5908d1524fdbf33b63c9c924078b09b63cc7fc89.js 5.2 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__, Component, get_new_delay, get_new_fms, get_new_job, get_new_random, get_new_prefab_pool, DirectorUtil, Game, _crd;
  4. function _reportPossibleCrUseOfget_new_delay(extras) {
  5. _reporterNs.report("get_new_delay", "../../core/util_class/Delay", _context.meta, extras);
  6. }
  7. function _reportPossibleCrUseOfget_new_fms(extras) {
  8. _reporterNs.report("get_new_fms", "../../core/util_class/FMS", _context.meta, extras);
  9. }
  10. function _reportPossibleCrUseOfget_new_job(extras) {
  11. _reporterNs.report("get_new_job", "../../core/util_class/TimeJobCenter", _context.meta, extras);
  12. }
  13. function _reportPossibleCrUseOfget_new_random(extras) {
  14. _reporterNs.report("get_new_random", "../../core/util_class/Random", _context.meta, extras);
  15. }
  16. function _reportPossibleCrUseOfget_new_prefab_pool(extras) {
  17. _reporterNs.report("get_new_prefab_pool", "../../core/util_class/PrefabPool", _context.meta, extras);
  18. }
  19. function _reportPossibleCrUseOfDirectorUtil(extras) {
  20. _reporterNs.report("DirectorUtil", "../../core/util/DirectorUtil", _context.meta, extras);
  21. }
  22. _export("Game", void 0);
  23. return {
  24. setters: [function (_unresolved_) {
  25. _reporterNs = _unresolved_;
  26. }, function (_cc) {
  27. _cclegacy = _cc.cclegacy;
  28. __checkObsolete__ = _cc.__checkObsolete__;
  29. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  30. Component = _cc.Component;
  31. }, function (_unresolved_2) {
  32. get_new_delay = _unresolved_2.default;
  33. }, function (_unresolved_3) {
  34. get_new_fms = _unresolved_3.default;
  35. }, function (_unresolved_4) {
  36. get_new_job = _unresolved_4.default;
  37. }, function (_unresolved_5) {
  38. get_new_random = _unresolved_5.default;
  39. }, function (_unresolved_6) {
  40. get_new_prefab_pool = _unresolved_6.default;
  41. }, function (_unresolved_7) {
  42. DirectorUtil = _unresolved_7.default;
  43. }],
  44. execute: function () {
  45. _crd = true;
  46. _cclegacy._RF.push({}, "c8af7nfrdRHqaACOmm328nQ", "Game", undefined);
  47. __checkObsolete__(['_decorator', 'Component', 'director', 'Node']);
  48. /**
  49. * 游戏模块
  50. *
  51. const { ccclass, property } = _decorator;
  52. @ccclass('GameStar')
  53. export class GameStar extends Game<GameStar> {
  54. public cc:number=99;
  55. public tcc():void{
  56. console.log("goaodfjadsofjosadjfo"+this.cc);
  57. }
  58. onLoad(): void {
  59. super.onLoad();
  60. }
  61. update(deltaTime: number) {
  62. super.update(deltaTime);
  63. }
  64. async start() {
  65. console.log("111111111111111111111111111")
  66. await this.delay.start(3);
  67. console.log("3333333333333333333333333")
  68. GameStar.getInst().tcc();
  69. }
  70. }
  71. */
  72. _export("Game", Game = class Game extends Component {
  73. constructor(...args) {
  74. super(...args);
  75. /**游戏流程状态*/
  76. this.FMS = (_crd && get_new_fms === void 0 ? (_reportPossibleCrUseOfget_new_fms({
  77. error: Error()
  78. }), get_new_fms) : get_new_fms)();
  79. /**时间任务管理 暂停后不运行*/
  80. this.job = (_crd && get_new_job === void 0 ? (_reportPossibleCrUseOfget_new_job({
  81. error: Error()
  82. }), get_new_job) : get_new_job)();
  83. /**延时管理*/
  84. this.delay = (_crd && get_new_delay === void 0 ? (_reportPossibleCrUseOfget_new_delay({
  85. error: Error()
  86. }), get_new_delay) : get_new_delay)();
  87. /**可设置种子的随机数*/
  88. this.ranodm = (_crd && get_new_random === void 0 ? (_reportPossibleCrUseOfget_new_random({
  89. error: Error()
  90. }), get_new_random) : get_new_random)(new Date().getTime());
  91. /**预制体对象池*/
  92. this.prefabPool = (_crd && get_new_prefab_pool === void 0 ? (_reportPossibleCrUseOfget_new_prefab_pool({
  93. error: Error()
  94. }), get_new_prefab_pool) : get_new_prefab_pool)();
  95. this._paused = false;
  96. }
  97. static getInst() {
  98. const _class = this;
  99. return _class.instance;
  100. }
  101. onLoad() {
  102. Game.instance = this;
  103. }
  104. get is_paused() {
  105. return this._paused;
  106. } //
  107. pause() {
  108. this._paused = true;
  109. (_crd && DirectorUtil === void 0 ? (_reportPossibleCrUseOfDirectorUtil({
  110. error: Error()
  111. }), DirectorUtil) : DirectorUtil).pause();
  112. } //
  113. resume() {
  114. this._paused = false;
  115. (_crd && DirectorUtil === void 0 ? (_reportPossibleCrUseOfDirectorUtil({
  116. error: Error()
  117. }), DirectorUtil) : DirectorUtil).resume();
  118. }
  119. update(deltaTime) {
  120. this.delay.update(deltaTime);
  121. if (this._paused) return;
  122. this.job.Run(deltaTime);
  123. }
  124. });
  125. Game.instance = void 0;
  126. _cclegacy._RF.pop();
  127. _crd = false;
  128. }
  129. };
  130. });
  131. //# sourceMappingURL=5908d1524fdbf33b63c9c924078b09b63cc7fc89.js.map