90cb08bdd2589bd4780881bf755dafe0306918a1.js 28 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"], function (_export, _context) {
  2. "use strict";
  3. var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, _decorator, BoxCollider, Component, instantiate, Node, NodePool, Prefab, Quat, RigidBody, ch_util, gui, table_idiom, table_level, Hall, UI_Idioms, UI_Main, CreateIdiom, Cube_Infor, Cube_State, GameCtl, _dec, _dec2, _dec3, _dec4, _class, _class2, _descriptor, _descriptor2, _descriptor3, _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 _reportPossibleCrUseOfch_util(extras) {
  8. _reporterNs.report("ch_util", "../../ch/ch_util", _context.meta, extras);
  9. }
  10. function _reportPossibleCrUseOfgui(extras) {
  11. _reporterNs.report("gui", "../../core/ui/ui", _context.meta, extras);
  12. }
  13. function _reportPossibleCrUseOftable_idiom(extras) {
  14. _reporterNs.report("table_idiom", "../../module_extra/table_ts/table_idiom", _context.meta, extras);
  15. }
  16. function _reportPossibleCrUseOftable_level(extras) {
  17. _reporterNs.report("table_level", "../../module_extra/table_ts/table_level", _context.meta, extras);
  18. }
  19. function _reportPossibleCrUseOfHall(extras) {
  20. _reporterNs.report("Hall", "../hall/Hall", _context.meta, extras);
  21. }
  22. function _reportPossibleCrUseOfUI_Idioms(extras) {
  23. _reporterNs.report("UI_Idioms", "../ui/UI_Idioms/UI_Idioms", _context.meta, extras);
  24. }
  25. function _reportPossibleCrUseOfUI_Main(extras) {
  26. _reporterNs.report("UI_Main", "../ui/UI_Main/UI_Main", _context.meta, extras);
  27. }
  28. function _reportPossibleCrUseOfCreateIdiom(extras) {
  29. _reporterNs.report("CreateIdiom", "./CreateIdiom", _context.meta, extras);
  30. }
  31. function _reportPossibleCrUseOfCube_Infor(extras) {
  32. _reporterNs.report("Cube_Infor", "./Cube_Infor", _context.meta, extras);
  33. }
  34. function _reportPossibleCrUseOfCube_State(extras) {
  35. _reporterNs.report("Cube_State", "./Cube_Infor", _context.meta, extras);
  36. }
  37. function _reportPossibleCrUseOfGameCtl(extras) {
  38. _reporterNs.report("GameCtl", "./GameCtl", _context.meta, extras);
  39. }
  40. return {
  41. setters: [function (_unresolved_) {
  42. _reporterNs = _unresolved_;
  43. }, function (_cc) {
  44. _cclegacy = _cc.cclegacy;
  45. __checkObsolete__ = _cc.__checkObsolete__;
  46. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  47. _decorator = _cc._decorator;
  48. BoxCollider = _cc.BoxCollider;
  49. Component = _cc.Component;
  50. instantiate = _cc.instantiate;
  51. Node = _cc.Node;
  52. NodePool = _cc.NodePool;
  53. Prefab = _cc.Prefab;
  54. Quat = _cc.Quat;
  55. RigidBody = _cc.RigidBody;
  56. }, function (_unresolved_2) {
  57. ch_util = _unresolved_2.default;
  58. }, function (_unresolved_3) {
  59. gui = _unresolved_3.gui;
  60. }, function (_unresolved_4) {
  61. table_idiom = _unresolved_4.table_idiom;
  62. }, function (_unresolved_5) {
  63. table_level = _unresolved_5.table_level;
  64. }, function (_unresolved_6) {
  65. Hall = _unresolved_6.Hall;
  66. }, function (_unresolved_7) {
  67. UI_Idioms = _unresolved_7.UI_Idioms;
  68. }, function (_unresolved_8) {
  69. UI_Main = _unresolved_8.UI_Main;
  70. }, function (_unresolved_9) {
  71. CreateIdiom = _unresolved_9.CreateIdiom;
  72. }, function (_unresolved_10) {
  73. Cube_Infor = _unresolved_10.Cube_Infor;
  74. Cube_State = _unresolved_10.Cube_State;
  75. }, function (_unresolved_11) {
  76. GameCtl = _unresolved_11.GameCtl;
  77. }],
  78. execute: function () {
  79. _crd = true;
  80. _cclegacy._RF.push({}, "e84de8IXbZDjZbYlbQpevuI", "Container_Manager", undefined);
  81. __checkObsolete__(['_decorator', 'BoxCollider', 'Component', 'find', 'instantiate', 'Node', 'NodePool', 'Prefab', 'Quat', 'random', 'RigidBody']);
  82. ({
  83. ccclass,
  84. property
  85. } = _decorator);
  86. _export("Container_Manager", Container_Manager = (_dec = ccclass('Container_Manager'), _dec2 = property(Prefab), _dec3 = property(_crd && CreateIdiom === void 0 ? (_reportPossibleCrUseOfCreateIdiom({
  87. error: Error()
  88. }), CreateIdiom) : CreateIdiom), _dec4 = property([Node]), _dec(_class = (_class2 = class Container_Manager extends Component {
  89. constructor(...args) {
  90. super(...args);
  91. _initializerDefineProperty(this, "prefab", _descriptor, this);
  92. this.level_config = null;
  93. //关卡配置
  94. this.config = null;
  95. //成语库
  96. this.idioms = [];
  97. //生成的成语
  98. this.index = [];
  99. //生成的成语角标,避免生成重复成语
  100. _initializerDefineProperty(this, "create_node", _descriptor2, this);
  101. _initializerDefineProperty(this, "nodes", _descriptor3, this);
  102. //位置节点 用于成语放入
  103. this.node_isIdiom = new Array(10).fill(false);
  104. this.idiom_combine = new Map();
  105. this.Cube_Pool = new NodePool();
  106. this.nodeReferences = [];
  107. // 额外维护的节点引用数组
  108. this.count = 0;
  109. }
  110. instantiateCube() {
  111. for (let i = 0; i < this.idioms.length * 2; i++) {
  112. const newCube = instantiate(this.prefab);
  113. newCube.active = true; // 初始时设置为非激活状态
  114. // 按顺序为节点赋值文字内容
  115. let idiomIndex = Math.floor(i / 2);
  116. let isPiece1 = i % 2 === 0;
  117. newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  118. error: Error()
  119. }), Cube_Infor) : Cube_Infor).Text = isPiece1 ? this.idioms[idiomIndex].piece_1_word : this.idioms[idiomIndex].piece_2_word;
  120. console.log("生成第" + i + "个节点:" + newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  121. error: Error()
  122. }), Cube_Infor) : Cube_Infor).Text);
  123. this.Cube_Pool.put(newCube);
  124. }
  125. }
  126. getCube() {
  127. console.log(this.Cube_Pool.size());
  128. const cube = this.Cube_Pool.get();
  129. if (cube) cube.active = true;
  130. return cube;
  131. } // 将方块回收到对象池
  132. recycleCube(cube) {
  133. cube.active = false; // 将方块设置为非激活状态
  134. this.Cube_Pool.put(cube);
  135. } //合成规则导入
  136. start() {
  137. this.config = (_crd && table_idiom === void 0 ? (_reportPossibleCrUseOftable_idiom({
  138. error: Error()
  139. }), table_idiom) : table_idiom).getList();
  140. if (this.config.length === 2052) {
  141. console.log("合成规则导入成功");
  142. }
  143. this.level_config = (_crd && table_level === void 0 ? (_reportPossibleCrUseOftable_level({
  144. error: Error()
  145. }), table_level) : table_level).getList();
  146. if (this.level_config.length === 5) {
  147. console.log("关卡配置导入成功");
  148. }
  149. this.level_idioms();
  150. }
  151. update(deltaTime) {}
  152. checkIdiom_Combine(matchedcube2, outMatchedCubes) {
  153. if (this.idiom_combine.size < 2) {
  154. return false; // 至少需要两个方块
  155. }
  156. for (let cube of this.idiom_combine.keys()) {
  157. // 遍历 idioms 列表,检查是否匹配成语
  158. const matchedIdiom = this.idioms.find(idiom => idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text);
  159. if (matchedIdiom) {
  160. // 匹配成功
  161. outMatchedCubes.push(cube, matchedcube2);
  162. this.nodeReferences = this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  163. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  164. return true;
  165. } // 再检查逆序组合是否匹配
  166. const reverseMatchedIdiom = this.idioms.find(idiom => idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text);
  167. if (reverseMatchedIdiom) {
  168. // 匹配成功
  169. outMatchedCubes.push(matchedcube2, cube);
  170. this.nodeReferences = this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  171. console.log("成功拼成成语: " + reverseMatchedIdiom.piece_1_word + reverseMatchedIdiom.piece_2_word);
  172. return true;
  173. }
  174. }
  175. return false; // 没有匹配到成语
  176. }
  177. async level_idioms() {
  178. let level = (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  179. error: Error()
  180. }), Hall) : Hall).getInstance().player.get_max_floor();
  181. let validConfig = [];
  182. if (level === 0) {
  183. let str2 = this.level_config[level].idiom_type_2;
  184. let idiom_type_2 = str2.split("_");
  185. console.log("idiom_type_2:", idiom_type_2);
  186. let selectedIdioms = {};
  187. [...idiom_type_2].forEach(rule => {
  188. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  189. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  190. selectedIdioms[rule] = filteredIdioms;
  191. });
  192. for (let rule in selectedIdioms) {
  193. if (selectedIdioms.hasOwnProperty(rule)) {
  194. this.idioms.push(...selectedIdioms[rule]);
  195. }
  196. }
  197. console.log("最终选中的成语:", this.idioms);
  198. } else {
  199. // 获取当前层级的筛选条件
  200. let str1 = this.level_config[level].idiom_type_1;
  201. let idiom_type_1 = str1.split("_"); // 分割成数组
  202. console.log("idiom_type_1:", idiom_type_1);
  203. let str2 = this.level_config[level].idiom_type_2;
  204. let idiom_type_2 = str2.split("_"); // 分割成数组
  205. console.log("idiom_type_2:", idiom_type_2); // 初始化保存结果的数组
  206. let selectedIdioms = {}; // 遍历 idiom_type_1的每个规律
  207. [...idiom_type_1].forEach(rule => {
  208. // 从 config 中筛选符合当前规律的成语
  209. let filteredIdioms = this.config.filter(item => item.piece_1_word === rule);
  210. console.log(`筛选 ${rule} 后的成语:`, filteredIdioms);
  211. if (filteredIdioms.length < this.level_config[level].count) {
  212. console.error(`规律 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  213. } else {
  214. console.log(`规律 ${rule} 的成语数量:${filteredIdioms.length}`);
  215. let selected = []; // 随机选择不重复的成语
  216. for (let i = 0; i < this.level_config[level].count;) {
  217. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  218. error: Error()
  219. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  220. let selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
  221. filteredIdioms.splice(rand, 1); // 添加到已选数组中
  222. selected.push(selectedIdiom);
  223. console.log(`选中的成语:${selectedIdiom.idiom}`);
  224. i++;
  225. }
  226. selectedIdioms[rule] = selected;
  227. }
  228. }); // 遍历idiom_type_2 的每个规律
  229. [...idiom_type_2].forEach(rule => {
  230. // 从 config 中筛选符合当前规律的成语
  231. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  232. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  233. if (filteredIdioms.length < this.level_config[level].count) {
  234. console.error(`规律2 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  235. } else {
  236. console.log(`规律2 ${rule} 的成语数量:${filteredIdioms.length}`);
  237. let selected = []; // 随机选择不重复的成语
  238. for (let i = 0; i < this.level_config[level].count;) {
  239. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  240. error: Error()
  241. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  242. let selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
  243. filteredIdioms.splice(rand, 1); // 添加到已选数组中
  244. selected.push(selectedIdiom);
  245. console.log(`选中的成语:${selectedIdiom.idiom}`);
  246. i++;
  247. }
  248. selectedIdioms[rule] = selected;
  249. }
  250. }); // 将所有选中的成语合并到 idioms 数组
  251. for (let rule in selectedIdioms) {
  252. if (selectedIdioms.hasOwnProperty(rule)) {
  253. this.idioms.push(...selectedIdioms[rule]); // 使用扩展运算符合并成语
  254. }
  255. }
  256. console.log("最终选中的成语:", this.idioms); // 打印最终的成语数组
  257. }
  258. this.count = this.level_config[level].count;
  259. await this.instantiateCube();
  260. await (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  261. error: Error()
  262. }), gui) : gui).show(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  263. error: Error()
  264. }), UI_Idioms) : UI_Idioms);
  265. await this.create_node.nodeMoving();
  266. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  267. error: Error()
  268. }), gui) : gui).show(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  269. error: Error()
  270. }), UI_Main) : UI_Main);
  271. } //消除一组
  272. eliminate() {
  273. //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
  274. let cube;
  275. for (const [key, value] of this.idiom_combine) {
  276. if (value === 0) {
  277. cube = key;
  278. break;
  279. }
  280. } //槽中有方块
  281. if (cube) {
  282. const originalReferences = [...this.nodeReferences];
  283. for (const element of originalReferences) {
  284. if (this.idioms.find(c => c.idiom == element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  285. error: Error()
  286. }), Cube_Infor) : Cube_Infor).Text + cube.Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  287. error: Error()
  288. }), Cube_Infor) : Cube_Infor) !== cube) {
  289. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  290. error: Error()
  291. }), Cube_Infor) : Cube_Infor).Text);
  292. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  293. error: Error()
  294. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  295. error: Error()
  296. }), Cube_State) : Cube_State).wait;
  297. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  298. error: Error()
  299. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  300. element.getComponent(BoxCollider).enabled = false;
  301. let targetRotation = new Quat();
  302. Quat.fromEuler(targetRotation, -90, 0, 0);
  303. element.rotation = targetRotation; // 使用filter过滤掉当前元素
  304. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  305. error: Error()
  306. }), GameCtl) : GameCtl).instance.combine_ani(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  307. error: Error()
  308. }), Cube_Infor) : Cube_Infor), cube);
  309. this.nodeReferences = this.nodeReferences.filter(el => el !== element && el !== cube.node);
  310. break;
  311. } else if (this.idioms.find(c => c.idiom == cube.Text + element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  312. error: Error()
  313. }), Cube_Infor) : Cube_Infor).Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  314. error: Error()
  315. }), Cube_Infor) : Cube_Infor) !== cube) {
  316. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  317. error: Error()
  318. }), Cube_Infor) : Cube_Infor).Text);
  319. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  320. error: Error()
  321. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  322. error: Error()
  323. }), Cube_State) : Cube_State).wait;
  324. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  325. error: Error()
  326. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  327. element.getComponent(BoxCollider).enabled = false;
  328. let targetRotation = new Quat();
  329. Quat.fromEuler(targetRotation, -90, 0, 0);
  330. element.rotation = targetRotation;
  331. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  332. error: Error()
  333. }), GameCtl) : GameCtl).instance.combine_ani(cube, element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  334. error: Error()
  335. }), Cube_Infor) : Cube_Infor));
  336. this.nodeReferences = this.nodeReferences.filter(el => el !== element && el !== cube.node);
  337. break;
  338. }
  339. }
  340. } //槽中没有方块
  341. else {
  342. let flag = false;
  343. const originalReferences1 = [...this.nodeReferences];
  344. const originalReferences2 = [...this.nodeReferences];
  345. for (const element1 of originalReferences1) {
  346. for (const element2 of originalReferences2) {
  347. if (this.idioms.find(c => c.idiom == element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  348. error: Error()
  349. }), Cube_Infor) : Cube_Infor).Text + element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  350. error: Error()
  351. }), Cube_Infor) : Cube_Infor).Text)) {
  352. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  353. error: Error()
  354. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  355. error: Error()
  356. }), Cube_State) : Cube_State).wait;
  357. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  358. error: Error()
  359. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  360. let targetRotation = new Quat();
  361. Quat.fromEuler(targetRotation, -90, 0, 0);
  362. element1.rotation = targetRotation;
  363. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  364. error: Error()
  365. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  366. error: Error()
  367. }), Cube_State) : Cube_State).wait;
  368. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  369. error: Error()
  370. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  371. element2.getComponent(BoxCollider).enabled = false;
  372. element2.rotation = targetRotation; // 使用filter过滤掉当前元素
  373. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  374. error: Error()
  375. }), GameCtl) : GameCtl).instance.combine_ani(element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  376. error: Error()
  377. }), Cube_Infor) : Cube_Infor), element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  378. error: Error()
  379. }), Cube_Infor) : Cube_Infor));
  380. this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2);
  381. flag = true;
  382. break;
  383. }
  384. if (this.idioms.find(c => c.idiom == element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  385. error: Error()
  386. }), Cube_Infor) : Cube_Infor).Text + element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  387. error: Error()
  388. }), Cube_Infor) : Cube_Infor).Text)) {
  389. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  390. error: Error()
  391. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  392. error: Error()
  393. }), Cube_State) : Cube_State).wait;
  394. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  395. error: Error()
  396. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  397. let targetRotation = new Quat();
  398. Quat.fromEuler(targetRotation, -90, 0, 0);
  399. element1.rotation = targetRotation;
  400. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  401. error: Error()
  402. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  403. error: Error()
  404. }), Cube_State) : Cube_State).wait;
  405. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  406. error: Error()
  407. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  408. element2.getComponent(BoxCollider).enabled = false;
  409. element2.rotation = targetRotation; // 使用filter过滤掉当前元素
  410. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  411. error: Error()
  412. }), GameCtl) : GameCtl).instance.combine_ani(element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  413. error: Error()
  414. }), Cube_Infor) : Cube_Infor), element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  415. error: Error()
  416. }), Cube_Infor) : Cube_Infor));
  417. this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2);
  418. flag = true;
  419. break;
  420. }
  421. }
  422. if (flag === true) {
  423. break;
  424. }
  425. }
  426. }
  427. }
  428. async shuffle() {
  429. // 回收所有非槽内的活跃节点
  430. this.nodeReferences.forEach(node => {
  431. const cubeInfo = node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  432. error: Error()
  433. }), Cube_Infor) : Cube_Infor);
  434. if (cubeInfo.state === (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  435. error: Error()
  436. }), Cube_State) : Cube_State).live) {
  437. this.recycleCube(node); // 回收到池中
  438. }
  439. });
  440. this.shufflePool(); // 等待节点移动完成后执行后续逻辑
  441. await this.create_node.nodeMoving();
  442. } //清空槽子
  443. Empty() {
  444. for (let idiom of this.idiom_combine.keys()) {
  445. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  446. idiom.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  447. error: Error()
  448. }), Cube_State) : Cube_State).live;
  449. idiom.node.position = this.create_node.node.position;
  450. }
  451. this.idiom_combine.clear();
  452. this.node_isIdiom.fill(false);
  453. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  454. error: Error()
  455. }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  456. error: Error()
  457. }), UI_Idioms) : UI_Idioms).all_light_Hide();
  458. }
  459. shufflePool() {
  460. const poolSize = this.Cube_Pool.size();
  461. const tempArray = []; // 从池中取出所有节点到临时数组
  462. for (let i = 0; i < poolSize; i++) {
  463. tempArray.push(this.Cube_Pool.get());
  464. } // 只打乱部分节点(以 50% 为例,可调整比例)
  465. const shuffleCount = Math.ceil(poolSize * 0.5); // 只打乱前 50%
  466. for (let i = 0; i < shuffleCount; i++) {
  467. const randomIndex = Math.floor(Math.random() * poolSize);
  468. [tempArray[i], tempArray[randomIndex]] = [tempArray[randomIndex], tempArray[i]];
  469. } // 将打乱的节点放回池中
  470. tempArray.forEach(cube => this.Cube_Pool.put(cube));
  471. }
  472. }, (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "prefab", [_dec2], {
  473. configurable: true,
  474. enumerable: true,
  475. writable: true,
  476. initializer: function () {
  477. return null;
  478. }
  479. }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "create_node", [_dec3], {
  480. configurable: true,
  481. enumerable: true,
  482. writable: true,
  483. initializer: function () {
  484. return null;
  485. }
  486. }), _descriptor3 = _applyDecoratedDescriptor(_class2.prototype, "nodes", [_dec4], {
  487. configurable: true,
  488. enumerable: true,
  489. writable: true,
  490. initializer: function () {
  491. return [];
  492. }
  493. })), _class2)) || _class));
  494. _cclegacy._RF.pop();
  495. _crd = false;
  496. }
  497. };
  498. });
  499. //# sourceMappingURL=90cb08bdd2589bd4780881bf755dafe0306918a1.js.map