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- System.register(["__unresolved_0", "cc", "__unresolved_1", "__unresolved_2", "__unresolved_3", "__unresolved_4", "__unresolved_5", "__unresolved_6"], function (_export, _context) {
- "use strict";
- var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, _decorator, find, instantiate, Size, UITransform, Vec2, Vec3, Container_Manager, UI_Idiom, ui_base, ModuleDef, GameUILayers, Layout_Idioms, _dec, _class, _crd, ccclass, property, UI_Idioms;
- function _reportPossibleCrUseOfContainer_Manager(extras) {
- _reporterNs.report("Container_Manager", "db://assets/Scripts/Container_Manager", _context.meta, extras);
- }
- function _reportPossibleCrUseOfUI_Idiom(extras) {
- _reporterNs.report("UI_Idiom", "./UI_Idiom", _context.meta, extras);
- }
- function _reportPossibleCrUseOfCube_Infor(extras) {
- _reporterNs.report("Cube_Infor", "db://assets/Scripts/Cube_Infor", _context.meta, extras);
- }
- function _reportPossibleCrUseOfui_base(extras) {
- _reporterNs.report("ui_base", "db://assets/core/ui/ui_base", _context.meta, extras);
- }
- function _reportPossibleCrUseOfModuleDef(extras) {
- _reporterNs.report("ModuleDef", "db://assets/Scripts/ModuleDef", _context.meta, extras);
- }
- function _reportPossibleCrUseOfGameUILayers(extras) {
- _reporterNs.report("GameUILayers", "db://assets/core/ui/ui", _context.meta, extras);
- }
- function _reportPossibleCrUseOfLayout_Idioms(extras) {
- _reporterNs.report("Layout_Idioms", "./Layout_Idioms", _context.meta, extras);
- }
- return {
- setters: [function (_unresolved_) {
- _reporterNs = _unresolved_;
- }, function (_cc) {
- _cclegacy = _cc.cclegacy;
- __checkObsolete__ = _cc.__checkObsolete__;
- __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
- _decorator = _cc._decorator;
- find = _cc.find;
- instantiate = _cc.instantiate;
- Size = _cc.Size;
- UITransform = _cc.UITransform;
- Vec2 = _cc.Vec2;
- Vec3 = _cc.Vec3;
- }, function (_unresolved_2) {
- Container_Manager = _unresolved_2.Container_Manager;
- }, function (_unresolved_3) {
- UI_Idiom = _unresolved_3.UI_Idiom;
- }, function (_unresolved_4) {
- ui_base = _unresolved_4.default;
- }, function (_unresolved_5) {
- ModuleDef = _unresolved_5.ModuleDef;
- }, function (_unresolved_6) {
- GameUILayers = _unresolved_6.GameUILayers;
- }, function (_unresolved_7) {
- Layout_Idioms = _unresolved_7.Layout_Idioms;
- }],
- execute: function () {
- _crd = true;
- _cclegacy._RF.push({}, "efc87WIo/pPjbu6aYJ5woDB", "UI_Idioms", undefined);
- __checkObsolete__(['_decorator', 'Component', 'DynamicAtlasManager', 'find', 'instantiate', 'Label', 'macro', 'Node', 'Prefab', 'ScrollView', 'Size', 'UITransform', 'Vec2', 'Vec3']);
- ({
- ccclass,
- property
- } = _decorator);
- _export("UI_Idioms", UI_Idioms = (_dec = ccclass('UI_Idioms'), _dec(_class = class UI_Idioms extends (_crd && ui_base === void 0 ? (_reportPossibleCrUseOfui_base({
- error: Error()
- }), ui_base) : ui_base) {
- constructor() {
- super((_crd && ModuleDef === void 0 ? (_reportPossibleCrUseOfModuleDef({
- error: Error()
- }), ModuleDef) : ModuleDef).GAME, 'ui/UI_Idioms/ScrollView', (_crd && GameUILayers === void 0 ? (_reportPossibleCrUseOfGameUILayers({
- error: Error()
- }), GameUILayers) : GameUILayers).HUD, _crd && Layout_Idioms === void 0 ? (_reportPossibleCrUseOfLayout_Idioms({
- error: Error()
- }), Layout_Idioms) : Layout_Idioms);
- this.idioms = [];
- }
- async onCreated() {
- const layout = this.getLayout();
- layout.Container = find('Container').getComponent(_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
- error: Error()
- }), Container_Manager) : Container_Manager);
- this.init();
- }
- init() {
- const layout = this.getLayout();
- console.log("init");
- for (let i = 0; i < layout.Container.idioms.length; i++) {
- let node = instantiate(layout.idiom_prefab);
- node.parent = layout.content;
- console.log("label" + layout.Container.idioms[i].idiom);
- node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
- error: Error()
- }), UI_Idiom) : UI_Idiom).txt.string = layout.Container.idioms[i].idiom;
- node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
- error: Error()
- }), UI_Idiom) : UI_Idiom).piece_1_word = layout.Container.idioms[i].piece_1_word;
- node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
- error: Error()
- }), UI_Idiom) : UI_Idiom).piece_2_word = layout.Container.idioms[i].piece_2_word;
- this.idioms.push(node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
- error: Error()
- }), UI_Idiom) : UI_Idiom));
- }
- } //高亮显示
- light_Show(cube_infor) {
- const layout = this.getLayout();
- let txt_length = cube_infor.Text.length;
- this.idioms.forEach(element => {
- if (element.piece_1_word === cube_infor.Text) {
- element.hud_sp.node.active = true;
- element.hud_sp.node.getComponent(UITransform).contentSize = new Size(20 * txt_length, 20);
- let target = 0;
- element.hud_sp.node.position = new Vec3(31 + target * 20, -16, 0);
- let pos = new Vec2(element.node.position.x, element.node.position.y);
- this.scrollToTarget(pos);
- } else if (element.piece_2_word === cube_infor.Text) {
- element.hud_sp.node.active = true;
- element.hud_sp.node.getComponent(UITransform).contentSize = new Size(20 * txt_length, 20);
- let target = 4 - txt_length;
- element.hud_sp.node.position = new Vec3(31 + target * 20, -16, 0);
- let pos = new Vec2(element.node.position.x, element.node.position.y);
- this.scrollToTarget(pos);
- }
- });
- } //取消高亮
- light_Hide(cube1, cube2) {
- const layout = this.getLayout();
- this.idioms = this.idioms.filter(element => {
- let shouldRemove = false;
- let hasMatch = false; // 检查与 cube1 相关的成语
- if (cube1.Text === element.piece_1_word) {
- for (const cubeInfor of layout.Container.idiom_combine.keys()) {
- if (cubeInfor.txt.string === cube1.Text) {
- hasMatch = true;
- break;
- }
- } // 只有当前字没有参与成语时才移除提示
- if (!hasMatch) {
- element.hud_sp.node.active = false; // 销毁UI中的成语提示
- }
- } // 检查与 cube2 相关的成语
- if (cube2.Text === element.piece_2_word) {
- for (const cubeInfor of layout.Container.idiom_combine.keys()) {
- if (cubeInfor.txt.string === cube2.Text) {
- hasMatch = true;
- break;
- }
- } // 只有当前字没有参与成语时才移除提示
- if (!hasMatch) {
- element.hud_sp.node.active = false; // 销毁UI中的成语提示
- }
- } // 检查是否能组合成一个成语
- if (cube1.Text + cube2.Text === element.txt.string) {
- element.node.destroy(); // 销毁节点
- shouldRemove = true; // 如果已组合,移除该成语
- } // 保留未被组合的元素
- return !shouldRemove;
- }); // 监测所有字是否仍然需要高亮显示
- this.idioms.forEach(element => {
- // 检查每个字是否仍然在任何成语组合中
- let 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
- for (const cubeInfor of layout.Container.idiom_combine.keys()) {
- if (cubeInfor.txt.string === element.piece_1_word || cubeInfor.txt.string === element.piece_2_word) {
- shouldDisplay = true;
- break;
- }
- } // 如果该字还参与成语,则保持其提示显示
- if (shouldDisplay) {
- element.hud_sp.node.active = true;
- }
- });
- }
- scrollToTarget(pos) {
- const layout = this.getLayout();
- layout.scrollView.scrollTo(pos, 0.2, true);
- }
- all_light_Hide() {
- this.idioms.forEach(element => {
- element.hud_sp.node.active = false;
- });
- }
- }) || _class));
- _cclegacy._RF.pop();
- _crd = false;
- }
- };
- });
- //# sourceMappingURL=789715a9ff1e6669695bc6f37f849347673e7936.js.map
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