123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778 |
- 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) {
- "use strict";
- 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, GameState, Hall, UI_Idioms, _dec, _dec2, _dec3, _dec4, _dec5, _dec6, _dec7, _class, _class2, _descriptor, _descriptor2, _descriptor3, _descriptor4, _descriptor5, _descriptor6, _crd, ccclass, property, Container_Manager;
- 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); } }
- 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); }); }; }
- 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 }); }
- 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; }
- 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.'); }
- function _reportPossibleCrUseOfch_util(extras) {
- _reporterNs.report("ch_util", "../../ch/ch_util", _context.meta, extras);
- }
- function _reportPossibleCrUseOfgui(extras) {
- _reporterNs.report("gui", "../../core/ui/ui", _context.meta, extras);
- }
- function _reportPossibleCrUseOfLayout_Main(extras) {
- _reporterNs.report("Layout_Main", "../ui/UI_Main/Layout_Main", _context.meta, extras);
- }
- function _reportPossibleCrUseOfUI_Main(extras) {
- _reporterNs.report("UI_Main", "../ui/UI_Main/UI_Main", _context.meta, extras);
- }
- function _reportPossibleCrUseOfCreateIdiom(extras) {
- _reporterNs.report("CreateIdiom", "./CreateIdiom", _context.meta, extras);
- }
- function _reportPossibleCrUseOfCube_Infor(extras) {
- _reporterNs.report("Cube_Infor", "./Cube_Infor", _context.meta, extras);
- }
- function _reportPossibleCrUseOfCube_State(extras) {
- _reporterNs.report("Cube_State", "./Cube_Infor", _context.meta, extras);
- }
- function _reportPossibleCrUseOfGameCtl(extras) {
- _reporterNs.report("GameCtl", "./GameCtl", _context.meta, extras);
- }
- function _reportPossibleCrUseOfch(extras) {
- _reporterNs.report("ch", "../../ch/ch", _context.meta, extras);
- }
- function _reportPossibleCrUseOftable_idiom_order(extras) {
- _reporterNs.report("table_idiom_order", "../../module_extra/table_ts/table_idiom_order", _context.meta, extras);
- }
- function _reportPossibleCrUseOftable_idiom_unorder_1_(extras) {
- _reporterNs.report("table_idiom_unorder_1_3", "../../module_extra/table_ts/table_idiom_unorder_1_3", _context.meta, extras);
- }
- function _reportPossibleCrUseOftable_idiom_unorder_2_(extras) {
- _reporterNs.report("table_idiom_unorder_2_2", "../../module_extra/table_ts/table_idiom_unorder_2_2", _context.meta, extras);
- }
- function _reportPossibleCrUseOftable_idiom_unorder_3_(extras) {
- _reporterNs.report("table_idiom_unorder_3_1", "../../module_extra/table_ts/table_idiom_unorder_3_1", _context.meta, extras);
- }
- function _reportPossibleCrUseOftable_level(extras) {
- _reporterNs.report("table_level", "../../module_extra/table_ts/table_level", _context.meta, extras);
- }
- function _reportPossibleCrUseOftable_level_(extras) {
- _reporterNs.report("table_level_2", "../../module_extra/table_ts/table_level_2", _context.meta, extras);
- }
- function _reportPossibleCrUseOfGameState(extras) {
- _reporterNs.report("GameState", "../hall/Hall", _context.meta, extras);
- }
- function _reportPossibleCrUseOfHall(extras) {
- _reporterNs.report("Hall", "../hall/Hall", _context.meta, extras);
- }
- function _reportPossibleCrUseOfUI_Idioms(extras) {
- _reporterNs.report("UI_Idioms", "../ui/UI_Idioms/UI_Idioms", _context.meta, extras);
- }
- return {
- setters: [function (_unresolved_) {
- _reporterNs = _unresolved_;
- }, function (_cc) {
- _cclegacy = _cc.cclegacy;
- __checkObsolete__ = _cc.__checkObsolete__;
- __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
- _decorator = _cc._decorator;
- BoxCollider = _cc.BoxCollider;
- Component = _cc.Component;
- director = _cc.director;
- instantiate = _cc.instantiate;
- Node = _cc.Node;
- NodePool = _cc.NodePool;
- Prefab = _cc.Prefab;
- Quat = _cc.Quat;
- RigidBody = _cc.RigidBody;
- tween = _cc.tween;
- Vec3 = _cc.Vec3;
- }, function (_unresolved_2) {
- ch_util = _unresolved_2.default;
- }, function (_unresolved_3) {
- gui = _unresolved_3.gui;
- }, function (_unresolved_4) {
- UI_Main = _unresolved_4.UI_Main;
- }, function (_unresolved_5) {
- CreateIdiom = _unresolved_5.CreateIdiom;
- }, function (_unresolved_6) {
- Cube_Infor = _unresolved_6.Cube_Infor;
- Cube_State = _unresolved_6.Cube_State;
- }, function (_unresolved_7) {
- GameCtl = _unresolved_7.GameCtl;
- }, function (_unresolved_8) {
- ch = _unresolved_8.ch;
- }, function (_unresolved_9) {
- table_idiom_order = _unresolved_9.table_idiom_order;
- }, function (_unresolved_10) {
- table_idiom_unorder_1_3 = _unresolved_10.table_idiom_unorder_1_3;
- }, function (_unresolved_11) {
- table_idiom_unorder_2_2 = _unresolved_11.table_idiom_unorder_2_2;
- }, function (_unresolved_12) {
- table_idiom_unorder_3_1 = _unresolved_12.table_idiom_unorder_3_1;
- }, function (_unresolved_13) {
- table_level = _unresolved_13.table_level;
- }, function (_unresolved_14) {
- table_level_2 = _unresolved_14.table_level_2;
- }, function (_unresolved_15) {
- GameState = _unresolved_15.GameState;
- Hall = _unresolved_15.Hall;
- }, function (_unresolved_16) {
- UI_Idioms = _unresolved_16.UI_Idioms;
- }],
- execute: function () {
- _crd = true;
- _cclegacy._RF.push({}, "e84de8IXbZDjZbYlbQpevuI", "Container_Manager", undefined);
- __checkObsolete__(['_decorator', 'BoxCollider', 'Component', 'director', 'find', 'instantiate', 'Node', 'NodePool', 'Prefab', 'Quat', 'random', 'RigidBody', 'sp', 'tween', 'Vec3']);
- ({
- ccclass,
- property
- } = _decorator);
- _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({
- error: Error()
- }), CreateIdiom) : CreateIdiom), _dec7 = property([Node]), _dec(_class = (_class2 = class Container_Manager extends Component {
- constructor() {
- super(...arguments);
- _initializerDefineProperty(this, "skeleton1", _descriptor, this);
- _initializerDefineProperty(this, "skeleton2", _descriptor2, this);
- this.canTouch = false;
- _initializerDefineProperty(this, "Lock_node", _descriptor3, this);
- _initializerDefineProperty(this, "prefabs", _descriptor4, this);
- this.level_config = null;
- //关卡配置
- this.level2_config = null;
- //第二关配置
- this.config = null;
- //有规律的成语库
- this.config_1_3 = null;
- //无规律1+3
- this.config_2_2 = null;
- //无规律2+2
- this.config_3_1 = null;
- //无规律3+1
- this.idioms = [];
- //生成的成语
- this.idioms_Copy = [];
- //生成的成语备份
- this.index = 0;
- _initializerDefineProperty(this, "create_node", _descriptor5, this);
- _initializerDefineProperty(this, "nodes", _descriptor6, this);
- //位置节点 用于成语放入
- this.node_isIdiom = new Array(9).fill(false);
- this.unlock_Num = 7;
- this.is_Show_UI_Lock = false;
- this.idiom_combine = new Map();
- this.Cube_Pool = new NodePool();
- this.nodeReferences = [];
- // 额外维护的节点引用数组
- this.count = 0;
- this.time = 0;
- }
- instantiateCube() {
- var num = 60;
- if (this.idioms.length < 30) {
- num = this.idioms.length * 2;
- }
- for (var i = 0; i < num; i++) {
- var idiomIndex = Math.floor(i / 2);
- var isPiece1 = i % 2 === 0;
- var Text_Length = isPiece1 ? this.idioms[idiomIndex].piece_1_word.length : this.idioms[idiomIndex].piece_2_word.length;
- var newCube = instantiate(this.prefabs[Text_Length - 1]);
- newCube.active = true; // 按顺序为节点赋值文字内容
- newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), 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);
- this.Cube_Pool.put(newCube);
- }
- this.index = num;
- if ((_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
- error: Error()
- }), Hall) : Hall).getInstance().player.get_max_floor() != 0) this.shufflePool();
- }
- instantiateNewCube() {
- console.log("instantiateNewCube");
- if (this.index < this.count * 2) {
- console.log("idiomIndex:" + Math.floor(this.index / 2));
- var idiomIndex = Math.floor(this.index / 2);
- var isPiece1 = this.index % 2 === 0;
- var Text_Length = isPiece1 ? this.idioms_Copy[idiomIndex].piece_1_word.length : this.idioms_Copy[idiomIndex].piece_2_word.length;
- var newCube = instantiate(this.prefabs[Text_Length - 1]);
- newCube.active = true; // 按顺序为节点赋值文字内容
- newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), 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
- newCube.parent = director.getScene();
- 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);
- this.nodeReferences.push(newCube);
- console.log("生成第" + this.index + "个节点:" + newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).Text);
- console.log("位置:" + newCube.position);
- this.index = this.index + 1;
- }
- }
- getCube() {
- // console.log(this.Cube_Pool.size());
- var cube = this.Cube_Pool.get();
- if (cube) cube.active = true;
- return cube;
- } // 将方块回收到对象池
- recycleCube(cube) {
- cube.active = false; // 将方块设置为非激活状态
- this.Cube_Pool.put(cube);
- } //清空对象池
- clearCubePool() {
- this.Cube_Pool.clear();
- } //合成规则导入
- start() {
- this.config = (_crd && table_idiom_order === void 0 ? (_reportPossibleCrUseOftable_idiom_order({
- error: Error()
- }), table_idiom_order) : table_idiom_order).getList();
- this.config_1_3 = (_crd && table_idiom_unorder_1_3 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_1_({
- error: Error()
- }), table_idiom_unorder_1_3) : table_idiom_unorder_1_3).getList();
- this.config_2_2 = (_crd && table_idiom_unorder_2_2 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_2_({
- error: Error()
- }), table_idiom_unorder_2_2) : table_idiom_unorder_2_2).getList();
- this.config_3_1 = (_crd && table_idiom_unorder_3_1 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_3_({
- error: Error()
- }), table_idiom_unorder_3_1) : table_idiom_unorder_3_1).getList();
- console.log(this.config.length);
- console.log(this.config_1_3.length);
- console.log(this.config_2_2.length);
- console.log(this.config_3_1.length);
- this.level_config = (_crd && table_level === void 0 ? (_reportPossibleCrUseOftable_level({
- error: Error()
- }), table_level) : table_level).getList();
- this.level2_config = (_crd && table_level_2 === void 0 ? (_reportPossibleCrUseOftable_level_({
- error: Error()
- }), table_level_2) : table_level_2).getList(); // if (this.level_config.length === 5) {
- // console.log("关卡配置导入成功");
- // }
- this.level_idioms();
- }
- update(deltaTime) {}
- checkIdiom_Combine(matchedcube2, outMatchedCubes) {
- var _this = this;
- if (this.idiom_combine.size < 2) {
- return false; // 至少需要两个方块
- }
- var _loop = function _loop(cube) {
- // 遍历 idioms 列表,检查是否匹配成语
- var matchedIdiom = _this.idioms.find(idiom => idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text);
- if (matchedIdiom) {
- // 匹配成功
- outMatchedCubes.push(cube, matchedcube2);
- _this.nodeReferences = _this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
- console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
- return {
- v: true
- };
- } // 再检查逆序组合是否匹配
- var reverseMatchedIdiom = _this.idioms.find(idiom => idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text);
- if (reverseMatchedIdiom) {
- // 匹配成功
- outMatchedCubes.push(matchedcube2, cube);
- _this.nodeReferences = _this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
- console.log("成功拼成成语: " + reverseMatchedIdiom.piece_1_word + reverseMatchedIdiom.piece_2_word);
- return {
- v: true
- };
- }
- },
- _ret;
- for (var cube of this.idiom_combine.keys()) {
- _ret = _loop(cube);
- if (_ret) return _ret.v;
- }
- return false; // 没有匹配到成语
- }
- level_idioms() {
- var _this2 = this;
- return _asyncToGenerator(function* () {
- _this2.Lock_node.forEach(node => node.active = true);
- _this2.unlock_Num = 7;
- _this2.is_Show_UI_Lock = false;
- _this2.canTouch = false;
- _this2.index = 0;
- var level = (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
- error: Error()
- }), Hall) : Hall).getInstance().player.get_max_floor();
- (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
- error: Error()
- }), Hall) : Hall).getInstance().gameState = (_crd && GameState === void 0 ? (_reportPossibleCrUseOfGameState({
- error: Error()
- }), GameState) : GameState).gameing;
- if (level > 0) {
- (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
- error: Error()
- }), Hall) : Hall).getInstance().firstEnter = false;
- }
- _this2.clearLevelData();
- _this2.idioms = [];
- _this2.node_isIdiom = new Array(9).fill(false);
- _this2.idiom_combine = new Map(); // 获取当前关卡的成语配置
- if (level === 0) {
- _this2.setupLevel1();
- } else if (level === 1) {
- _this2.setupLevel2();
- } else {
- _this2.setupLevelDefault(level);
- }
- _this2.idioms_Copy = [..._this2.idioms];
- _this2.count = _this2.level_config[level].total;
- _this2.time = _this2.level_config[level].time;
- yield _this2.instantiateCube();
- (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
- error: Error()
- }), gui) : gui).show(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
- error: Error()
- }), UI_Idioms) : UI_Idioms);
- _this2.create_node.nodeMoving();
- (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
- error: Error()
- }), gui) : gui).show(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
- error: Error()
- }), UI_Main) : UI_Main);
- })();
- }
- clearLevelData() {
- for (var node of this.nodeReferences) {
- node.destroy();
- }
- this.nodeReferences = [];
- this.clearCubePool();
- }
- setupLevel1() {
- var idiom_type_2 = this.level_config[0].idiom_type_2.split("_");
- console.log("idiom_type_2:", idiom_type_2);
- idiom_type_2.forEach(rule => {
- var filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
- console.log("\u7B5B\u90092 " + rule + " \u540E\u7684\u6210\u8BED\uFF1A", filteredIdioms);
- this.idioms.push(...filteredIdioms);
- });
- console.log("最终选中的成语:", this.idioms);
- }
- setupLevel2() {
- for (var i = 0; i < 30; i++) {
- this.idioms.push(...this.filterIdioms(this.level2_config[i].idiom, this.config));
- this.idioms.push(...this.filterIdioms(this.level2_config[i].idiom, this.config_3_1));
- }
- for (var _i = 30; _i < 40; _i++) {
- this.idioms.push(...this.filterIdioms(this.level2_config[_i].idiom, this.config_2_2));
- }
- console.log("最终选中的成语:", this.idioms);
- }
- setupLevelDefault(level) {
- var dif = this.level_config[level].different_grade_level.split("_");
- var grade = dif[0];
- var idiom_type_1 = this.parseIdiomType(this.level_config[level].idiom_type_1);
- var idiom_type_2 = this.parseIdiomType(this.level_config[level].idiom_type_2);
- var count = this.level_config[level].count / (idiom_type_1.length + idiom_type_2.length);
- console.log("count:", count);
- var selectedIdioms = {}; // 筛选成语并随机选择
- this.selectIdiomsByRules(idiom_type_1, grade, count, selectedIdioms, 'piece_1_word');
- this.selectIdiomsByRules(idiom_type_2, grade, count, selectedIdioms, 'piece_2_word'); // 合并结果
- // 使用 Object.keys 来遍历 selectedIdioms
- for (var rule in selectedIdioms) {
- this.idioms.push(...selectedIdioms[rule]);
- } // 随机选择难度成语
- this.selectIdiomsByDifficulty(level, 'easy_1_3', this.config_1_3);
- this.selectIdiomsByDifficulty(level, 'hard_1_3', this.config_1_3);
- this.selectIdiomsByDifficulty(level, 'easy_2_2', this.config_2_2);
- this.selectIdiomsByDifficulty(level, 'hard_2_2', this.config_2_2);
- this.selectIdiomsByDifficulty(level, 'easy_3_1', this.config_3_1);
- this.selectIdiomsByDifficulty(level, 'hard_3_1', this.config_3_1);
- console.log("最终选中的成语:", this.idioms);
- }
- parseIdiomType(idiomType) {
- return idiomType.split("_").filter(item => item !== "");
- }
- selectIdiomsByRules(idiomType, grade, count, selectedIdioms, ruleKey) {
- idiomType.forEach(rule => {
- var filteredIdioms = this.config.filter(item => item[ruleKey] === rule && item.difficulty === grade);
- console.log("\u7B5B\u9009 " + rule + " \u540E\u7684\u6210\u8BED\uFF1A", filteredIdioms);
- if (filteredIdioms.length < count) {
- console.error("\u89C4\u5F8B " + rule + " \u7684\u6210\u8BED\u6570\u91CF\u4E0D\u8DB3\uFF0C\u4EC5\u6709 " + filteredIdioms.length + " \u4E2A");
- } else {
- var selected = this.randomSelectIdioms(filteredIdioms, count);
- selectedIdioms[rule] = selected;
- }
- });
- }
- randomSelectIdioms(filteredIdioms, count) {
- var selected = [];
- for (var i = 0; i < count; i++) {
- var rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
- error: Error()
- }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1);
- selected.push(filteredIdioms.splice(rand, 1)[0]);
- }
- return selected;
- }
- selectIdiomsByDifficulty(level, configKey, config) {
- if (this.level_config[level][configKey] > 0) {
- var filteredIdioms = config.filter(item => item.difficulty === "easy");
- for (var i = 0; i < this.level_config[level][configKey]; i++) {
- var rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
- error: Error()
- }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1);
- var selectedIdiom = filteredIdioms.splice(rand, 1)[0];
- this.idioms.push(selectedIdiom);
- }
- }
- }
- filterIdioms(idiom, config) {
- return config.filter(item => item.idiom === idiom);
- } // 精简后的消除一组函数
- eliminate() {
- var _find,
- _this3 = this;
- // 获取槽中的方块
- var cube = (_find = [...this.idiom_combine].find(_ref => {
- var [key, value] = _ref;
- return value === 0;
- })) == null ? void 0 : _find[0]; // 如果槽中有方块
- if (cube) {
- var originalReferences = [...this.nodeReferences];
- var _loop2 = function _loop2() {
- var elementCubeInfo = element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor);
- var elementText = elementCubeInfo.Text;
- var cubeText = cube.Text;
- if (_this3.idioms.some(c => c.idiom === elementText + cubeText) && elementCubeInfo !== cube) {
- // 执行消除操作
- _this3.processElimination(element, cube);
- return 0; // break
- } else if (_this3.idioms.some(c => c.idiom === cubeText + elementText) && elementCubeInfo !== cube) {
- _this3.processElimination(cube, element);
- return 0; // break
- }
- },
- _ret2;
- for (var element of originalReferences) {
- _ret2 = _loop2();
- if (_ret2 === 0) break;
- }
- } else {
- var flag = false;
- var _originalReferences = [...this.nodeReferences];
- for (var element1 of _originalReferences) {
- var _loop3 = function _loop3() {
- var element1Text = element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).Text;
- var element2Text = element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).Text;
- if (_this3.idioms.some(c => c.idiom === element1Text + element2Text)) {
- // 执行消除操作
- _this3.processElimination(element1, element2);
- flag = true;
- return 0; // break
- } else if (_this3.idioms.some(c => c.idiom === element2Text + element1Text)) {
- // 执行消除操作
- _this3.processElimination(element2, element1);
- flag = true;
- return 0; // break
- }
- if (flag) {
- return 0; // break
- }
- },
- _ret3;
- for (var element2 of _originalReferences) {
- _ret3 = _loop3();
- if (_ret3 === 0) break;
- }
- if (flag) {
- for (var i = 0; i < 2; i++) this.instantiateNewCube();
- break;
- }
- }
- if (!flag) {
- console.log("没有可消除");
- }
- }
- } // 消除操作
- processElimination(element1, element2) {
- this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2);
- var element1CubeInfo = element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor);
- var element2CubeInfo = element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor);
- [element1, element2].forEach(element => {
- element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
- error: Error()
- }), Cube_State) : Cube_State).wait;
- element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
- element.getComponent(BoxCollider).enabled = false;
- var targetRotation = new Quat();
- Quat.fromEuler(targetRotation, -90, 0, 0);
- element.rotation = targetRotation;
- }); // 执行动画
- (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
- error: Error()
- }), GameCtl) : GameCtl).instance.combine_ani(element1CubeInfo, element2CubeInfo);
- }
- shuffle() {
- var _this4 = this;
- return _asyncToGenerator(function* () {
- // 回收所有非槽内的活跃节点
- _this4.nodeReferences.forEach(node => {
- var cubeInfo = node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor);
- if (cubeInfo.state === (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
- error: Error()
- }), Cube_State) : Cube_State).live) {
- var targetRotation = new Quat();
- Quat.fromEuler(targetRotation, -90, 0, 0);
- node.rotation = targetRotation;
- _this4.recycleCube(node); // 回收到池中
- }
- });
- _this4.shufflePool(); // 等待节点移动完成后执行后续逻辑
- _this4.create_node.nodeMoving();
- })();
- } //清空槽子
- Empty() {
- var _this5 = this;
- var _loop4 = function _loop4(idiom) {
- idiom.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
- error: Error()
- }), Cube_State) : Cube_State).live;
- var posX = (_crd && ch === void 0 ? (_reportPossibleCrUseOfch({
- error: Error()
- }), ch) : ch).util.getRandom(-3, 3);
- var posZ = (_crd && ch === void 0 ? (_reportPossibleCrUseOfch({
- error: Error()
- }), ch) : ch).util.getRandom(-3, 3);
- tween(idiom.node).to(0.2, {
- position: new Vec3(posX, _this5.create_node.node.position.y + 5, posZ)
- }).call(() => {
- idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
- }).start(); //idiom.node.position = ;
- };
- for (var idiom of this.idiom_combine.keys()) {
- _loop4(idiom);
- }
- this.idiom_combine.clear();
- this.node_isIdiom.fill(false);
- (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
- error: Error()
- }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
- error: Error()
- }), UI_Idioms) : UI_Idioms).all_light_Hide();
- }
- AddTime() {
- var layout = (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
- error: Error()
- }), gui) : gui).get(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
- error: Error()
- }), UI_Main) : UI_Main).getLayout();
- layout.time += 120;
- }
- shufflePool() {
- var poolSize = this.Cube_Pool.size();
- var tempArray = []; // 从池中取出所有节点到临时数组
- for (var i = 0; i < poolSize; i++) {
- tempArray.push(this.Cube_Pool.get());
- } // 只打乱部分节点(以 30% 为例,可调整比例)
- var shuffleCount = Math.ceil(poolSize * 0.3); // 只打乱前 30%
- for (var _i2 = 0; _i2 < shuffleCount; _i2++) {
- var randomIndex = Math.floor(Math.random() * poolSize);
- [tempArray[_i2], tempArray[randomIndex]] = [tempArray[randomIndex], tempArray[_i2]];
- } // 将打乱的节点放回池中
- tempArray.forEach(cube => this.Cube_Pool.put(cube));
- }
- }, (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "skeleton1", [_dec2], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function initializer() {
- return null;
- }
- }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "skeleton2", [_dec3], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function initializer() {
- return null;
- }
- }), _descriptor3 = _applyDecoratedDescriptor(_class2.prototype, "Lock_node", [_dec4], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function initializer() {
- return [];
- }
- }), _descriptor4 = _applyDecoratedDescriptor(_class2.prototype, "prefabs", [_dec5], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function initializer() {
- return [];
- }
- }), _descriptor5 = _applyDecoratedDescriptor(_class2.prototype, "create_node", [_dec6], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function initializer() {
- return null;
- }
- }), _descriptor6 = _applyDecoratedDescriptor(_class2.prototype, "nodes", [_dec7], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function initializer() {
- return [];
- }
- })), _class2)) || _class));
- _cclegacy._RF.pop();
- _crd = false;
- }
- };
- });
- //# sourceMappingURL=90cb08bdd2589bd4780881bf755dafe0306918a1.js.map
|