0a4102a464059398e43bc26dd3fe1faf79989cb3.js 7.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184
  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, GameUILayers, gui, ui_base, ModuleDef, Layout_Main, UI_Settings, UI_GameRules, Container_Manager, _dec, _class, _crd, ccclass, property, UI_Main;
  4. function asyncGeneratorStep(gen, resolve, reject, _next, _throw, key, arg) { try { var info = gen[key](arg); var value = info.value; } catch (error) { reject(error); return; } if (info.done) { resolve(value); } else { Promise.resolve(value).then(_next, _throw); } }
  5. function _asyncToGenerator(fn) { return function () { var self = this, args = arguments; return new Promise(function (resolve, reject) { var gen = fn.apply(self, args); function _next(value) { asyncGeneratorStep(gen, resolve, reject, _next, _throw, "next", value); } function _throw(err) { asyncGeneratorStep(gen, resolve, reject, _next, _throw, "throw", err); } _next(undefined); }); }; }
  6. function ani_ui(node, end) {
  7. if (end === void 0) {
  8. end = 1.0;
  9. }
  10. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  11. error: Error()
  12. }), gui) : gui).scale_elasticOut_anim(node, 1.2, 0.5, end);
  13. }
  14. function repair_ani_ui(node, end) {
  15. if (end === void 0) {
  16. end = 1.15;
  17. }
  18. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  19. error: Error()
  20. }), gui) : gui).scale_elasticOut_anim(node, 1.2, 0.5, end);
  21. }
  22. function _reportPossibleCrUseOfGameUILayers(extras) {
  23. _reporterNs.report("GameUILayers", "db://assets/core/ui/ui", _context.meta, extras);
  24. }
  25. function _reportPossibleCrUseOfgui(extras) {
  26. _reporterNs.report("gui", "db://assets/core/ui/ui", _context.meta, extras);
  27. }
  28. function _reportPossibleCrUseOfui_base(extras) {
  29. _reporterNs.report("ui_base", "db://assets/core/ui/ui_base", _context.meta, extras);
  30. }
  31. function _reportPossibleCrUseOfModuleDef(extras) {
  32. _reporterNs.report("ModuleDef", "db://assets/Scripts/ModuleDef", _context.meta, extras);
  33. }
  34. function _reportPossibleCrUseOfLayout_Main(extras) {
  35. _reporterNs.report("Layout_Main", "./Layout_Main", _context.meta, extras);
  36. }
  37. function _reportPossibleCrUseOfUI_Settings(extras) {
  38. _reporterNs.report("UI_Settings", "../UI_Settings/UI_Settings", _context.meta, extras);
  39. }
  40. function _reportPossibleCrUseOfUI_GameRules(extras) {
  41. _reporterNs.report("UI_GameRules", "../UI_GameRules/UI_GameRules", _context.meta, extras);
  42. }
  43. function _reportPossibleCrUseOfContainer_Manager(extras) {
  44. _reporterNs.report("Container_Manager", "db://assets/Scripts/Container_Manager", _context.meta, extras);
  45. }
  46. _export({
  47. ani_ui: ani_ui,
  48. repair_ani_ui: repair_ani_ui
  49. });
  50. return {
  51. setters: [function (_unresolved_) {
  52. _reporterNs = _unresolved_;
  53. }, function (_cc) {
  54. _cclegacy = _cc.cclegacy;
  55. __checkObsolete__ = _cc.__checkObsolete__;
  56. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  57. _decorator = _cc._decorator;
  58. }, function (_unresolved_2) {
  59. GameUILayers = _unresolved_2.GameUILayers;
  60. gui = _unresolved_2.gui;
  61. }, function (_unresolved_3) {
  62. ui_base = _unresolved_3.default;
  63. }, function (_unresolved_4) {
  64. ModuleDef = _unresolved_4.ModuleDef;
  65. }, function (_unresolved_5) {
  66. Layout_Main = _unresolved_5.Layout_Main;
  67. }, function (_unresolved_6) {
  68. UI_Settings = _unresolved_6.UI_Settings;
  69. }, function (_unresolved_7) {
  70. UI_GameRules = _unresolved_7.UI_GameRules;
  71. }, function (_unresolved_8) {
  72. Container_Manager = _unresolved_8.Container_Manager;
  73. }],
  74. execute: function () {
  75. _crd = true;
  76. _cclegacy._RF.push({}, "31872b9CC5Fd6kJNVMdC0MF", "UI_Main", undefined);
  77. __checkObsolete__(['_decorator', 'Component', 'Node']);
  78. ({
  79. ccclass,
  80. property
  81. } = _decorator);
  82. _export("UI_Main", UI_Main = (_dec = ccclass('UI_Main'), _dec(_class = class UI_Main extends (_crd && ui_base === void 0 ? (_reportPossibleCrUseOfui_base({
  83. error: Error()
  84. }), ui_base) : ui_base) {
  85. constructor() {
  86. super((_crd && ModuleDef === void 0 ? (_reportPossibleCrUseOfModuleDef({
  87. error: Error()
  88. }), ModuleDef) : ModuleDef).GAME, 'ui/UI_Main/Main', (_crd && GameUILayers === void 0 ? (_reportPossibleCrUseOfGameUILayers({
  89. error: Error()
  90. }), GameUILayers) : GameUILayers).GAME, _crd && Layout_Main === void 0 ? (_reportPossibleCrUseOfLayout_Main({
  91. error: Error()
  92. }), Layout_Main) : Layout_Main);
  93. }
  94. onCreated() {
  95. var _this = this;
  96. return _asyncToGenerator(function* () {
  97. var layout = _this.getLayout();
  98. _this.onButtonEvent(layout.Pause_Btn, /*#__PURE__*/_asyncToGenerator(function* (button) {
  99. //打开设置界面
  100. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  101. error: Error()
  102. }), gui) : gui).show(_crd && UI_Settings === void 0 ? (_reportPossibleCrUseOfUI_Settings({
  103. error: Error()
  104. }), UI_Settings) : UI_Settings);
  105. }), _this);
  106. _this.onButtonEvent(layout.Rules_Btn, /*#__PURE__*/_asyncToGenerator(function* (button) {
  107. //打开游戏说明
  108. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  109. error: Error()
  110. }), gui) : gui).show(_crd && UI_GameRules === void 0 ? (_reportPossibleCrUseOfUI_GameRules({
  111. error: Error()
  112. }), UI_GameRules) : UI_GameRules);
  113. }), _this);
  114. _this.onButtonEvent(layout.Eliminate_Btn, /*#__PURE__*/_asyncToGenerator(function* (button) {
  115. //判断道具数量
  116. //清除
  117. (_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  118. error: Error()
  119. }), Container_Manager) : Container_Manager).instance.eliminate(); // const ret = await chsdk.playRewardAd('获得道具:清除');
  120. // if(ret)
  121. // {
  122. // ch.audio.resume();
  123. // }
  124. }), _this);
  125. _this.onButtonEvent(layout.Shuffle_Btn, /*#__PURE__*/_asyncToGenerator(function* (button) {
  126. //刷新
  127. (_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  128. error: Error()
  129. }), Container_Manager) : Container_Manager).instance.shuffle(); // const ret = await chsdk.playRewardAd('获得道具:刷新');
  130. // if(ret)
  131. // {
  132. // ch.audio.resume();
  133. // }
  134. }), _this);
  135. _this.onButtonEvent(layout.Empty_Btn, /*#__PURE__*/_asyncToGenerator(function* (button) {
  136. //清空
  137. (_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  138. error: Error()
  139. }), Container_Manager) : Container_Manager).instance.Empty(); // const ret = await chsdk.playRewardAd('获得道具:清空');
  140. // if(ret)
  141. // {
  142. // ch.audio.resume();
  143. // }
  144. }), _this);
  145. })();
  146. }
  147. }) || _class));
  148. _cclegacy._RF.pop();
  149. _crd = false;
  150. }
  151. };
  152. });
  153. //# sourceMappingURL=0a4102a464059398e43bc26dd3fe1faf79989cb3.js.map