90cb08bdd2589bd4780881bf755dafe0306918a1.js 43 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", "__unresolved_8", "__unresolved_9", "__unresolved_10", "__unresolved_11", "__unresolved_12", "__unresolved_13", "__unresolved_14", "__unresolved_15"], function (_export, _context) {
  2. "use strict";
  3. var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, _decorator, BoxCollider, Component, director, instantiate, Node, NodePool, Prefab, Quat, RigidBody, tween, Vec3, ch_util, gui, UI_Main, CreateIdiom, Cube_Infor, Cube_State, GameCtl, ch, table_idiom_order, table_idiom_unorder_1_3, table_idiom_unorder_2_2, table_idiom_unorder_3_1, table_level, table_level_2, Hall, UI_Idioms, _dec, _dec2, _dec3, _dec4, _dec5, _dec6, _dec7, _class, _class2, _descriptor, _descriptor2, _descriptor3, _descriptor4, _descriptor5, _descriptor6, _crd, ccclass, property, Container_Manager;
  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 _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 }); }
  7. 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; }
  8. 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.'); }
  9. function _reportPossibleCrUseOfch_util(extras) {
  10. _reporterNs.report("ch_util", "../../ch/ch_util", _context.meta, extras);
  11. }
  12. function _reportPossibleCrUseOfgui(extras) {
  13. _reporterNs.report("gui", "../../core/ui/ui", _context.meta, extras);
  14. }
  15. function _reportPossibleCrUseOfLayout_Main(extras) {
  16. _reporterNs.report("Layout_Main", "../ui/UI_Main/Layout_Main", _context.meta, extras);
  17. }
  18. function _reportPossibleCrUseOfUI_Main(extras) {
  19. _reporterNs.report("UI_Main", "../ui/UI_Main/UI_Main", _context.meta, extras);
  20. }
  21. function _reportPossibleCrUseOfCreateIdiom(extras) {
  22. _reporterNs.report("CreateIdiom", "./CreateIdiom", _context.meta, extras);
  23. }
  24. function _reportPossibleCrUseOfCube_Infor(extras) {
  25. _reporterNs.report("Cube_Infor", "./Cube_Infor", _context.meta, extras);
  26. }
  27. function _reportPossibleCrUseOfCube_State(extras) {
  28. _reporterNs.report("Cube_State", "./Cube_Infor", _context.meta, extras);
  29. }
  30. function _reportPossibleCrUseOfGameCtl(extras) {
  31. _reporterNs.report("GameCtl", "./GameCtl", _context.meta, extras);
  32. }
  33. function _reportPossibleCrUseOfch(extras) {
  34. _reporterNs.report("ch", "../../ch/ch", _context.meta, extras);
  35. }
  36. function _reportPossibleCrUseOftable_idiom_order(extras) {
  37. _reporterNs.report("table_idiom_order", "../../module_extra/table_ts/table_idiom_order", _context.meta, extras);
  38. }
  39. function _reportPossibleCrUseOftable_idiom_unorder_1_(extras) {
  40. _reporterNs.report("table_idiom_unorder_1_3", "../../module_extra/table_ts/table_idiom_unorder_1_3", _context.meta, extras);
  41. }
  42. function _reportPossibleCrUseOftable_idiom_unorder_2_(extras) {
  43. _reporterNs.report("table_idiom_unorder_2_2", "../../module_extra/table_ts/table_idiom_unorder_2_2", _context.meta, extras);
  44. }
  45. function _reportPossibleCrUseOftable_idiom_unorder_3_(extras) {
  46. _reporterNs.report("table_idiom_unorder_3_1", "../../module_extra/table_ts/table_idiom_unorder_3_1", _context.meta, extras);
  47. }
  48. function _reportPossibleCrUseOftable_level(extras) {
  49. _reporterNs.report("table_level", "../../module_extra/table_ts/table_level", _context.meta, extras);
  50. }
  51. function _reportPossibleCrUseOftable_level_(extras) {
  52. _reporterNs.report("table_level_2", "../../module_extra/table_ts/table_level_2", _context.meta, extras);
  53. }
  54. function _reportPossibleCrUseOfHall(extras) {
  55. _reporterNs.report("Hall", "../hall/Hall", _context.meta, extras);
  56. }
  57. function _reportPossibleCrUseOfUI_Idioms(extras) {
  58. _reporterNs.report("UI_Idioms", "../ui/UI_Idioms/UI_Idioms", _context.meta, extras);
  59. }
  60. return {
  61. setters: [function (_unresolved_) {
  62. _reporterNs = _unresolved_;
  63. }, function (_cc) {
  64. _cclegacy = _cc.cclegacy;
  65. __checkObsolete__ = _cc.__checkObsolete__;
  66. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  67. _decorator = _cc._decorator;
  68. BoxCollider = _cc.BoxCollider;
  69. Component = _cc.Component;
  70. director = _cc.director;
  71. instantiate = _cc.instantiate;
  72. Node = _cc.Node;
  73. NodePool = _cc.NodePool;
  74. Prefab = _cc.Prefab;
  75. Quat = _cc.Quat;
  76. RigidBody = _cc.RigidBody;
  77. tween = _cc.tween;
  78. Vec3 = _cc.Vec3;
  79. }, function (_unresolved_2) {
  80. ch_util = _unresolved_2.default;
  81. }, function (_unresolved_3) {
  82. gui = _unresolved_3.gui;
  83. }, function (_unresolved_4) {
  84. UI_Main = _unresolved_4.UI_Main;
  85. }, function (_unresolved_5) {
  86. CreateIdiom = _unresolved_5.CreateIdiom;
  87. }, function (_unresolved_6) {
  88. Cube_Infor = _unresolved_6.Cube_Infor;
  89. Cube_State = _unresolved_6.Cube_State;
  90. }, function (_unresolved_7) {
  91. GameCtl = _unresolved_7.GameCtl;
  92. }, function (_unresolved_8) {
  93. ch = _unresolved_8.ch;
  94. }, function (_unresolved_9) {
  95. table_idiom_order = _unresolved_9.table_idiom_order;
  96. }, function (_unresolved_10) {
  97. table_idiom_unorder_1_3 = _unresolved_10.table_idiom_unorder_1_3;
  98. }, function (_unresolved_11) {
  99. table_idiom_unorder_2_2 = _unresolved_11.table_idiom_unorder_2_2;
  100. }, function (_unresolved_12) {
  101. table_idiom_unorder_3_1 = _unresolved_12.table_idiom_unorder_3_1;
  102. }, function (_unresolved_13) {
  103. table_level = _unresolved_13.table_level;
  104. }, function (_unresolved_14) {
  105. table_level_2 = _unresolved_14.table_level_2;
  106. }, function (_unresolved_15) {
  107. Hall = _unresolved_15.Hall;
  108. }, function (_unresolved_16) {
  109. UI_Idioms = _unresolved_16.UI_Idioms;
  110. }],
  111. execute: function () {
  112. _crd = true;
  113. _cclegacy._RF.push({}, "e84de8IXbZDjZbYlbQpevuI", "Container_Manager", undefined);
  114. __checkObsolete__(['_decorator', 'BoxCollider', 'Component', 'director', 'find', 'instantiate', 'Node', 'NodePool', 'Prefab', 'Quat', 'random', 'RigidBody', 'sp', 'tween', 'Vec3']);
  115. ({
  116. ccclass,
  117. property
  118. } = _decorator);
  119. _export("Container_Manager", Container_Manager = (_dec = ccclass('Container_Manager'), _dec2 = property(Node), _dec3 = property(Node), _dec4 = property([Node]), _dec5 = property([Prefab]), _dec6 = property(_crd && CreateIdiom === void 0 ? (_reportPossibleCrUseOfCreateIdiom({
  120. error: Error()
  121. }), CreateIdiom) : CreateIdiom), _dec7 = property([Node]), _dec(_class = (_class2 = class Container_Manager extends Component {
  122. constructor() {
  123. super(...arguments);
  124. _initializerDefineProperty(this, "skeleton1", _descriptor, this);
  125. _initializerDefineProperty(this, "skeleton2", _descriptor2, this);
  126. this.canTouch = false;
  127. _initializerDefineProperty(this, "Lock_node", _descriptor3, this);
  128. _initializerDefineProperty(this, "prefabs", _descriptor4, this);
  129. this.level_config = null;
  130. //关卡配置
  131. this.level2_config = null;
  132. //第二关配置
  133. this.config = null;
  134. //有规律的成语库
  135. this.config_1_3 = null;
  136. //无规律1+3
  137. this.config_2_2 = null;
  138. //无规律2+2
  139. this.config_3_1 = null;
  140. //无规律3+1
  141. this.idioms = [];
  142. //生成的成语
  143. this.idioms_Copy = [];
  144. //生成的成语备份
  145. this.index = 0;
  146. _initializerDefineProperty(this, "create_node", _descriptor5, this);
  147. _initializerDefineProperty(this, "nodes", _descriptor6, this);
  148. //位置节点 用于成语放入
  149. this.node_isIdiom = new Array(9).fill(false);
  150. this.unlock_Num = 7;
  151. this.is_Show_UI_Lock = false;
  152. this.idiom_combine = new Map();
  153. this.Cube_Pool = new NodePool();
  154. this.nodeReferences = [];
  155. // 额外维护的节点引用数组
  156. this.count = 0;
  157. this.time = 0;
  158. }
  159. instantiateCube() {
  160. var num = 60;
  161. if (this.idioms.length < 30) {
  162. num = this.idioms.length * 2;
  163. }
  164. for (var i = 0; i < num; i++) {
  165. var idiomIndex = Math.floor(i / 2);
  166. var isPiece1 = i % 2 === 0;
  167. var Text_Length = isPiece1 ? this.idioms[idiomIndex].piece_1_word.length : this.idioms[idiomIndex].piece_2_word.length;
  168. var newCube = instantiate(this.prefabs[Text_Length - 1]);
  169. newCube.active = true; // 按顺序为节点赋值文字内容
  170. newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  171. error: Error()
  172. }), Cube_Infor) : Cube_Infor).Text = isPiece1 ? this.idioms[idiomIndex].piece_1_word : this.idioms[idiomIndex].piece_2_word; // console.log("生成第" + i + "个节点:" + newCube.getComponent(Cube_Infor).Text);
  173. this.Cube_Pool.put(newCube);
  174. }
  175. this.index = num;
  176. if ((_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  177. error: Error()
  178. }), Hall) : Hall).getInstance().player.get_max_floor() != 0) this.shufflePool();
  179. }
  180. instantiateNewCube() {
  181. console.log("instantiateNewCube");
  182. if (this.index < this.count * 2) {
  183. console.log("idiomIndex:" + Math.floor(this.index / 2));
  184. var idiomIndex = Math.floor(this.index / 2);
  185. var isPiece1 = this.index % 2 === 0;
  186. var Text_Length = isPiece1 ? this.idioms_Copy[idiomIndex].piece_1_word.length : this.idioms_Copy[idiomIndex].piece_2_word.length;
  187. var newCube = instantiate(this.prefabs[Text_Length - 1]);
  188. newCube.active = true; // 按顺序为节点赋值文字内容
  189. newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  190. error: Error()
  191. }), Cube_Infor) : Cube_Infor).Text = isPiece1 ? this.idioms_Copy[idiomIndex].piece_1_word : this.idioms_Copy[idiomIndex].piece_2_word; //随机选择已在nodereference中的一个方块position
  192. newCube.parent = director.getScene();
  193. newCube.setPosition(this.nodeReferences[Math.floor(Math.random() * this.nodeReferences.length)].position.x, this.nodeReferences[Math.floor(Math.random() * this.nodeReferences.length)].position.y - 0.1, this.nodeReferences[Math.floor(Math.random() * this.nodeReferences.length)].position.z);
  194. this.nodeReferences.push(newCube);
  195. console.log("生成第" + this.index + "个节点:" + newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  196. error: Error()
  197. }), Cube_Infor) : Cube_Infor).Text);
  198. console.log("位置:" + newCube.position);
  199. this.index = this.index + 1;
  200. }
  201. }
  202. getCube() {
  203. // console.log(this.Cube_Pool.size());
  204. var cube = this.Cube_Pool.get();
  205. if (cube) cube.active = true;
  206. return cube;
  207. } // 将方块回收到对象池
  208. recycleCube(cube) {
  209. cube.active = false; // 将方块设置为非激活状态
  210. this.Cube_Pool.put(cube);
  211. } //清空对象池
  212. clearCubePool() {
  213. this.Cube_Pool.clear();
  214. } //合成规则导入
  215. start() {
  216. this.config = (_crd && table_idiom_order === void 0 ? (_reportPossibleCrUseOftable_idiom_order({
  217. error: Error()
  218. }), table_idiom_order) : table_idiom_order).getList();
  219. this.config_1_3 = (_crd && table_idiom_unorder_1_3 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_1_({
  220. error: Error()
  221. }), table_idiom_unorder_1_3) : table_idiom_unorder_1_3).getList();
  222. this.config_2_2 = (_crd && table_idiom_unorder_2_2 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_2_({
  223. error: Error()
  224. }), table_idiom_unorder_2_2) : table_idiom_unorder_2_2).getList();
  225. this.config_3_1 = (_crd && table_idiom_unorder_3_1 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_3_({
  226. error: Error()
  227. }), table_idiom_unorder_3_1) : table_idiom_unorder_3_1).getList();
  228. console.log(this.config.length);
  229. console.log(this.config_1_3.length);
  230. console.log(this.config_2_2.length);
  231. console.log(this.config_3_1.length);
  232. this.level_config = (_crd && table_level === void 0 ? (_reportPossibleCrUseOftable_level({
  233. error: Error()
  234. }), table_level) : table_level).getList();
  235. this.level2_config = (_crd && table_level_2 === void 0 ? (_reportPossibleCrUseOftable_level_({
  236. error: Error()
  237. }), table_level_2) : table_level_2).getList(); // if (this.level_config.length === 5) {
  238. // console.log("关卡配置导入成功");
  239. // }
  240. this.level_idioms();
  241. }
  242. update(deltaTime) {}
  243. checkIdiom_Combine(matchedcube2, outMatchedCubes) {
  244. var _this = this;
  245. if (this.idiom_combine.size < 2) {
  246. return false; // 至少需要两个方块
  247. }
  248. var _loop = function _loop(cube) {
  249. // 遍历 idioms 列表,检查是否匹配成语
  250. var matchedIdiom = _this.idioms.find(idiom => idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text);
  251. if (matchedIdiom) {
  252. // 匹配成功
  253. outMatchedCubes.push(cube, matchedcube2);
  254. _this.nodeReferences = _this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  255. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  256. return {
  257. v: true
  258. };
  259. } // 再检查逆序组合是否匹配
  260. var reverseMatchedIdiom = _this.idioms.find(idiom => idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text);
  261. if (reverseMatchedIdiom) {
  262. // 匹配成功
  263. outMatchedCubes.push(matchedcube2, cube);
  264. _this.nodeReferences = _this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  265. console.log("成功拼成成语: " + reverseMatchedIdiom.piece_1_word + reverseMatchedIdiom.piece_2_word);
  266. return {
  267. v: true
  268. };
  269. }
  270. },
  271. _ret;
  272. for (var cube of this.idiom_combine.keys()) {
  273. _ret = _loop(cube);
  274. if (_ret) return _ret.v;
  275. }
  276. return false; // 没有匹配到成语
  277. }
  278. level_idioms() {
  279. var _this2 = this;
  280. this.Lock_node.forEach(node => {
  281. node.active = true;
  282. });
  283. this.unlock_Num = 7;
  284. this.is_Show_UI_Lock = false;
  285. this.canTouch = false;
  286. var level = (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  287. error: Error()
  288. }), Hall) : Hall).getInstance().player.get_max_floor();
  289. if (level > 0) {
  290. (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  291. error: Error()
  292. }), Hall) : Hall).getInstance().firstEnter = false;
  293. }
  294. for (var i = 0; i < this.nodeReferences.length; i++) {
  295. if (this.nodeReferences[i]) this.nodeReferences[i].destroy();
  296. }
  297. this.clearCubePool();
  298. this.idioms = [];
  299. this.nodeReferences = [];
  300. this.node_isIdiom = new Array(9).fill(false);
  301. this.idiom_combine = new Map();
  302. if (level === 0) {
  303. var str2 = this.level_config[level].idiom_type_2;
  304. var idiom_type_2 = str2.split("_");
  305. console.log("idiom_type_2:", idiom_type_2);
  306. var selectedIdioms = {};
  307. [...idiom_type_2].forEach(rule => {
  308. var filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  309. console.log("\u7B5B\u90092 " + rule + " \u540E\u7684\u6210\u8BED\uFF1A", filteredIdioms);
  310. selectedIdioms[rule] = filteredIdioms;
  311. });
  312. for (var rule in selectedIdioms) {
  313. if (selectedIdioms.hasOwnProperty(rule)) {
  314. this.idioms.push(...selectedIdioms[rule]);
  315. }
  316. }
  317. console.log("最终选中的成语:", this.idioms);
  318. } else if (level === 1) {
  319. var _loop2 = function _loop2(_i) {
  320. var filteredIdiom = _this2.config.filter(item => item.idiom == _this2.level2_config[_i].idiom);
  321. _this2.idioms.push(...filteredIdiom);
  322. filteredIdiom = _this2.config_3_1.filter(item => item.idiom == _this2.level2_config[_i].idiom);
  323. _this2.idioms.push(...filteredIdiom);
  324. };
  325. for (var _i = 0; _i < 30; _i++) {
  326. _loop2(_i);
  327. }
  328. var _loop3 = function _loop3(_i2) {
  329. var filteredIdiom = _this2.config_2_2.filter(item => item.idiom == _this2.level2_config[_i2].idiom);
  330. _this2.idioms.push(...filteredIdiom);
  331. };
  332. for (var _i2 = 30; _i2 < 40; _i2++) {
  333. _loop3(_i2);
  334. }
  335. console.log("最终选中的成语:", this.idioms); // 打印最终的成语数组
  336. } else {
  337. if (level > 99) {
  338. level = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  339. error: Error()
  340. }), ch_util) : ch_util).getRandomInt(28, 100);
  341. }
  342. var dif = this.level_config[level].different_grade_level;
  343. var grade = dif.split("_");
  344. var str1 = this.level_config[level].idiom_type_1;
  345. var idiom_type_1 = str1.split("_"); // 分割成数组
  346. idiom_type_1 = idiom_type_1.filter(item => item !== "");
  347. console.log("idiom_type_1:", idiom_type_1);
  348. var _str = this.level_config[level].idiom_type_2;
  349. var _idiom_type_ = _str.split("_"); // 分割成数组
  350. _idiom_type_ = _idiom_type_.filter(item => item !== "");
  351. console.log("idiom_type_2:", _idiom_type_);
  352. var count = this.level_config[level].count / (idiom_type_1.length + _idiom_type_.length);
  353. console.log("count:", count); // 初始化保存结果的数组
  354. var _selectedIdioms = {}; // 遍历 idiom_type_1的每个规律
  355. [...idiom_type_1].forEach(rule => {
  356. // 从 config 中筛选符合当前规律的成语
  357. var filteredIdioms = this.config.filter(item => item.piece_1_word === rule && item.difficulty === grade[0]);
  358. console.log("\u7B5B\u9009 " + rule + " \u540E\u7684\u6210\u8BED\uFF1A", filteredIdioms);
  359. if (filteredIdioms.length < count) {
  360. console.error("\u89C4\u5F8B " + rule + " \u7684\u6210\u8BED\u6570\u91CF\u4E0D\u8DB3\uFF0C\u4EC5\u6709 " + filteredIdioms.length + " \u4E2A");
  361. } else {
  362. console.log("\u89C4\u5F8B " + rule + " \u7684\u6210\u8BED\u6570\u91CF\uFF1A" + filteredIdioms.length);
  363. var selected = []; // 随机选择不重复的成语
  364. for (var _i3 = 0; _i3 < count;) {
  365. var rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  366. error: Error()
  367. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  368. var selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
  369. filteredIdioms.splice(rand, 1); // 添加到已选数组中
  370. selected.push(selectedIdiom);
  371. console.log("\u9009\u4E2D\u7684\u6210\u8BED\uFF1A" + selectedIdiom.idiom);
  372. _i3++;
  373. }
  374. _selectedIdioms[rule] = selected;
  375. }
  376. }); // 遍历idiom_type_2 的每个规律
  377. [..._idiom_type_].forEach(rule => {
  378. // 从 config 中筛选符合当前规律的成语
  379. var filteredIdioms = this.config.filter(item => item.piece_2_word === rule && item.difficulty === grade[0]);
  380. console.log("\u7B5B\u90092 " + rule + " \u540E\u7684\u6210\u8BED\uFF1A", filteredIdioms);
  381. if (filteredIdioms.length < count) {
  382. console.error("\u89C4\u5F8B2 " + rule + " \u7684\u6210\u8BED\u6570\u91CF\u4E0D\u8DB3\uFF0C\u4EC5\u6709 " + filteredIdioms.length + " \u4E2A");
  383. } else {
  384. console.log("\u89C4\u5F8B2 " + rule + " \u7684\u6210\u8BED\u6570\u91CF\uFF1A" + filteredIdioms.length);
  385. var selected = []; // 随机选择不重复的成语
  386. for (var _i4 = 0; _i4 < count;) {
  387. var rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  388. error: Error()
  389. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  390. var selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
  391. filteredIdioms.splice(rand, 1); // 添加到已选数组中
  392. selected.push(selectedIdiom);
  393. console.log("\u9009\u4E2D\u7684\u6210\u8BED\uFF1A" + selectedIdiom.idiom);
  394. _i4++;
  395. }
  396. _selectedIdioms[rule] = selected;
  397. }
  398. }); // 将所有选中的成语合并到 idioms 数组
  399. for (var _rule in _selectedIdioms) {
  400. this.idioms.push(..._selectedIdioms[_rule]); // 使用扩展运算符合并成语
  401. } //
  402. if (this.level_config[level].easy_1_3 > 0) {
  403. var filteredIdioms = this.config_1_3.filter(item => item.difficulty === "easy");
  404. for (var _i5 = 0; _i5 < this.level_config[level].easy_1_3; _i5++) {
  405. var rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  406. error: Error()
  407. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1);
  408. var selectedIdiom = filteredIdioms[rand];
  409. filteredIdioms.splice(rand, 1);
  410. this.idioms.push(selectedIdiom);
  411. }
  412. }
  413. if (this.level_config[level].hard_1_3 > 0) {
  414. var _filteredIdioms = this.config_1_3.filter(item => item.difficulty === "hard");
  415. for (var _i6 = 0; _i6 < this.level_config[level].hard_1_3; _i6++) {
  416. var _rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  417. error: Error()
  418. }), ch_util) : ch_util).getRandomInt(0, _filteredIdioms.length - 1);
  419. var _selectedIdiom = _filteredIdioms[_rand];
  420. _filteredIdioms.splice(_rand, 1);
  421. this.idioms.push(_selectedIdiom);
  422. }
  423. }
  424. if (this.level_config[level].easy_2_2 > 0) {
  425. var _filteredIdioms2 = this.config_2_2.filter(item => item.difficulty === "easy");
  426. for (var _i7 = 0; _i7 < this.level_config[level].easy_2_2; _i7++) {
  427. var _rand2 = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  428. error: Error()
  429. }), ch_util) : ch_util).getRandomInt(0, _filteredIdioms2.length - 1);
  430. var _selectedIdiom2 = _filteredIdioms2[_rand2];
  431. _filteredIdioms2.splice(_rand2, 1);
  432. this.idioms.push(_selectedIdiom2);
  433. }
  434. }
  435. if (this.level_config[level].hard_2_2 > 0) {
  436. var _filteredIdioms3 = this.config_2_2.filter(item => item.difficulty === "hard");
  437. for (var _i8 = 0; _i8 < this.level_config[level].hard_2_2; _i8++) {
  438. var _rand3 = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  439. error: Error()
  440. }), ch_util) : ch_util).getRandomInt(0, _filteredIdioms3.length - 1);
  441. var _selectedIdiom3 = _filteredIdioms3[_rand3];
  442. _filteredIdioms3.splice(_rand3, 1);
  443. this.idioms.push(_selectedIdiom3);
  444. }
  445. }
  446. if (this.level_config[level].easy_3_1 > 0) {
  447. var _filteredIdioms4 = this.config_3_1.filter(item => item.difficulty === "easy");
  448. for (var _i9 = 0; _i9 < this.level_config[level].easy_3_1; _i9++) {
  449. var _rand4 = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  450. error: Error()
  451. }), ch_util) : ch_util).getRandomInt(0, _filteredIdioms4.length - 1);
  452. var _selectedIdiom4 = _filteredIdioms4[_rand4];
  453. _filteredIdioms4.splice(_rand4, 1);
  454. this.idioms.push(_selectedIdiom4);
  455. }
  456. }
  457. if (this.level_config[level].hard_1_3 > 0) {
  458. var _filteredIdioms5 = this.config_1_3.filter(item => item.difficulty === "hard");
  459. for (var _i10 = 0; _i10 < this.level_config[level].hard_1_3; _i10++) {
  460. var _rand5 = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  461. error: Error()
  462. }), ch_util) : ch_util).getRandomInt(0, _filteredIdioms5.length - 1);
  463. var _selectedIdiom5 = _filteredIdioms5[_rand5];
  464. _filteredIdioms5.splice(_rand5, 1);
  465. this.idioms.push(_selectedIdiom5);
  466. }
  467. }
  468. console.log("最终选中的成语:", this.idioms); // 打印最终的成语数组
  469. }
  470. this.idioms_Copy = [...this.idioms];
  471. this.count = this.level_config[level].total;
  472. this.time = this.level_config[level].time;
  473. this.instantiateCube();
  474. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  475. error: Error()
  476. }), gui) : gui).show(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  477. error: Error()
  478. }), UI_Idioms) : UI_Idioms);
  479. this.create_node.nodeMoving();
  480. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  481. error: Error()
  482. }), gui) : gui).show(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  483. error: Error()
  484. }), UI_Main) : UI_Main);
  485. } //消除一组
  486. eliminate() {
  487. var _this3 = this;
  488. //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
  489. var cube;
  490. for (var [key, value] of this.idiom_combine) {
  491. if (value === 0) {
  492. cube = key;
  493. break;
  494. }
  495. } //槽中有方块
  496. if (cube) {
  497. var originalReferences = [...this.nodeReferences];
  498. var _loop4 = function _loop4(element) {
  499. if (_this3.idioms.find(c => c.idiom == element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  500. error: Error()
  501. }), Cube_Infor) : Cube_Infor).Text + cube.Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  502. error: Error()
  503. }), Cube_Infor) : Cube_Infor) !== cube) {
  504. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  505. error: Error()
  506. }), Cube_Infor) : Cube_Infor).Text);
  507. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  508. error: Error()
  509. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  510. error: Error()
  511. }), Cube_State) : Cube_State).wait;
  512. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  513. error: Error()
  514. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  515. element.getComponent(BoxCollider).enabled = false;
  516. var targetRotation = new Quat();
  517. Quat.fromEuler(targetRotation, -90, 0, 0);
  518. element.rotation = targetRotation; // 使用filter过滤掉当前元素
  519. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  520. error: Error()
  521. }), GameCtl) : GameCtl).instance.combine_ani(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  522. error: Error()
  523. }), Cube_Infor) : Cube_Infor), cube);
  524. _this3.nodeReferences = _this3.nodeReferences.filter(el => el !== element && el !== cube.node);
  525. _this3.instantiateNewCube();
  526. return 0; // break
  527. } else if (_this3.idioms.find(c => c.idiom == cube.Text + element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  528. error: Error()
  529. }), Cube_Infor) : Cube_Infor).Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  530. error: Error()
  531. }), Cube_Infor) : Cube_Infor) !== cube) {
  532. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  533. error: Error()
  534. }), Cube_Infor) : Cube_Infor).Text);
  535. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  536. error: Error()
  537. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  538. error: Error()
  539. }), Cube_State) : Cube_State).wait;
  540. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  541. error: Error()
  542. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  543. element.getComponent(BoxCollider).enabled = false;
  544. var _targetRotation = new Quat();
  545. Quat.fromEuler(_targetRotation, -90, 0, 0);
  546. element.rotation = _targetRotation;
  547. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  548. error: Error()
  549. }), GameCtl) : GameCtl).instance.combine_ani(cube, element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  550. error: Error()
  551. }), Cube_Infor) : Cube_Infor));
  552. _this3.nodeReferences = _this3.nodeReferences.filter(el => el !== element && el !== cube.node);
  553. _this3.instantiateNewCube();
  554. return 0; // break
  555. }
  556. },
  557. _ret2;
  558. for (var element of originalReferences) {
  559. _ret2 = _loop4(element);
  560. if (_ret2 === 0) break;
  561. }
  562. } //槽中没有方块
  563. else {
  564. var flag = false;
  565. var originalReferences1 = [...this.nodeReferences];
  566. var originalReferences2 = [...this.nodeReferences];
  567. var _loop5 = function _loop5(element1) {
  568. var _loop6 = function _loop6(element2) {
  569. if (_this3.idioms.find(c => c.idiom == element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  570. error: Error()
  571. }), Cube_Infor) : Cube_Infor).Text + element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  572. error: Error()
  573. }), Cube_Infor) : Cube_Infor).Text)) {
  574. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  575. error: Error()
  576. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  577. error: Error()
  578. }), Cube_State) : Cube_State).wait;
  579. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  580. error: Error()
  581. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  582. var targetRotation = new Quat();
  583. Quat.fromEuler(targetRotation, -90, 0, 0);
  584. element1.rotation = targetRotation;
  585. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  586. error: Error()
  587. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  588. error: Error()
  589. }), Cube_State) : Cube_State).wait;
  590. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  591. error: Error()
  592. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  593. element2.getComponent(BoxCollider).enabled = false;
  594. element2.rotation = targetRotation; // 使用filter过滤掉当前元素
  595. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  596. error: Error()
  597. }), GameCtl) : GameCtl).instance.combine_ani(element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  598. error: Error()
  599. }), Cube_Infor) : Cube_Infor), element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  600. error: Error()
  601. }), Cube_Infor) : Cube_Infor));
  602. _this3.nodeReferences = _this3.nodeReferences.filter(el => el !== element1 && el !== element2);
  603. flag = true;
  604. return 0; // break
  605. }
  606. if (_this3.idioms.find(c => c.idiom == element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  607. error: Error()
  608. }), Cube_Infor) : Cube_Infor).Text + element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  609. error: Error()
  610. }), Cube_Infor) : Cube_Infor).Text)) {
  611. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  612. error: Error()
  613. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  614. error: Error()
  615. }), Cube_State) : Cube_State).wait;
  616. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  617. error: Error()
  618. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  619. var _targetRotation2 = new Quat();
  620. Quat.fromEuler(_targetRotation2, -90, 0, 0);
  621. element1.rotation = _targetRotation2;
  622. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  623. error: Error()
  624. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  625. error: Error()
  626. }), Cube_State) : Cube_State).wait;
  627. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  628. error: Error()
  629. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  630. element2.getComponent(BoxCollider).enabled = false;
  631. element2.rotation = _targetRotation2; // 使用filter过滤掉当前元素
  632. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  633. error: Error()
  634. }), GameCtl) : GameCtl).instance.combine_ani(element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  635. error: Error()
  636. }), Cube_Infor) : Cube_Infor), element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  637. error: Error()
  638. }), Cube_Infor) : Cube_Infor));
  639. _this3.nodeReferences = _this3.nodeReferences.filter(el => el !== element1 && el !== element2);
  640. flag = true;
  641. return 0; // break
  642. }
  643. },
  644. _ret3;
  645. for (var element2 of originalReferences2) {
  646. _ret3 = _loop6(element2);
  647. if (_ret3 === 0) break;
  648. }
  649. if (flag === true) {
  650. for (var i = 0; i < 2; i++) {
  651. _this3.instantiateNewCube();
  652. }
  653. return 1; // break
  654. } else {
  655. console.log("没有可消除");
  656. }
  657. };
  658. for (var element1 of originalReferences1) {
  659. if (_loop5(element1)) break;
  660. }
  661. }
  662. }
  663. shuffle() {
  664. var _this4 = this;
  665. return _asyncToGenerator(function* () {
  666. // 回收所有非槽内的活跃节点
  667. _this4.nodeReferences.forEach(node => {
  668. var cubeInfo = node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  669. error: Error()
  670. }), Cube_Infor) : Cube_Infor);
  671. if (cubeInfo.state === (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  672. error: Error()
  673. }), Cube_State) : Cube_State).live) {
  674. var targetRotation = new Quat();
  675. Quat.fromEuler(targetRotation, -90, 0, 0);
  676. node.rotation = targetRotation;
  677. _this4.recycleCube(node); // 回收到池中
  678. }
  679. });
  680. _this4.shufflePool(); // 等待节点移动完成后执行后续逻辑
  681. _this4.create_node.nodeMoving();
  682. })();
  683. } //清空槽子
  684. Empty() {
  685. var _this5 = this;
  686. var _loop7 = function _loop7(idiom) {
  687. idiom.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  688. error: Error()
  689. }), Cube_State) : Cube_State).live;
  690. var posX = (_crd && ch === void 0 ? (_reportPossibleCrUseOfch({
  691. error: Error()
  692. }), ch) : ch).util.getRandom(-3, 3);
  693. var posZ = (_crd && ch === void 0 ? (_reportPossibleCrUseOfch({
  694. error: Error()
  695. }), ch) : ch).util.getRandom(-3, 3);
  696. tween(idiom.node).to(0.2, {
  697. position: new Vec3(posX, _this5.create_node.node.position.y + 5, posZ)
  698. }).call(() => {
  699. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  700. }).start(); //idiom.node.position = ;
  701. };
  702. for (var idiom of this.idiom_combine.keys()) {
  703. _loop7(idiom);
  704. }
  705. this.idiom_combine.clear();
  706. this.node_isIdiom.fill(false);
  707. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  708. error: Error()
  709. }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  710. error: Error()
  711. }), UI_Idioms) : UI_Idioms).all_light_Hide();
  712. }
  713. AddTime() {
  714. var layout = (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  715. error: Error()
  716. }), gui) : gui).get(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  717. error: Error()
  718. }), UI_Main) : UI_Main).getLayout();
  719. layout.time += 120;
  720. }
  721. shufflePool() {
  722. var poolSize = this.Cube_Pool.size();
  723. var tempArray = []; // 从池中取出所有节点到临时数组
  724. for (var i = 0; i < poolSize; i++) {
  725. tempArray.push(this.Cube_Pool.get());
  726. } // 只打乱部分节点(以 30% 为例,可调整比例)
  727. var shuffleCount = Math.ceil(poolSize * 0.3); // 只打乱前 30%
  728. for (var _i11 = 0; _i11 < shuffleCount; _i11++) {
  729. var randomIndex = Math.floor(Math.random() * poolSize);
  730. [tempArray[_i11], tempArray[randomIndex]] = [tempArray[randomIndex], tempArray[_i11]];
  731. } // 将打乱的节点放回池中
  732. tempArray.forEach(cube => this.Cube_Pool.put(cube));
  733. }
  734. }, (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "skeleton1", [_dec2], {
  735. configurable: true,
  736. enumerable: true,
  737. writable: true,
  738. initializer: function initializer() {
  739. return null;
  740. }
  741. }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "skeleton2", [_dec3], {
  742. configurable: true,
  743. enumerable: true,
  744. writable: true,
  745. initializer: function initializer() {
  746. return null;
  747. }
  748. }), _descriptor3 = _applyDecoratedDescriptor(_class2.prototype, "Lock_node", [_dec4], {
  749. configurable: true,
  750. enumerable: true,
  751. writable: true,
  752. initializer: function initializer() {
  753. return [];
  754. }
  755. }), _descriptor4 = _applyDecoratedDescriptor(_class2.prototype, "prefabs", [_dec5], {
  756. configurable: true,
  757. enumerable: true,
  758. writable: true,
  759. initializer: function initializer() {
  760. return [];
  761. }
  762. }), _descriptor5 = _applyDecoratedDescriptor(_class2.prototype, "create_node", [_dec6], {
  763. configurable: true,
  764. enumerable: true,
  765. writable: true,
  766. initializer: function initializer() {
  767. return null;
  768. }
  769. }), _descriptor6 = _applyDecoratedDescriptor(_class2.prototype, "nodes", [_dec7], {
  770. configurable: true,
  771. enumerable: true,
  772. writable: true,
  773. initializer: function initializer() {
  774. return [];
  775. }
  776. })), _class2)) || _class));
  777. _cclegacy._RF.pop();
  778. _crd = false;
  779. }
  780. };
  781. });
  782. //# sourceMappingURL=90cb08bdd2589bd4780881bf755dafe0306918a1.js.map