合并处理
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d75e200117
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@ -1,5 +1,5 @@
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var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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init: function () {
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"init": function () {
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this._afterLoadResources = function () {
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// 本函数将在所有资源加载完毕后,游戏开启前被执行
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core.ui.statusBar.init();
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@ -261,7 +261,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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});
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};
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},
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drawLight: function () {
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"drawLight": function () {
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// 绘制灯光/漆黑层效果。调用方式 core.plugin.drawLight(...)
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// 【参数说明】
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// name:必填,要绘制到的画布名;可以是一个系统画布,或者是个自定义画布;如果不存在则创建
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@ -327,7 +327,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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// 可以在任何地方(如afterXXX或自定义脚本事件)调用函数,方法为 core.plugin.xxx();
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};
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},
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shop: function () {
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"shop": function () {
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// 【全局商店】相关的功能
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//
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// 打开一个全局商店
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@ -603,7 +603,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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60
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);
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},
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removeMap: function () {
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"removeMap": function () {
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// 高层塔砍层插件,删除后不会存入存档,不可浏览地图也不可飞到。
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// 推荐用法:
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// 对于超高层或分区域塔,当在1区时将2区以后的地图删除;1区结束时恢复2区,进二区时删除1区地图,以此类推
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@ -692,15 +692,6 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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});
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};
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},
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<<<<<<< HEAD
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fiveLayers: function () {
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// 是否启用五图层(增加背景2层和前景2层) 将__enable置为true即会启用;启用后请保存后刷新编辑器
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// 背景层2将会覆盖背景层 被事件层覆盖 前景层2将会覆盖前景层
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// 另外 请注意加入两个新图层 会让大地图的性能降低一些
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// 插件作者:ad
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var __enable = true;
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if (!__enable) return;
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=======
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"fiveLayers": function () {
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// 是否启用五图层(增加背景2层和前景2层) 将__enable置为true即会启用;启用后请保存后刷新编辑器
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// 背景层2将会覆盖背景层 被事件层覆盖 前景层2将会覆盖前景层
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@ -708,7 +699,6 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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// 插件作者:ad
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var __enable = true;
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if (!__enable) return;
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>>>>>>> map
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// 创建新图层
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function createCanvas(name, zIndex) {
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@ -823,90 +813,6 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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}
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}
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<<<<<<< HEAD
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var _loadFloor_doNotCopy = core.maps._loadFloor_doNotCopy;
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core.maps._loadFloor_doNotCopy = function () {
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return ["bg2map", "fg2map"].concat(_loadFloor_doNotCopy());
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};
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////// 绘制背景和前景层 //////
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core.maps._drawBg_draw = function (floorId, toDrawCtx, cacheCtx, config) {
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config.ctx = cacheCtx;
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core.maps._drawBg_drawBackground(floorId, config);
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// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制背景图块;后绘制的覆盖先绘制的。
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core.maps._drawFloorImages(
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floorId,
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config.ctx,
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"bg",
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null,
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null,
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config.onMap
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);
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core.maps._drawBgFgMap(floorId, "bg", config);
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if (config.onMap) {
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core.drawImage(
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toDrawCtx,
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cacheCtx.canvas,
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core.bigmap.v2 ? -32 : 0,
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core.bigmap.v2 ? -32 : 0
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);
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core.clearMap("bg2");
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core.clearMap(cacheCtx);
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}
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core.maps._drawBgFgMap(floorId, "bg2", config);
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if (config.onMap)
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core.drawImage(
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"bg2",
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cacheCtx.canvas,
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core.bigmap.v2 ? -32 : 0,
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core.bigmap.v2 ? -32 : 0
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);
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config.ctx = toDrawCtx;
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};
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core.maps._drawFg_draw = function (floorId, toDrawCtx, cacheCtx, config) {
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config.ctx = cacheCtx;
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// ------ 调整这两行的顺序来控制是先绘制贴图还是先绘制前景图块;后绘制的覆盖先绘制的。
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core.maps._drawFloorImages(
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floorId,
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config.ctx,
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"fg",
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null,
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null,
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config.onMap
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);
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core.maps._drawBgFgMap(floorId, "fg", config);
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if (config.onMap) {
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core.drawImage(
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toDrawCtx,
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cacheCtx.canvas,
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core.bigmap.v2 ? -32 : 0,
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core.bigmap.v2 ? -32 : 0
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);
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core.clearMap("fg2");
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core.clearMap(cacheCtx);
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}
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core.maps._drawBgFgMap(floorId, "fg2", config);
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if (config.onMap)
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core.drawImage(
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"fg2",
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cacheCtx.canvas,
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core.bigmap.v2 ? -32 : 0,
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core.bigmap.v2 ? -32 : 0
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);
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config.ctx = toDrawCtx;
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};
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////// 移动判定 //////
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core.maps._generateMovableArray_arrays = function (floorId) {
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return {
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bgArray: this.getBgMapArray(floorId),
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fgArray: this.getFgMapArray(floorId),
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eventArray: this.getMapArray(floorId),
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bg2Array: this._getBgFgMapArray("bg2", floorId),
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fg2Array: this._getBgFgMapArray("fg2", floorId),
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};
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};
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},
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itemShop: function () {
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=======
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var _loadFloor_doNotCopy = core.maps._loadFloor_doNotCopy;
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core.maps._loadFloor_doNotCopy = function () {
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return ["bg2map", "fg2map"].concat(_loadFloor_doNotCopy());
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@ -989,7 +895,6 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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};
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},
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"itemShop": function () {
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>>>>>>> map
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// 道具商店相关的插件
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// 可在全塔属性-全局商店中使用「道具商店」事件块进行编辑(如果找不到可以在入口方块中找)
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