8d8e10cc93cdaf5d8a87ce905d2e79308f6c8894.js 10 KB

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  1. System.register(["__unresolved_0", "cc", "__unresolved_1", "__unresolved_2", "__unresolved_3", "__unresolved_4", "__unresolved_5", "__unresolved_6"], function (_export, _context) {
  2. "use strict";
  3. var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, _decorator, instantiate, Size, UITransform, Vec2, Vec3, Container_Manager, UI_Idiom, ui_base, ModuleDef, GameUILayers, Layout_Idioms, _dec, _class, _crd, ccclass, property, UI_Idioms;
  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 _reportPossibleCrUseOfContainer_Manager(extras) {
  7. _reporterNs.report("Container_Manager", "db://assets/Scripts/Container_Manager", _context.meta, extras);
  8. }
  9. function _reportPossibleCrUseOfUI_Idiom(extras) {
  10. _reporterNs.report("UI_Idiom", "./UI_Idiom", _context.meta, extras);
  11. }
  12. function _reportPossibleCrUseOfCube_Infor(extras) {
  13. _reporterNs.report("Cube_Infor", "db://assets/Scripts/Cube_Infor", _context.meta, extras);
  14. }
  15. function _reportPossibleCrUseOfui_base(extras) {
  16. _reporterNs.report("ui_base", "db://assets/core/ui/ui_base", _context.meta, extras);
  17. }
  18. function _reportPossibleCrUseOfModuleDef(extras) {
  19. _reporterNs.report("ModuleDef", "db://assets/Scripts/ModuleDef", _context.meta, extras);
  20. }
  21. function _reportPossibleCrUseOfGameUILayers(extras) {
  22. _reporterNs.report("GameUILayers", "db://assets/core/ui/ui", _context.meta, extras);
  23. }
  24. function _reportPossibleCrUseOfLayout_Idioms(extras) {
  25. _reporterNs.report("Layout_Idioms", "./Layout_Idioms", _context.meta, extras);
  26. }
  27. return {
  28. setters: [function (_unresolved_) {
  29. _reporterNs = _unresolved_;
  30. }, function (_cc) {
  31. _cclegacy = _cc.cclegacy;
  32. __checkObsolete__ = _cc.__checkObsolete__;
  33. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  34. _decorator = _cc._decorator;
  35. instantiate = _cc.instantiate;
  36. Size = _cc.Size;
  37. UITransform = _cc.UITransform;
  38. Vec2 = _cc.Vec2;
  39. Vec3 = _cc.Vec3;
  40. }, function (_unresolved_2) {
  41. Container_Manager = _unresolved_2.Container_Manager;
  42. }, function (_unresolved_3) {
  43. UI_Idiom = _unresolved_3.UI_Idiom;
  44. }, function (_unresolved_4) {
  45. ui_base = _unresolved_4.default;
  46. }, function (_unresolved_5) {
  47. ModuleDef = _unresolved_5.ModuleDef;
  48. }, function (_unresolved_6) {
  49. GameUILayers = _unresolved_6.GameUILayers;
  50. }, function (_unresolved_7) {
  51. Layout_Idioms = _unresolved_7.Layout_Idioms;
  52. }],
  53. execute: function () {
  54. _crd = true;
  55. _cclegacy._RF.push({}, "efc87WIo/pPjbu6aYJ5woDB", "UI_Idioms", undefined);
  56. __checkObsolete__(['_decorator', 'Component', 'DynamicAtlasManager', 'instantiate', 'Label', 'macro', 'Node', 'Prefab', 'ScrollView', 'Size', 'UITransform', 'Vec2', 'Vec3']);
  57. ({
  58. ccclass,
  59. property
  60. } = _decorator);
  61. _export("UI_Idioms", UI_Idioms = (_dec = ccclass('UI_Idioms'), _dec(_class = class UI_Idioms extends (_crd && ui_base === void 0 ? (_reportPossibleCrUseOfui_base({
  62. error: Error()
  63. }), ui_base) : ui_base) {
  64. constructor() {
  65. super((_crd && ModuleDef === void 0 ? (_reportPossibleCrUseOfModuleDef({
  66. error: Error()
  67. }), ModuleDef) : ModuleDef).GAME, 'ui/UI_Idioms/ScrollView', (_crd && GameUILayers === void 0 ? (_reportPossibleCrUseOfGameUILayers({
  68. error: Error()
  69. }), GameUILayers) : GameUILayers).HUD, _crd && Layout_Idioms === void 0 ? (_reportPossibleCrUseOfLayout_Idioms({
  70. error: Error()
  71. }), Layout_Idioms) : Layout_Idioms);
  72. this.count = 5;
  73. this.idioms = [];
  74. }
  75. onCreated() {
  76. var _this = this;
  77. return _asyncToGenerator(function* () {
  78. _this.init();
  79. })();
  80. }
  81. init() {
  82. var layout = this.getLayout();
  83. console.log("init");
  84. for (var i = 0; i < this.count; i++) {
  85. var node = instantiate(layout.idiom_prefab);
  86. node.parent = layout.content;
  87. console.log("label" + (_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  88. error: Error()
  89. }), Container_Manager) : Container_Manager).instance.idioms[i].idiom);
  90. node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
  91. error: Error()
  92. }), UI_Idiom) : UI_Idiom).txt.string = (_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  93. error: Error()
  94. }), Container_Manager) : Container_Manager).instance.idioms[i].idiom;
  95. node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
  96. error: Error()
  97. }), UI_Idiom) : UI_Idiom).piece_1_word = (_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  98. error: Error()
  99. }), Container_Manager) : Container_Manager).instance.idioms[i].piece_1_word;
  100. node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
  101. error: Error()
  102. }), UI_Idiom) : UI_Idiom).piece_2_word = (_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  103. error: Error()
  104. }), Container_Manager) : Container_Manager).instance.idioms[i].piece_2_word;
  105. this.idioms.push(node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
  106. error: Error()
  107. }), UI_Idiom) : UI_Idiom));
  108. }
  109. } //高亮显示
  110. light_Show(cube_infor) {
  111. var layout = this.getLayout();
  112. var txt_length = cube_infor.Text.length;
  113. this.idioms.forEach(element => {
  114. if (element.piece_1_word === cube_infor.Text) {
  115. element.hud_sp.node.active = true;
  116. element.hud_sp.node.getComponent(UITransform).contentSize = new Size(20 * txt_length, 20);
  117. var target = 0;
  118. element.hud_sp.node.position = new Vec3(31 + target * 20, -16, 0);
  119. var pos = new Vec2(element.node.position.x, element.node.position.y);
  120. this.scrollToTarget(pos);
  121. } else if (element.piece_2_word === cube_infor.Text) {
  122. element.hud_sp.node.active = true;
  123. element.hud_sp.node.getComponent(UITransform).contentSize = new Size(20 * txt_length, 20);
  124. var _target = 4 - txt_length;
  125. element.hud_sp.node.position = new Vec3(31 + _target * 20, -16, 0);
  126. var _pos = new Vec2(element.node.position.x, element.node.position.y);
  127. this.scrollToTarget(_pos);
  128. }
  129. });
  130. } //取消高亮
  131. light_Hide(cube1, cube2) {
  132. var layout = this.getLayout();
  133. this.idioms = this.idioms.filter(element => {
  134. var shouldRemove = false;
  135. var hasMatch = false; // 检查与 cube1 相关的成语
  136. if (cube1.Text === element.piece_1_word) {
  137. for (var cubeInfor of (_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  138. error: Error()
  139. }), Container_Manager) : Container_Manager).instance.idiom_combine.keys()) {
  140. if (cubeInfor.txt.string === cube1.Text) {
  141. hasMatch = true;
  142. break;
  143. }
  144. } // 只有当前字没有参与成语时才移除提示
  145. if (!hasMatch) {
  146. element.hud_sp.node.active = false; // 销毁UI中的成语提示
  147. }
  148. } // 检查与 cube2 相关的成语
  149. if (cube2.Text === element.piece_2_word) {
  150. for (var _cubeInfor of (_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  151. error: Error()
  152. }), Container_Manager) : Container_Manager).instance.idiom_combine.keys()) {
  153. if (_cubeInfor.txt.string === cube2.Text) {
  154. hasMatch = true;
  155. break;
  156. }
  157. } // 只有当前字没有参与成语时才移除提示
  158. if (!hasMatch) {
  159. element.hud_sp.node.active = false; // 销毁UI中的成语提示
  160. }
  161. } // 检查是否能组合成一个成语
  162. if (cube1.Text + cube2.Text === element.txt.string) {
  163. element.node.destroy(); // 销毁节点
  164. shouldRemove = true; // 如果已组合,移除该成语
  165. } // 保留未被组合的元素
  166. return !shouldRemove;
  167. }); // 监测所有字是否仍然需要高亮显示
  168. this.idioms.forEach(element => {
  169. // 检查每个字是否仍然在任何成语组合中
  170. var shouldDisplay = false; // 遍历容器中的所有成语组合,看看当前字是否仍然参与任何组合
  171. for (var cubeInfor of (_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  172. error: Error()
  173. }), Container_Manager) : Container_Manager).instance.idiom_combine.keys()) {
  174. if (cubeInfor.txt.string === element.piece_1_word || cubeInfor.txt.string === element.piece_2_word) {
  175. shouldDisplay = true;
  176. break;
  177. }
  178. } // 如果该字还参与成语,则保持其提示显示
  179. if (shouldDisplay) {
  180. element.hud_sp.node.active = true;
  181. }
  182. });
  183. }
  184. scrollToTarget(pos) {
  185. var layout = this.getLayout();
  186. layout.scrollView.scrollTo(pos, 0.2, true);
  187. }
  188. all_light_Hide() {
  189. this.idioms.forEach(element => {
  190. element.hud_sp.node.active = false;
  191. });
  192. }
  193. }) || _class));
  194. _cclegacy._RF.pop();
  195. _crd = false;
  196. }
  197. };
  198. });
  199. //# sourceMappingURL=8d8e10cc93cdaf5d8a87ce905d2e79308f6c8894.js.map