log("jumpMenuScene");
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}
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gameHallImport.gameStart = function(){
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console.log("gameStart");
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}
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gameHallImport.setGameList =function(){
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console.log("setGameList");
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}
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gameHallImport.clearGameinfo = function(){
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console.log("clearGameinfo");
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}
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gameHallImport.getWebdata = function(data){
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console.log("getWebdata");
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}
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gameHallImport.isInstalled = function(data){
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console.log("isInstalled");
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return 1;
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}
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gameHallImport.up_imgurl = function(recid,photo){
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console.log("up_imgurl");
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}
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gameHallImport.getphoto = function(recid,photo){
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console.log("getphoto");
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}
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// Game_Modify.appStart =function(){
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// }
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Game_Modify.StartWar=function(_msg){//开战
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}
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Game_Modify._ReceiveData=function(_msg){//接收数据包
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Col_net(_msg);
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}
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Game_Modify.createRoom=function(_roomtype,_infinite){//创建房间
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Infinite.found();
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}
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Game_Modify.myJoinRoom=function(_msg){//自己进入房间
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Infinite.join(Utl.getMySeat());
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}
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Game_Modify.Reconnect=function(_deskinfo){//重连
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Public_data.Initialization();
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Infinite.updata(_deskinfo.stage);
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aset = cls_doudizhu_aset.New();//创建牌桌
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for (var i = 0; i < aset.cardlist.length; i++) {
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if (cls_doudizhu_card.GetNumber(aset.cardlist[i]) == 1) {
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cls_doudizhu_card.SetArithN(aset.cardlist[i],14);
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} else if (cls_doudizhu_card.GetNumber(aset.cardlist[i]) == 2){
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cls_doudizhu_card.SetArithN(aset.cardlist[i],16);
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}
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}
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if (_deskinfo.stage >=0) {
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Updata_ui.net(_deskinfo);
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}
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}
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Game_Modify.stopAllSounds=function(){//关闭所有声音 (游戏声音)
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}
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Game_Modify.Free=function(_msg){//投票解散结果为同意时,点击结果界面确认的按钮时触发
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Public_data.data.grade = _msg.data.grade; //总分
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Public_data.data.stage = _msg.data.stage; //阶段
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game.shijian = _msg.data.shijian; //大局结算时间
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endover();
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}
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Game_Modify.DeskInfo=function(_msg){//未开战状态下自己加入是牌桌数据
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Infinite.no_join();
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}
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Game_Modify.breakRoom=function(){//游戏已开局情况下自己退出房间触发
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Infinite.out();
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}
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Game_Modify.playerJoinRoom=function(seat){//其他玩家加入房间
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Infinite.join(seat);
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}
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Game_Modify.playerLeaveRoom=function(seat){//其他玩家离开房间
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}
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Game_Modify.updateScene = function(){//更新游戏界面
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//根据本地数据重新显示界面
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Infinite.updata(Public_data.data.stage);
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if (Public_data.data.stage != -1 && Public_data.data.stage != 4) {
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All_ani.hide();
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All_timer.hide();
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Updata_ui.redraw();
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}
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}
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Game_Modify.closeGameScene=function(){//关闭游戏界面
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}
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Game_Modify.playerOffline = function(seat){//玩家离线
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}
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Game_Modify.playerOnline = function(seat){//玩家上线
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}
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Game_Modify.playerphonestate = function(seat,type){//玩家电话状态type->挂断1->接打电话、有电话进来的状态
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}
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Game_Modify.shakeEvent = function(){
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switch(GameData.shakeID){
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case Game_Config.shakeList.startwar://摇一摇开战(如果有主动开战)
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var data={};
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data.agentid=GameData.AgentId;
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data.gameid=GameData.GameId;
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data.playerid=C_Player.playerid;
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data.roomcode=Desk.roomcode;
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Net.Send_self_makewar(data);
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Func.stopshake();
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GameData.shakeID=Game_Config.shakeList.nil;
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break;
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}
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}
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Game_Modify.calResult = function(inputArr){//计算器结果显示
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Calculator.show(inputArr,22,295,348,28,1927,1930,1924);
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}
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Game_Modify.onEnterMainScene = function(roomtype){//进入游戏主场景
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console.log("进入游戏主场景");
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if (roomtype[3] == 2) {//如果是无限局
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set_self(1069,37,1,0,0);
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if (Utl.getstarName()=="星星") {
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set_self(1069,43,1,0,0);
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} else{
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set_self(1069,43,2,0,0);
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}
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}
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set_self(1070,37,1,0,0);//皮肤
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set_self(149,1,pifu[1][pifu[0]][0]);
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Utl.setFontColor(1045,pifu[1][pifu[0]][1]);//色号
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}
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Game_Modify.onExitMainScene = function(){//退出游戏主场景
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console.log("退出游戏主场景");
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}
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Game_Modify.onGameConfig = function(_gameConfig){//获取到游戏配置时调用(只在game_config有数据时才调用)
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game.config = _gameConfig;
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Game_Modify.Type_1[0].des = game.config.jushu[0] + "局(房卡X" + game.config.kouka[0][0] + ")";
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Game_Modify.Type_1[1].des = game.config.jushu[1] + "局(房卡X" + game.config.kouka[0][1] + ")";
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Game_Modify.Type_7[0].des = game.config.dizhu[0] + "分";
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Game_Modify.Type_7[1].des = game.config.dizhu[1] + "分";
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Game_Modify.Type_7[2].des = game.config.dizhu[2] + "分";
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Game_Modify.CreateRoomData.Type_5 = [game.config.gold[0],game.config.gold[3],game.config.gold[2]];
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}
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Game_Modify.onEnterVideo = function(){//进入牌局回放触发
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}
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Game_Modify.onSurrender = function(_msg){//收到投降回包
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}
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Game_Modify.onReady = function(seat){//玩家准备触发
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}
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Game_Modify.getRoomInfo = function(roomtype,type,tea){//通过roomtype获取房间描述每行最多18个字符超过需要自己换行type1系统房间2非系统房间
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console.log("Game_Modify.getRoomInfo:"+roomtype);
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return "房间描述"+roomtype;
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}
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Game_Modify.getStarLimit = function(roomtype){//通过roomtype获取房间星星场下限数量(准入)
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console.log("Game_Modify.getStarLimit:"+roomtype);
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return roomtype[4][1];
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}
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Game_Modify.getMult = function(roomtype,type){//通过roomtype获取房间星星场倍数
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console.log("Game_Modify.getStarLimit:"+roomtype);
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return roomtype[4][0];
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}
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Game_Modify.getFullRoomInfo = function(roomtype){//通过roomtype获取房间全部信息描述 每行最多26个字符超过需要自己换行
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//console.log("Game_Modify.getFullRoomInfo:"+roomtype);
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//房间信息
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var _des = "";
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if(roomtype[3] == 1){
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_des= Game_Modify.Type_1[roomtype[0]-1].des+Game_Modify.Type_2[roomtype[1]-1].des+'\n'+"底分:"+Game_Modify.Type_7[roomtype[6]-1].des+'\n'+ Game_Modify.Type_9[roomtype[8]-1].des+' '+Game_Modify.Type_10[roomtype[9]-1].des+" "+Game_Modify.Type_3[roomtype[2]-1].des;
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} else{
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if (Utl.getIsInfinite() == 1){
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_des= "底分:"+Game_Modify.Type_7[roomtype[6]-1].des+' '+ Game_Modify.Type_9[roomtype[8]-1].des+' '+Game_Modify.Type_10[roomtype[9]-1].des+" "+Game_Modify.Type_3[roomtype[2]-1].des
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+'\n'+Utl.getstarName()+"倍数:" + roomtype[4][0]+''+"入场限制:" + roomtype[4][1];
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}else{
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_des = Game_Modify.Type_1[roomtype[0]-1].des+' '+"底分:"+Game_Modify.Type_7[roomtype[6]-1].des+'\n'+ Game_Modify.Type_9[roomtype[8]-1].des+' '+Game_Modify.Type_10[roomtype[9]-1].des+" "+Game_Modify.Type_3[roomtype[2]-1].des
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+'\n'+Utl.getstarName()+"倍数:" + roomtype[4][0]+''+"入场限制:" + roomtype[4][1];
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}
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}
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return _des;
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}
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Game_Modify.onOpenHelp = function(spid){//打开帮助页面触发
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}
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//显示大厅界面触发
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Game_Modify.onMainMenuScene = function(){
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Public_data.Initialization();
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UI.hide();
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All_ani.hide();
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All_timer.hide();
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}
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//确认数字输入框回调
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Game_Modify.onCheckInput = function(_result){
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console.log(_result);
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}
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//创建房间成功后触发
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Game_Modify.onCreateRoom = function(_data){
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}
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//获取离场限制
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Game_Modify.getLeaveLimit = function(roomtype){
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return 10;
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}
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//成功获取定位信息触发
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Game_Modify.onLocationInfo = function(_locationInfo){
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}
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//进入游戏界面创建牌桌之前调用
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Game_Modify.onCreateDesk = function(roomtype){
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console.log("onCreateDesk:"+roomtype);
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//最大人数
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if(roomtype[2] == 1){
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Game_Config.Max.PlayerCnt = 3;
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}else if(roomtype[2] == 2){
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Game_Config.Max.PlayerCnt = 2;
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}
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}
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//通过roomtype获取是否开启视频功能0->不开启1->开启
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Game_Modify.getVideoByRoomType = function(roomtype){
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return 1;
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}
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//返回值为字符数组数组每项为房间一项描述信息
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Game_Modify.getRoomTopDescAry = function(roomtype){
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//console.log(roomtype);
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//房间信息
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if (roomtype[1] == 1) {
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Game_Modify.Type_1[0].des = game.config.jushu[0] + "局(房卡X" + game.config.kouka[1][0] + ")";
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Game_Modify.Type_1[1].des = game.config.jushu[1] + "局(房卡X" + game.config.kouka[1][1] + ")";
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}else{
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Game_Modify.Type_1[0].des = game.config.jushu[0] + "局(房卡X" + game.config.kouka[0][0] + ")";
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Game_Modify.Type_1[1].des = game.config.jushu[1] + "局(房卡X" + game.config.kouka[0][1] + ")";
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}
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if(roomtype[3] == 1){
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return [Game_Modify.Type_1[roomtype[0]-1].des,Game_Modify.Type_2[roomtype[1]-1].des,"底分:"+Game_Modify.Type_7[roomtype[6]-1].des,Game_Modify.Type_9[roomtype[8]-1].des,
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Game_Modify.Type_10[roomtype[9]-1].des,Game_Modify.Type_3[roomtype[2]-1].des];
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} else{
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if (Utl.getIsInfinite() == 1) {
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return ["底分:"+Game_Modify.Type_7[roomtype[6]-1].des,Game_Modify.Type_9[roomtype[8]-1].des,Game_Modify.Type_10[roomtype[9]-1].des,Game_Modify.Type_3[roomtype[2]-1].des
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,Utl.getstarName()+"倍数:" + roomtype[4][0],"入场限制:" + roomtype[4][1]];
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} else {
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return [Game_Modify.Type_1[roomtype[0]-1].des,"底分:"+Game_Modify.Type_7[roomtype[6]-1].des,Game_Modify.Type_9[roomtype[8]-1].des,Game_Modify.Type_10[roomtype[9]-1].des,Game_Modify.Type_3[roomtype[2]-1].des
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,Utl.getstarName()+"倍数:" + roomtype[4][0],"入场限制:" + roomtype[4][1]];
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}
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}
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}
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//星星场房间列表
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Game_Modify.getShareRoom = function(_msg){
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}
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//玩家自己退出房间
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Game_Modify.myExitRoom = function(seat){
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Infinite.out();
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}
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//接收到换座包触发
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Game_Modify.changeSeat = function(seat1,seat2){
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}
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//关闭vip选项时调用
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Game_Modify.onCloseVip = function(){
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}
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//判断房间是否为金币场(是金币场返回1否则返回0)
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Game_Modify.getRoomMode = function(roomtype){
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return 0;
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}
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// //通过该接口获取房间最大玩家数量,获取最大玩家数量记得把Game_Config.Max.PlayerCnt的值设置成对应值,对于roomtype需要先判断是否合法,如果不合法,默认返回Game_Config.Max.PlayerCnt
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// Game_Modify.getMaxPlayerCount = function(roomtype){
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// return Game_Config.Max.PlayerCnt;
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// }
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// /**
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// * 更新玩家信息界面显示(数据层方法)
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// */
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// Game_Modify.updatePlayerInfoUI = function(targetSeat){
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// return false;
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// }
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//回放时触发
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Game_Modify.recovery = function(_msg){
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opencard(1);
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opencard(2);
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set_self(1064,41,1,0,0);
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set_self(1064,37,1,0,0);
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Public_data.aset_recovery(_msg);
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config_carlen();
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cards_interval();
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liangdipai(1);//亮底牌
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difenxs();//底分显示
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beixs();//倍数显示
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dzxs();//地主显示
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}
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//回放时退出触发
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Game_Modify.recoveryout = function(){
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set_group(220,37,0,0,0);
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Public_data.Initialization();
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UI.hide();
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All_ani.hide();
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All_timer.hide();
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}
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//开始回放时手牌排序
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Game_Modify.sort = function(cards){
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cards = cls_doudizhu_card.SortCardList(cls_doudizhu_aset.CardIdsToCards(aset,cards)
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,[1,3]);
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cards = cls_doudizhu_aset.CardsToCardIds(cards);
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return cards;
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}
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//回放结束
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Game_Modify.over = function(_msg){
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Public_data.data.bei = _msg.data.gameinfo2.pjhf[dijiju][_msg.data.gameinfo2.pjhf[dijiju].length-1][1]; //当前倍数
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asetover();
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}
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//回放中途触发
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Game_Modify.recovery_step = function(num){
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//set_group(220,37,0,0,0);
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beixs();//倍数显示
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}
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//点击出牌时触发
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Game_Modify.putcards = function(){
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}
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