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assets/app-bundle/app-view/page/main/native/PageMain.ts
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assets/app-bundle/app-view/page/main/native/PageMain.ts
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import { _decorator, Node, tween, Vec3, Sprite, Asset, ImageAsset, SpriteFrame, Texture2D, Label } from 'cc';
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import BaseView from '../../../../../../extensions/app/assets/base/BaseView';
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import { PageTips } from '../../tips/native/PageTips';
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import { app } from 'db://assets/app/app';
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import { Tools } from 'db://assets/res-native/tools/Tools';
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import { PageRewardhistory } from '../../rewardhistory/native/PageRewardhistory';
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import { USERDATA } from 'db://assets/res-native/data/UserData';
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const { ccclass, property } = _decorator;
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@ccclass('PageMain')
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export class PageMain extends BaseView {
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/** 标题 */
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@property(Node)
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title: Node = null!;
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/** 奖励 */
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@property(Node)
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reward_bg: Node = null!;
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/** 奖励 */
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@property(Node)
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noreward_bg: Node = null!;
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/** 音乐按钮 */
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@property(Node)
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btn_music: Node = null!;
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/** 灯光 */
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@property(Node)
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turn_light: Node = null!;
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/** 转盘 */
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@property(Node)
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turn: Node = null!;
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/** 奖励文字 */
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@property(Label)
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lab_rw: Label = null!;
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/** 奖励icon */
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@property(Sprite)
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icon_rw: Sprite = null!;
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/** 剩余次数 */
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@property(Label)
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lab_remain: Label = null!;
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/** 奖励展示列表 */
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@property(Node)
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rw_list: Node[] = [];
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/** 奖励icon */
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@property(Sprite)
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game_logo: Sprite = null!;
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/** 奖励icon */
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@property(Sprite)
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game_logo_bg: Sprite = null!;
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/** 转盘是否正在转 */
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private _is_turing = false;
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// 初始化的相关逻辑写在这
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onLoad() {}
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// 界面打开时的相关逻辑写在这(onShow可被多次调用-它与onHide不成对)
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onShow(params: any) {
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this.titleAnimation();
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this.lab_remain.string = "REMAINING CHANCE : " + USERDATA.point.toString();
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this.setRw();
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// 加载配置的logo
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if (USERDATA.logo && this.game_logo) {
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Tools.remoteLoadSprite(USERDATA.logo, this.game_logo)
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}
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if (USERDATA.logo_back && this.game_logo_bg) {
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Tools.remoteLoadSprite(USERDATA.logo_back, this.game_logo_bg)
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}
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}
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setRw(){
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for (let i = 0; i < this.rw_list.length; i++) {
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const element = this.rw_list[i];
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if (USERDATA.prize_list[i]){
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Tools.SetText(element, USERDATA.prize_list[i].name)
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Tools.remoteLoadSprite(USERDATA.prize_list[i].pic, Tools.GetChildComp(element, "icon", Sprite))
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}
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}
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}
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/** 开始灯光切换 */
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startLightToggle() {
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this.schedule(this.switchLight, 0.3);
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}
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/** 切换灯光 */
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switchLight(){
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this.turn_light.active = !this.turn_light.active;
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}
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/** 标题动画 */
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titleAnimation() {
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const scaleDown = tween().to(0.6, { scale: new Vec3(0.96, 0.96, 1) });
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const scaleUp = tween().to(0.6, { scale: new Vec3(1, 1, 1) });
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tween(this.title)
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.sequence(scaleDown, scaleUp) // 使用sequence串联动画
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.repeatForever()
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.start();
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}
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// 界面关闭时的相关逻辑写在这(已经关闭的界面不会触发onHide)
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onHide(result: undefined) {
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// app.manager.ui.show<PageMain>({name: 'PageMain', onHide:(result) => { 接收到return的数据,并且有类型提示 }})
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return result;
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}
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/**
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* 旋转转盘
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* @param segmentIndex 目标段落索引 (0-9)
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* @param callback 旋转完成后的回调函数
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*/
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rotateTurntable(segmentIndex: number, callback?: () => void) {
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app.manager.sound.playEffect({name: "effect/turn"})
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this._is_turing = true;
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// 每个扇形的角度
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const segmentAngle = 36; // 360度 / 10份 = 36度每份
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// 随机左右12度
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let random_rat = 12 * (1 - Math.random() * 2)
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// 计算目标角度(从15度开始,顺时针)
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// segmentIndex: 0-9 对应第1-10个扇形
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const targetAngle = (18 + segmentIndex * segmentAngle) + random_rat;
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// 为了让转盘看起来更真实,我们先旋转几圈再停到目标位置
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const rotations = Math.floor(Math.random() * 3) + 6; // 旋转圈数
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const totalRotation = rotations * 360 + targetAngle;
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// 获取当前旋转角度
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const currentRotation = this.turn.eulerAngles;
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// 计算需要旋转的总角度
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const rotationAngle = totalRotation - currentRotation.z;
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// 使用tween动画旋转转盘
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tween(this.turn)
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.by(2.2, { eulerAngles: new Vec3(0, 0, rotationAngle) }, {
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easing: 'cubicOut' // 使用缓动函数使旋转更自然
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})
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.call(() => {
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// 确保最终角度正确
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this.turn.eulerAngles = new Vec3(0, 0, targetAngle);
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if (callback) callback();
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})
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.start();
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}
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/** 点击奖励确定 */
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onClickRewardSure(){
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this.reward_bg.active = false
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this.noreward_bg.active = false
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}
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/** 点击提示 */
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onClickTips(){
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app.manager.ui.show<PageTips>({name: 'PageTips'})
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}
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/** 点击音乐 */
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oncClickMusic(){
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let music = app.manager.sound.isMusicPlaying
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music ? app.manager.sound.stopMusic() : app.manager.sound.playDefaultMusic()
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this.loadRes(music ? "main_btn_sounds_off" : "main_btn_sounds_on", Asset, (res: ImageAsset)=>{
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let sp = new SpriteFrame()
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let tex = new Texture2D();
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tex.image = res;
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sp.texture = tex
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this.btn_music.getComponent(Sprite).spriteFrame = sp
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});
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}
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/** 点击历史 */
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onClickRwHis(){
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app.manager.ui.show<PageRewardhistory>({name: 'PageRewardhistory'})
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}
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/** 点击转盘 */
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btnClickTurn(){
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if (this._is_turing) return;
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if (USERDATA.point <= 0) {
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app.manager.ui.showToast(Tools.GetLocalized("no chance"));
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return;
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}
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this.icon_rw.spriteFrame = null;
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Tools.httpReq("lottery", {}, (res:any)=>{
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this.startLightToggle(); // 启动灯光切换
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this.turn.setPosition(new Vec3(0, 0, 18))
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let n = null
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for (let i = 0; i < USERDATA.prize_list.length; i++) {
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const element = USERDATA.prize_list[i];
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if (res.prize_id == element.id){
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n = i
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break
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}
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}
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if (n == null){
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app.manager.ui.showToast(Tools.GetLocalized("fail"))
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return
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}
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USERDATA.point--
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this.lab_remain.string = "REMAINING CHANCE : " + USERDATA.point.toString()
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this.rotateTurntable(n, ()=>{
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this._is_turing = false
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this.lab_rw.string = Tools.StringLFormat(res.message)
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Tools.remoteLoadSprite(USERDATA.prize_list[n].pic, this.icon_rw)
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this.unschedule(this.switchLight)
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this.scheduleOnce(()=>{
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this.reward_bg.active = res.prize_type != 3
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this.noreward_bg.active = res.prize_type == 3
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app.manager.sound.playEffect({name: res.prize_type == 3 ? "effect/lose" : "effect/win"})
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}, 0.3)
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})
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})
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}
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}
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