fix: infinite loop when end game

main
tiendat3699 2024-03-04 09:29:39 +07:00
parent 9bef92b7e7
commit f03d95d12a
3 changed files with 23 additions and 12 deletions

View File

@ -58,7 +58,7 @@
},
{
"__type__": "cc.animation.HierarchyPath",
"path": "Sprite"
"path": "goal"
},
{
"__type__": "cc.animation.Channel",
@ -87,7 +87,9 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": null
"__editorExtras__": {
"tangentMode": 0
}
},
{
"__type__": "cc.RealKeyframeValue",
@ -99,7 +101,9 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": null
"__editorExtras__": {
"tangentMode": 0
}
},
{
"__type__": "cc.RealKeyframeValue",
@ -111,7 +115,9 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": null
"__editorExtras__": {
"tangentMode": 0
}
},
{
"__type__": "cc.RealKeyframeValue",
@ -123,7 +129,9 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": null
"__editorExtras__": {
"tangentMode": 0
}
},
{
"__type__": "cc.RealKeyframeValue",
@ -135,7 +143,9 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": null
"__editorExtras__": {
"tangentMode": 0
}
},
{
"__type__": "cc.RealKeyframeValue",
@ -147,7 +157,9 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": null
"__editorExtras__": {
"tangentMode": 0
}
}
],
"preExtrapolation": 1,
@ -175,7 +187,9 @@
"leftTangent": 0,
"leftTangentWeight": 1,
"easingMethod": 0,
"__editorExtras__": null
"__editorExtras__": {
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}
}
],
"preExtrapolation": 1,

View File

@ -9,10 +9,7 @@ import {
director,
EventTarget,
IPhysics2DContact,
ParticleSystem,
randomRangeInt,
RigidBody2D,
Vec2,
} from 'cc';
import { GameplayController } from './GameplayController';
import { SoundManager } from './SoundManager';

View File

@ -245,7 +245,7 @@ export class GameplayController extends Component {
public updateCurrentBallsInGame(value: number) {
this._currentBallsInGame += value;
if (this._currentBallsInGame <= 0) {
if (this._currentBallsInGame == 0) {
this.ball--;
this.eventUpdateBall.emit(EventType.UpdateBall, this.ball);
if (this.ball <= 0) this.ChangeGameState(GameState.EndGame);