7f6a12ecc1a0c40226d8c35daa4b84136b1bf590.js 22 KB

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  1. System.register(["__unresolved_0", "cc", "__unresolved_1", "__unresolved_2", "__unresolved_3", "__unresolved_4", "__unresolved_5", "__unresolved_6", "__unresolved_7"], function (_export, _context) {
  2. "use strict";
  3. var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, _decorator, BoxCollider, Component, instantiate, Node, NodePool, Prefab, Quat, RigidBody, table_idiom, ch_util, CreateIdiom, Cube_Infor, Cube_State, UI_Idioms, gui, GameCtl, _dec, _dec2, _dec3, _dec4, _class, _class2, _descriptor, _descriptor2, _descriptor3, _class3, _crd, ccclass, property, Container_Manager;
  4. function _initializerDefineProperty(target, property, descriptor, context) { if (!descriptor) return; Object.defineProperty(target, property, { enumerable: descriptor.enumerable, configurable: descriptor.configurable, writable: descriptor.writable, value: descriptor.initializer ? descriptor.initializer.call(context) : void 0 }); }
  5. function _applyDecoratedDescriptor(target, property, decorators, descriptor, context) { var desc = {}; Object.keys(descriptor).forEach(function (key) { desc[key] = descriptor[key]; }); desc.enumerable = !!desc.enumerable; desc.configurable = !!desc.configurable; if ('value' in desc || desc.initializer) { desc.writable = true; } desc = decorators.slice().reverse().reduce(function (desc, decorator) { return decorator(target, property, desc) || desc; }, desc); if (context && desc.initializer !== void 0) { desc.value = desc.initializer ? desc.initializer.call(context) : void 0; desc.initializer = undefined; } if (desc.initializer === void 0) { Object.defineProperty(target, property, desc); desc = null; } return desc; }
  6. function _initializerWarningHelper(descriptor, context) { throw new Error('Decorating class property failed. Please ensure that ' + 'transform-class-properties is enabled and runs after the decorators transform.'); }
  7. function _reportPossibleCrUseOftable_idiom(extras) {
  8. _reporterNs.report("table_idiom", "../module_extra/table_ts/table_idiom", _context.meta, extras);
  9. }
  10. function _reportPossibleCrUseOfch_util(extras) {
  11. _reporterNs.report("ch_util", "../ch/ch_util", _context.meta, extras);
  12. }
  13. function _reportPossibleCrUseOfCreateIdiom(extras) {
  14. _reporterNs.report("CreateIdiom", "./CreateIdiom", _context.meta, extras);
  15. }
  16. function _reportPossibleCrUseOfCube_Infor(extras) {
  17. _reporterNs.report("Cube_Infor", "./Cube_Infor", _context.meta, extras);
  18. }
  19. function _reportPossibleCrUseOfCube_State(extras) {
  20. _reporterNs.report("Cube_State", "./Cube_Infor", _context.meta, extras);
  21. }
  22. function _reportPossibleCrUseOfUI_Idioms(extras) {
  23. _reporterNs.report("UI_Idioms", "../module_game/ui/UI_Idioms/UI_Idioms", _context.meta, extras);
  24. }
  25. function _reportPossibleCrUseOfgui(extras) {
  26. _reporterNs.report("gui", "../core/ui/ui", _context.meta, extras);
  27. }
  28. function _reportPossibleCrUseOfGameCtl(extras) {
  29. _reporterNs.report("GameCtl", "./GameCtl", _context.meta, extras);
  30. }
  31. return {
  32. setters: [function (_unresolved_) {
  33. _reporterNs = _unresolved_;
  34. }, function (_cc) {
  35. _cclegacy = _cc.cclegacy;
  36. __checkObsolete__ = _cc.__checkObsolete__;
  37. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  38. _decorator = _cc._decorator;
  39. BoxCollider = _cc.BoxCollider;
  40. Component = _cc.Component;
  41. instantiate = _cc.instantiate;
  42. Node = _cc.Node;
  43. NodePool = _cc.NodePool;
  44. Prefab = _cc.Prefab;
  45. Quat = _cc.Quat;
  46. RigidBody = _cc.RigidBody;
  47. }, function (_unresolved_2) {
  48. table_idiom = _unresolved_2.table_idiom;
  49. }, function (_unresolved_3) {
  50. ch_util = _unresolved_3.default;
  51. }, function (_unresolved_4) {
  52. CreateIdiom = _unresolved_4.CreateIdiom;
  53. }, function (_unresolved_5) {
  54. Cube_Infor = _unresolved_5.Cube_Infor;
  55. Cube_State = _unresolved_5.Cube_State;
  56. }, function (_unresolved_6) {
  57. UI_Idioms = _unresolved_6.UI_Idioms;
  58. }, function (_unresolved_7) {
  59. gui = _unresolved_7.gui;
  60. }, function (_unresolved_8) {
  61. GameCtl = _unresolved_8.GameCtl;
  62. }],
  63. execute: function () {
  64. _crd = true;
  65. _cclegacy._RF.push({}, "e84de8IXbZDjZbYlbQpevuI", "Container_Manager", undefined);
  66. __checkObsolete__(['_decorator', 'BoxCollider', 'Component', 'instantiate', 'Node', 'NodePool', 'Prefab', 'Quat', 'random', 'RigidBody']);
  67. ({
  68. ccclass,
  69. property
  70. } = _decorator);
  71. _export("Container_Manager", Container_Manager = (_dec = ccclass('Container_Manager'), _dec2 = property(Prefab), _dec3 = property(_crd && CreateIdiom === void 0 ? (_reportPossibleCrUseOfCreateIdiom({
  72. error: Error()
  73. }), CreateIdiom) : CreateIdiom), _dec4 = property([Node]), _dec(_class = (_class2 = (_class3 = class Container_Manager extends Component {
  74. constructor(...args) {
  75. super(...args);
  76. _initializerDefineProperty(this, "prefab", _descriptor, this);
  77. this.config = null;
  78. //成语库
  79. this.idioms = [];
  80. //生成的成语
  81. this.index = [];
  82. //生成的成语角标,避免生成重复成语
  83. _initializerDefineProperty(this, "create_node", _descriptor2, this);
  84. _initializerDefineProperty(this, "nodes", _descriptor3, this);
  85. //位置节点 用于成语放入
  86. this.node_isIdiom = new Array(10).fill(false);
  87. this.idiom_combine = new Map();
  88. this.Cube_Pool = new NodePool();
  89. this.nodeReferences = [];
  90. }
  91. // 额外维护的节点引用数组
  92. instantiateCube() {
  93. for (let i = 0; i < 10; i++) {
  94. const newCube = instantiate(this.prefab);
  95. newCube.active = true; // 初始时设置为非激活状态
  96. // 按顺序为节点赋值文字内容
  97. let idiomIndex = Math.floor(i / 2);
  98. let isPiece1 = i % 2 === 0;
  99. newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  100. error: Error()
  101. }), Cube_Infor) : Cube_Infor).Text = isPiece1 ? this.idioms[idiomIndex].piece_1_word : this.idioms[idiomIndex].piece_2_word;
  102. console.log("生成第" + i + "个节点:" + newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  103. error: Error()
  104. }), Cube_Infor) : Cube_Infor).Text);
  105. this.Cube_Pool.put(newCube);
  106. }
  107. }
  108. getCube() {
  109. const cube = this.Cube_Pool.get();
  110. if (cube) cube.active = true;
  111. return cube;
  112. } // 将方块回收到对象池
  113. recycleCube(cube) {
  114. cube.active = false; // 将方块设置为非激活状态
  115. this.Cube_Pool.put(cube);
  116. } //合成规则导入
  117. start() {
  118. if (!Container_Manager.instance) {
  119. Container_Manager.instance = this;
  120. }
  121. this.config = (_crd && table_idiom === void 0 ? (_reportPossibleCrUseOftable_idiom({
  122. error: Error()
  123. }), table_idiom) : table_idiom).getList();
  124. if (this.config.length === 95) {
  125. console.log("合成规则导入成功");
  126. }
  127. this.level_idioms();
  128. }
  129. update(deltaTime) {}
  130. checkIdiom_Combine(matchedcube2, outMatchedCubes) {
  131. if (this.idiom_combine.size < 2) {
  132. return false; // 至少需要两个方块
  133. }
  134. for (let cube of this.idiom_combine.keys()) {
  135. // 遍历 idioms 列表,检查是否匹配成语
  136. const matchedIdiom = this.idioms.find(idiom => idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text);
  137. if (matchedIdiom) {
  138. // 匹配成功
  139. outMatchedCubes.push(cube, matchedcube2);
  140. this.nodeReferences = this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  141. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  142. return true;
  143. } // 再检查逆序组合是否匹配
  144. const reverseMatchedIdiom = this.idioms.find(idiom => idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text);
  145. if (reverseMatchedIdiom) {
  146. // 匹配成功
  147. outMatchedCubes.push(matchedcube2, cube);
  148. this.nodeReferences = this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  149. console.log("成功拼成成语: " + reverseMatchedIdiom.piece_1_word + reverseMatchedIdiom.piece_2_word);
  150. return true;
  151. }
  152. }
  153. return false; // 没有匹配到成语
  154. }
  155. async level_idioms() {
  156. // 筛选满足条件的元素
  157. let validConfig = this.config.filter(item => (item.idiom_type === "一" || item.idiom_type === "二") && ( // 可以加多个条件
  158. item.piece_1_word === "一" || item.piece_2_word === "二") // 可以加多个筛选条件
  159. );
  160. if (validConfig.length < 5) {
  161. console.error("满足条件的成语数量不足 5 个");
  162. } else {
  163. // 从筛选结果中随机选择
  164. for (let i = 0; i < 5;) {
  165. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  166. error: Error()
  167. }), ch_util) : ch_util).getRandomInt(0, validConfig.length - 1); // 使用 indexOf 检查是否已存在
  168. if (this.index.indexOf(rand) === -1) {
  169. this.index[i] = rand;
  170. this.idioms[i] = validConfig[rand];
  171. i++;
  172. }
  173. }
  174. }
  175. await (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  176. error: Error()
  177. }), gui) : gui).show(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  178. error: Error()
  179. }), UI_Idioms) : UI_Idioms);
  180. await this.instantiateCube();
  181. await this.create_node.nodeMoving();
  182. } //消除一组
  183. eliminate() {
  184. //先判断槽内是否有方块,如果有,匹配槽内最前面一个与散落方块中的
  185. let cube;
  186. for (const [key, value] of this.idiom_combine) {
  187. if (value === 0) {
  188. cube = key;
  189. break;
  190. }
  191. } //槽中有方块
  192. if (cube) {
  193. const originalReferences = [...this.nodeReferences];
  194. for (const element of originalReferences) {
  195. if (this.idioms.find(c => c.idiom == element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  196. error: Error()
  197. }), Cube_Infor) : Cube_Infor).Text + cube.Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  198. error: Error()
  199. }), Cube_Infor) : Cube_Infor) !== cube) {
  200. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  201. error: Error()
  202. }), Cube_Infor) : Cube_Infor).Text);
  203. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  204. error: Error()
  205. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  206. error: Error()
  207. }), Cube_State) : Cube_State).wait;
  208. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  209. error: Error()
  210. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  211. element.getComponent(BoxCollider).enabled = false;
  212. let targetRotation = new Quat();
  213. Quat.fromEuler(targetRotation, -90, 0, 0);
  214. element.rotation = targetRotation; // 使用filter过滤掉当前元素
  215. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  216. error: Error()
  217. }), GameCtl) : GameCtl).instance.combine_ani(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  218. error: Error()
  219. }), Cube_Infor) : Cube_Infor), cube);
  220. this.nodeReferences = this.nodeReferences.filter(el => el !== element && el !== cube.node);
  221. break;
  222. } else if (this.idioms.find(c => c.idiom == cube.Text + element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  223. error: Error()
  224. }), Cube_Infor) : Cube_Infor).Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  225. error: Error()
  226. }), Cube_Infor) : Cube_Infor) !== cube) {
  227. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  228. error: Error()
  229. }), Cube_Infor) : Cube_Infor).Text);
  230. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  231. error: Error()
  232. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  233. error: Error()
  234. }), Cube_State) : Cube_State).wait;
  235. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  236. error: Error()
  237. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  238. element.getComponent(BoxCollider).enabled = false;
  239. let targetRotation = new Quat();
  240. Quat.fromEuler(targetRotation, -90, 0, 0);
  241. element.rotation = targetRotation;
  242. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  243. error: Error()
  244. }), GameCtl) : GameCtl).instance.combine_ani(cube, element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  245. error: Error()
  246. }), Cube_Infor) : Cube_Infor));
  247. this.nodeReferences = this.nodeReferences.filter(el => el !== element && el !== cube.node);
  248. break;
  249. }
  250. }
  251. } //槽中没有方块
  252. else {
  253. let flag = false;
  254. const originalReferences1 = [...this.nodeReferences];
  255. const originalReferences2 = [...this.nodeReferences];
  256. for (const element1 of originalReferences1) {
  257. for (const element2 of originalReferences2) {
  258. if (this.idioms.find(c => c.idiom == element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  259. error: Error()
  260. }), Cube_Infor) : Cube_Infor).Text + element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  261. error: Error()
  262. }), Cube_Infor) : Cube_Infor).Text)) {
  263. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  264. error: Error()
  265. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  266. error: Error()
  267. }), Cube_State) : Cube_State).wait;
  268. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  269. error: Error()
  270. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  271. let targetRotation = new Quat();
  272. Quat.fromEuler(targetRotation, -90, 0, 0);
  273. element1.rotation = targetRotation;
  274. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  275. error: Error()
  276. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  277. error: Error()
  278. }), Cube_State) : Cube_State).wait;
  279. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  280. error: Error()
  281. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  282. element2.getComponent(BoxCollider).enabled = false;
  283. element2.rotation = targetRotation; // 使用filter过滤掉当前元素
  284. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  285. error: Error()
  286. }), GameCtl) : GameCtl).instance.combine_ani(element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  287. error: Error()
  288. }), Cube_Infor) : Cube_Infor), element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  289. error: Error()
  290. }), Cube_Infor) : Cube_Infor));
  291. this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2);
  292. flag = true;
  293. break;
  294. }
  295. if (this.idioms.find(c => c.idiom == element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  296. error: Error()
  297. }), Cube_Infor) : Cube_Infor).Text + element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  298. error: Error()
  299. }), Cube_Infor) : Cube_Infor).Text)) {
  300. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  301. error: Error()
  302. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  303. error: Error()
  304. }), Cube_State) : Cube_State).wait;
  305. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  306. error: Error()
  307. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  308. let targetRotation = new Quat();
  309. Quat.fromEuler(targetRotation, -90, 0, 0);
  310. element1.rotation = targetRotation;
  311. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  312. error: Error()
  313. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  314. error: Error()
  315. }), Cube_State) : Cube_State).wait;
  316. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  317. error: Error()
  318. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  319. element2.getComponent(BoxCollider).enabled = false;
  320. element2.rotation = targetRotation; // 使用filter过滤掉当前元素
  321. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  322. error: Error()
  323. }), GameCtl) : GameCtl).instance.combine_ani(element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  324. error: Error()
  325. }), Cube_Infor) : Cube_Infor), element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  326. error: Error()
  327. }), Cube_Infor) : Cube_Infor));
  328. this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2);
  329. flag = true;
  330. break;
  331. }
  332. }
  333. if (flag === true) {
  334. break;
  335. }
  336. }
  337. }
  338. }
  339. async shuffle() {
  340. // 回收所有非槽内的活跃节点
  341. this.nodeReferences.forEach(node => {
  342. const cubeInfo = node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  343. error: Error()
  344. }), Cube_Infor) : Cube_Infor);
  345. if (cubeInfo.state === (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  346. error: Error()
  347. }), Cube_State) : Cube_State).live) {
  348. this.recycleCube(node); // 回收到池中
  349. }
  350. }); // 等待节点移动完成后执行后续逻辑
  351. await this.create_node.nodeMoving();
  352. } //清空槽子
  353. Empty() {
  354. for (let idiom of this.idiom_combine.keys()) {
  355. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  356. idiom.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  357. error: Error()
  358. }), Cube_State) : Cube_State).live;
  359. idiom.node.position = this.create_node.node.position;
  360. }
  361. this.idiom_combine.clear();
  362. this.node_isIdiom.fill(false);
  363. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  364. error: Error()
  365. }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  366. error: Error()
  367. }), UI_Idioms) : UI_Idioms).all_light_Hide();
  368. }
  369. }, _class3.instance = null, _class3), (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "prefab", [_dec2], {
  370. configurable: true,
  371. enumerable: true,
  372. writable: true,
  373. initializer: function () {
  374. return null;
  375. }
  376. }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "create_node", [_dec3], {
  377. configurable: true,
  378. enumerable: true,
  379. writable: true,
  380. initializer: function () {
  381. return null;
  382. }
  383. }), _descriptor3 = _applyDecoratedDescriptor(_class2.prototype, "nodes", [_dec4], {
  384. configurable: true,
  385. enumerable: true,
  386. writable: true,
  387. initializer: function () {
  388. return [];
  389. }
  390. })), _class2)) || _class));
  391. _cclegacy._RF.pop();
  392. _crd = false;
  393. }
  394. };
  395. });
  396. //# sourceMappingURL=7f6a12ecc1a0c40226d8c35daa4b84136b1bf590.js.map