789715a9ff1e6669695bc6f37f849347673e7936.js 9.6 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, find, instantiate, Size, UITransform, Vec2, Vec3, UI_Idiom, Layout_Idioms, GameUILayers, ui_base, ModuleDef, Container_Manager, _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 _reportPossibleCrUseOfUI_Idiom(extras) {
  7. _reporterNs.report("UI_Idiom", "./UI_Idiom", _context.meta, extras);
  8. }
  9. function _reportPossibleCrUseOfLayout_Idioms(extras) {
  10. _reporterNs.report("Layout_Idioms", "./Layout_Idioms", _context.meta, extras);
  11. }
  12. function _reportPossibleCrUseOfGameUILayers(extras) {
  13. _reporterNs.report("GameUILayers", "../../../core/ui/ui", _context.meta, extras);
  14. }
  15. function _reportPossibleCrUseOfui_base(extras) {
  16. _reporterNs.report("ui_base", "../../../core/ui/ui_base", _context.meta, extras);
  17. }
  18. function _reportPossibleCrUseOfModuleDef(extras) {
  19. _reporterNs.report("ModuleDef", "../../../Scripts/ModuleDef", _context.meta, extras);
  20. }
  21. function _reportPossibleCrUseOfContainer_Manager(extras) {
  22. _reporterNs.report("Container_Manager", "../../game/Container_Manager", _context.meta, extras);
  23. }
  24. function _reportPossibleCrUseOfCube_Infor(extras) {
  25. _reporterNs.report("Cube_Infor", "../../game/Cube_Infor", _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. find = _cc.find;
  36. instantiate = _cc.instantiate;
  37. Size = _cc.Size;
  38. UITransform = _cc.UITransform;
  39. Vec2 = _cc.Vec2;
  40. Vec3 = _cc.Vec3;
  41. }, function (_unresolved_2) {
  42. UI_Idiom = _unresolved_2.UI_Idiom;
  43. }, function (_unresolved_3) {
  44. Layout_Idioms = _unresolved_3.Layout_Idioms;
  45. }, function (_unresolved_4) {
  46. GameUILayers = _unresolved_4.GameUILayers;
  47. }, function (_unresolved_5) {
  48. ui_base = _unresolved_5.default;
  49. }, function (_unresolved_6) {
  50. ModuleDef = _unresolved_6.ModuleDef;
  51. }, function (_unresolved_7) {
  52. Container_Manager = _unresolved_7.Container_Manager;
  53. }],
  54. execute: function () {
  55. _crd = true;
  56. _cclegacy._RF.push({}, "efc87WIo/pPjbu6aYJ5woDB", "UI_Idioms", undefined);
  57. __checkObsolete__(['_decorator', 'Component', 'DynamicAtlasManager', 'find', 'instantiate', 'Label', 'macro', 'Node', 'Prefab', 'ScrollView', 'Size', 'UITransform', 'Vec2', 'Vec3']);
  58. ({
  59. ccclass,
  60. property
  61. } = _decorator);
  62. _export("UI_Idioms", UI_Idioms = (_dec = ccclass('UI_Idioms'), _dec(_class = class UI_Idioms extends (_crd && ui_base === void 0 ? (_reportPossibleCrUseOfui_base({
  63. error: Error()
  64. }), ui_base) : ui_base) {
  65. constructor() {
  66. super((_crd && ModuleDef === void 0 ? (_reportPossibleCrUseOfModuleDef({
  67. error: Error()
  68. }), ModuleDef) : ModuleDef).GAME, 'ui/UI_Idioms/ScrollView', (_crd && GameUILayers === void 0 ? (_reportPossibleCrUseOfGameUILayers({
  69. error: Error()
  70. }), GameUILayers) : GameUILayers).HUD, _crd && Layout_Idioms === void 0 ? (_reportPossibleCrUseOfLayout_Idioms({
  71. error: Error()
  72. }), Layout_Idioms) : Layout_Idioms);
  73. this.idioms = [];
  74. }
  75. onCreated() {
  76. var _this = this;
  77. return _asyncToGenerator(function* () {
  78. var layout = _this.getLayout();
  79. layout.Container = find('Container').getComponent(_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  80. error: Error()
  81. }), Container_Manager) : Container_Manager);
  82. _this.init();
  83. })();
  84. }
  85. init() {
  86. var layout = this.getLayout();
  87. console.log("init");
  88. for (var i = 0; i < layout.Container.idioms.length; i++) {
  89. var node = instantiate(layout.idiom_prefab);
  90. node.parent = layout.content;
  91. console.log("label" + layout.Container.idioms[i].idiom);
  92. node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
  93. error: Error()
  94. }), UI_Idiom) : UI_Idiom).txt.string = layout.Container.idioms[i].idiom;
  95. node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
  96. error: Error()
  97. }), UI_Idiom) : UI_Idiom).piece_1_word = layout.Container.idioms[i].piece_1_word;
  98. node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
  99. error: Error()
  100. }), UI_Idiom) : UI_Idiom).piece_2_word = layout.Container.idioms[i].piece_2_word;
  101. this.idioms.push(node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
  102. error: Error()
  103. }), UI_Idiom) : UI_Idiom));
  104. }
  105. } //高亮显示
  106. light_Show(cube_infor) {
  107. var layout = this.getLayout();
  108. var txt_length = cube_infor.Text.length;
  109. this.idioms.forEach(element => {
  110. if (element.piece_1_word === cube_infor.Text) {
  111. element.hud_sp.node.active = true;
  112. element.hud_sp.node.getComponent(UITransform).contentSize = new Size(20 * txt_length, 20);
  113. var target = 0;
  114. element.hud_sp.node.position = new Vec3(31 + target * 20, -16, 0);
  115. var pos = new Vec2(element.node.position.x, element.node.position.y);
  116. this.scrollToTarget(pos);
  117. } else if (element.piece_2_word === cube_infor.Text) {
  118. element.hud_sp.node.active = true;
  119. element.hud_sp.node.getComponent(UITransform).contentSize = new Size(20 * txt_length, 20);
  120. var _target = 4 - txt_length;
  121. element.hud_sp.node.position = new Vec3(31 + _target * 20, -16, 0);
  122. var _pos = new Vec2(element.node.position.x, element.node.position.y);
  123. this.scrollToTarget(_pos);
  124. }
  125. });
  126. } //取消高亮
  127. light_Hide(cube1, cube2) {
  128. var layout = this.getLayout();
  129. this.idioms = this.idioms.filter(element => {
  130. var shouldRemove = false;
  131. var hasMatch = false; // 检查与 cube1 相关的成语
  132. if (cube1.Text === element.piece_1_word) {
  133. for (var cubeInfor of layout.Container.idiom_combine.keys()) {
  134. if (cubeInfor.txt.string === cube1.Text) {
  135. hasMatch = true;
  136. break;
  137. }
  138. } // 只有当前字没有参与成语时才移除提示
  139. if (!hasMatch) {
  140. element.hud_sp.node.active = false; // 销毁UI中的成语提示
  141. }
  142. } // 检查与 cube2 相关的成语
  143. if (cube2.Text === element.piece_2_word) {
  144. for (var _cubeInfor of layout.Container.idiom_combine.keys()) {
  145. if (_cubeInfor.txt.string === cube2.Text) {
  146. hasMatch = true;
  147. break;
  148. }
  149. } // 只有当前字没有参与成语时才移除提示
  150. if (!hasMatch) {
  151. element.hud_sp.node.active = false; // 销毁UI中的成语提示
  152. }
  153. } // 检查是否能组合成一个成语
  154. if (cube1.Text + cube2.Text === element.txt.string) {
  155. element.node.destroy(); // 销毁节点
  156. shouldRemove = true; // 如果已组合,移除该成语
  157. } // 保留未被组合的元素
  158. return !shouldRemove;
  159. }); // 监测所有字是否仍然需要高亮显示
  160. this.idioms.forEach(element => {
  161. // 检查每个字是否仍然在任何成语组合中
  162. 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
  163. for (var cubeInfor of layout.Container.idiom_combine.keys()) {
  164. if (cubeInfor.txt.string === element.piece_1_word || cubeInfor.txt.string === element.piece_2_word) {
  165. shouldDisplay = true;
  166. break;
  167. }
  168. } // 如果该字还参与成语,则保持其提示显示
  169. if (shouldDisplay) {
  170. element.hud_sp.node.active = true;
  171. }
  172. });
  173. }
  174. scrollToTarget(pos) {
  175. var layout = this.getLayout();
  176. layout.scrollView.scrollTo(pos, 0.2, true);
  177. }
  178. all_light_Hide() {
  179. this.idioms.forEach(element => {
  180. element.hud_sp.node.active = false;
  181. });
  182. }
  183. }) || _class));
  184. _cclegacy._RF.pop();
  185. _crd = false;
  186. }
  187. };
  188. });
  189. //# sourceMappingURL=789715a9ff1e6669695bc6f37f849347673e7936.js.map