ts转js出现问题

版本:1.7.2
平台:mac
今天我构建安卓原生工程的时候,打开游戏会黑屏,一看是报错

,于是我就去找了下原ts代码,看看是不是写错了,然而,ts中是没问题的,是在构建之后错了,这个问题今天才发现,而且构建ios也会这样,我把代码贴一下吧:
`playBoltAnimation(fisharr: any, rPos: number, gainMoney: string) {

    cc.log("gainMoney222", gainMoney);
    this.byGame.byAudio.playBoltSound();
    let arr: cc.Vec2[] = [];

    for (let i = 0; i < this.byGame.fishLayer.children.length; i++) {
        let fish = this.byGame.fishLayer.children[i];
        if (fish.active) {

            for (let j = 0; j < fisharr.length; j++) {
                let fishInfo = fisharr[j];
                if (fish.getComponent(BYFish).fishId == fishInfo) {
                    if (this.byGame.byUserMgr.isRotate) {
                        arr.push(cc.p(-fish.x, -fish.y));
                    } else {
                        arr.push(cc.p(fish.x, fish.y));
                    }

                    let fishType = fish.getComponent(BYFish).typeId;
                    fish.getComponent("shader-obj").setDefault();
                    cc.director.getActionManager().removeAllActionsFromTarget(fish);
                    cc.director.getScheduler().unscheduleAllForTarget(fish.getComponent(BYFish));
                    if (this.byGame.lockFishNodes[this.byGame.byUserMgr.myGameLocation] == fish) {
                        // cc.log("lock1 1111111111111");
                        this.byGame.lockFishNodes[this.byGame.byUserMgr.myGameLocation] = undefined;
                    }
                    fish.getComponent(BYFish).isDieing = true;
                    let xboxCollider:cc.Collider = fish.getComponent(cc.CircleCollider);
                    if (!xboxCollider){
                        xboxCollider = fish.getComponent(cc.BoxCollider);
                    }
                    xboxCollider.enabled = false;
                    let spine = undefined;

                    if (fishType / 10 > 7 && fishType / 10 < 8) {
                        spine = fish.getChildByName("spine").getComponent(sp.Skeleton);
                    } else if (fishType == 95 || fishType == 66) {
                        spine = fish.getChildByName("spine").getComponent(sp.Skeleton);
                        fish.getComponent(cc.Animation).pause();
                    } else {
                        spine = fish.getComponent(sp.Skeleton);
                    }
                    if (spine) {
                        spine.paused = true;
                    }

                    let time = 0.15;
                    let rotation1 = 80;
                    fish.runAction(cc.sequence(
                        cc.rotateBy(time / 2, -rotation1 / 2),
                        cc.rotateBy(time, rotation1),
                        cc.rotateBy(time / 2, -rotation1 / 2)
                    ).repeatForever());

                    this.scheduleOnce(() => {
                        this.byGame.fishMgr.fishDieByFishId(fisharr[j], "0", rPos);
                    }, 4);
                }
            }
        }
    }


    if (arr.length < 2) {
        return;
    }
    let texiaoLayer = this.byGame.texiaoLayer;
    for (let i = 0; i < arr.length; i++) {

        let min = i;
        let max = i + 1;
        if (i == arr.length - 1) {
            min = i;
            max = 0;
        }

        let xpoint = arr[min].x > arr[max].x ? arr[min].x : arr[max].x;
        let ypoint = arr[min].y > arr[max].y ? arr[min].y : arr[max].y;
        let xlength = Math.abs(arr[max].x - arr[min].x);
        let ylength = Math.abs(arr[max].y - arr[min].y);
        let length = BYUtil.getLength(arr[min], arr[max]);
        let BoltDegree = 180 - BYUtil.getBoltDegree(arr[min], arr[max]);
        let xinBolt = this.createBolt();
        xinBolt.scale = 1;

        let bili = length / this.boltLength;
        if (bili > 1) {
            xinBolt.scaleX = bili;
        } else {
            xinBolt.scale = bili;
        }

        xinBolt.scaleY = 0.57;

        xinBolt.rotation = BoltDegree;
        xinBolt.position = cc.p(xpoint - xlength / 2, ypoint - ylength / 2);

        let anim = xinBolt.getComponent(cc.Animation);
        let time = Math.random() * 10;
        anim.setCurrentTime(time);
        anim.play();


        this.hideBolt(xinBolt);
    }

    for (let i = 0; i < arr.length; i++) {

        let sdq = this.createBoltBall();
        sdq.position = arr[i];
        sdq.active = true;

        sdq.getComponent(cc.Animation).play();

        this.hideBoltBall(sdq);
    }

    if (this.byGame.byUserMgr.toGameLocation(rPos) == this.byGame.byUserMgr.myGameLocation) {

        this.scheduleOnce(() => {
            this.showMakeMoneyAnimation(gainMoney);
        }, 5);

    } else {
        this.byGame.incCoinByGunId(this.byGame.byUserMgr.toGameLocation(rPos), gainMoney);
        return;
    }

    // cc.log("blueBommAimPool==", this.blueBommAimPool.length, "coinPool==", this.coinPool.length,
    //     "boltPool==", this.boltPool.length, "blueBommAimPool==", this.blueBommAimPool.length,
    //     "boomFishPool==", this.boomFishPool.length, "shandianqiuPool==", this.boltBallPool.length,
    //     "coinLablePool==", this.coinLablePool.length);

}`

去掉那条变量声明赋值就ok了,真奇怪
@jare @panda