(function() {
var nodeEnv = typeof require !== 'undefined' && typeof process !== 'undefined';
var __module = nodeEnv ? module : {exports:{}};
var __filename = 'preview-scripts/__qc_index__.js';
var __require = nodeEnv ? function (request) {
return cc.require(request);
} : function (request) {
return __quick_compile_project__.require(request, __filename);
};
function __define (exports, require, module) {
if (!nodeEnv) {__quick_compile_project__.registerModule(__filename, module);}
require('./assets/migration/use_v2.1-2.2.1_cc.Toggle_event');
require('./assets/res/prefabs/loadingDoorAnim/loadingDoorAnim');
require('./assets/res/prefabs/switch/audioSwitch');
require('./assets/scripts/aboutScene/aboutScene');
require('./assets/scripts/common/animationPath');
require('./assets/scripts/common/frameAnimation');
require('./assets/scripts/common/module/gameDataManager');
require('./assets/scripts/common/module/levelDataManager');
require('./assets/scripts/common/module/soundsManager');
require('./assets/scripts/common/module/storageManager');
require('./assets/scripts/common/module/utils');
require('./assets/scripts/common/move');
require('./assets/scripts/common/nodeSort');
require('./assets/scripts/common/starReview');
require('./assets/scripts/homeScene/homeScene');
require('./assets/scripts/homeScene/startAnim');
require('./assets/scripts/homeScene/storeBoard');
require('./assets/scripts/levelScene/V_gameState');
require('./assets/scripts/levelScene/builder');
require('./assets/scripts/levelScene/combatLogic');
require('./assets/scripts/levelScene/creature');
require('./assets/scripts/levelScene/levelScene');
require('./assets/scripts/levelScene/monster/monster');
require('./assets/scripts/levelScene/monster/monsterFactory');
require('./assets/scripts/levelScene/settlementFace');
require('./assets/scripts/levelScene/tower/arrow/arrowBullet');
require('./assets/scripts/levelScene/tower/arrow/arrowTower');
require('./assets/scripts/levelScene/tower/arrow/arrower');
require('./assets/scripts/levelScene/tower/artillery/artilleryBullet');
require('./assets/scripts/levelScene/tower/artillery/artilleryTower');
require('./assets/scripts/levelScene/tower/barrack/barrack');
require('./assets/scripts/levelScene/tower/barrack/soldier');
require('./assets/scripts/levelScene/tower/magiclan/magiclanBullet');
require('./assets/scripts/levelScene/tower/magiclan/magiclanTower');
require('./assets/scripts/selecttLevelScene/aSeriesSkill');
require('./assets/scripts/selecttLevelScene/levelManager');
require('./assets/scripts/selecttLevelScene/selectLevelScene');
require('./assets/scripts/selecttLevelScene/skillsBoard');
}
if (nodeEnv) {
__define(__module.exports, __require, __module);
}
else {
__quick_compile_project__.registerModuleFunc(__filename, function () {
__define(__module.exports, __require, __module);
});
}
})();
//------QC-SOURCE-SPLIT------
(function() {
var nodeEnv = typeof require !== 'undefined' && typeof process !== 'undefined';
var __module = nodeEnv ? module : {exports:{}};
var __filename = 'preview-scripts/assets/migration/use_v2.1-2.2.1_cc.Toggle_event.js';
var __require = nodeEnv ? function (request) {
return cc.require(request);
} : function (request) {
return __quick_compile_project__.require(request, __filename);
};
function __define (exports, require, module) {
if (!nodeEnv) {__quick_compile_project__.registerModule(__filename, module);}"use strict";
cc._RF.push(module, '0f6b2JM2edDAbQFWlEuYfM7', 'use_v2.1-2.2.1_cc.Toggle_event');
// migration/use_v2.1-2.2.1_cc.Toggle_event.js
"use strict";
/*
* This script is automatically generated by Cocos Creator and is only used for projects compatible with the v2.1.0 ~ 2.2.1 version.
* You do not need to manually add this script in any other project.
* If you don't use cc.Toggle in your project, you can delete this script directly.
* If your project is hosted in VCS such as git, submit this script together.
*
* 此脚本由 Cocos Creator 自动生成,仅用于兼容 v2.1.0 ~ 2.2.1 版本的工程,
* 你无需在任何其它项目中手动添加此脚本。
* 如果你的项目中没用到 Toggle,可直接删除该脚本。
* 如果你的项目有托管于 git 等版本库,请将此脚本一并上传。
*/
if (cc.Toggle) {
// Whether to trigger 'toggle' and 'checkEvents' events when modifying 'toggle.isChecked' in the code
// 在代码中修改 'toggle.isChecked' 时是否触发 'toggle' 与 'checkEvents' 事件
cc.Toggle._triggerEventInScript_isChecked = true;
}
cc._RF.pop();
}
if (nodeEnv) {
__define(__module.exports, __require, __module);
}
else {
__quick_compile_project__.registerModuleFunc(__filename, function () {
__define(__module.exports, __require, __module);
});
}
})();
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//------QC-SOURCE-SPLIT------
(function() {
var nodeEnv = typeof require !== 'undefined' && typeof process !== 'undefined';
var __module = nodeEnv ? module : {exports:{}};
var __filename = 'preview-scripts/assets/scripts/common/animationPath.js';
var __require = nodeEnv ? function (request) {
return cc.require(request);
} : function (request) {
return __