789715a9ff1e6669695bc6f37f849347673e7936.js 8.8 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, Container_Manager, UI_Idiom, ui_base, ModuleDef, GameUILayers, Layout_Idioms, _dec, _class, _crd, ccclass, property, UI_Idioms;
  4. function _reportPossibleCrUseOfContainer_Manager(extras) {
  5. _reporterNs.report("Container_Manager", "db://assets/Scripts/Container_Manager", _context.meta, extras);
  6. }
  7. function _reportPossibleCrUseOfUI_Idiom(extras) {
  8. _reporterNs.report("UI_Idiom", "./UI_Idiom", _context.meta, extras);
  9. }
  10. function _reportPossibleCrUseOfCube_Infor(extras) {
  11. _reporterNs.report("Cube_Infor", "db://assets/Scripts/Cube_Infor", _context.meta, extras);
  12. }
  13. function _reportPossibleCrUseOfui_base(extras) {
  14. _reporterNs.report("ui_base", "db://assets/core/ui/ui_base", _context.meta, extras);
  15. }
  16. function _reportPossibleCrUseOfModuleDef(extras) {
  17. _reporterNs.report("ModuleDef", "db://assets/Scripts/ModuleDef", _context.meta, extras);
  18. }
  19. function _reportPossibleCrUseOfGameUILayers(extras) {
  20. _reporterNs.report("GameUILayers", "db://assets/core/ui/ui", _context.meta, extras);
  21. }
  22. function _reportPossibleCrUseOfLayout_Idioms(extras) {
  23. _reporterNs.report("Layout_Idioms", "./Layout_Idioms", _context.meta, extras);
  24. }
  25. return {
  26. setters: [function (_unresolved_) {
  27. _reporterNs = _unresolved_;
  28. }, function (_cc) {
  29. _cclegacy = _cc.cclegacy;
  30. __checkObsolete__ = _cc.__checkObsolete__;
  31. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  32. _decorator = _cc._decorator;
  33. find = _cc.find;
  34. instantiate = _cc.instantiate;
  35. Size = _cc.Size;
  36. UITransform = _cc.UITransform;
  37. Vec2 = _cc.Vec2;
  38. Vec3 = _cc.Vec3;
  39. }, function (_unresolved_2) {
  40. Container_Manager = _unresolved_2.Container_Manager;
  41. }, function (_unresolved_3) {
  42. UI_Idiom = _unresolved_3.UI_Idiom;
  43. }, function (_unresolved_4) {
  44. ui_base = _unresolved_4.default;
  45. }, function (_unresolved_5) {
  46. ModuleDef = _unresolved_5.ModuleDef;
  47. }, function (_unresolved_6) {
  48. GameUILayers = _unresolved_6.GameUILayers;
  49. }, function (_unresolved_7) {
  50. Layout_Idioms = _unresolved_7.Layout_Idioms;
  51. }],
  52. execute: function () {
  53. _crd = true;
  54. _cclegacy._RF.push({}, "efc87WIo/pPjbu6aYJ5woDB", "UI_Idioms", undefined);
  55. __checkObsolete__(['_decorator', 'Component', 'DynamicAtlasManager', 'find', 'instantiate', 'Label', 'macro', 'Node', 'Prefab', 'ScrollView', 'Size', 'UITransform', 'Vec2', 'Vec3']);
  56. ({
  57. ccclass,
  58. property
  59. } = _decorator);
  60. _export("UI_Idioms", UI_Idioms = (_dec = ccclass('UI_Idioms'), _dec(_class = class UI_Idioms extends (_crd && ui_base === void 0 ? (_reportPossibleCrUseOfui_base({
  61. error: Error()
  62. }), ui_base) : ui_base) {
  63. constructor() {
  64. super((_crd && ModuleDef === void 0 ? (_reportPossibleCrUseOfModuleDef({
  65. error: Error()
  66. }), ModuleDef) : ModuleDef).GAME, 'ui/UI_Idioms/ScrollView', (_crd && GameUILayers === void 0 ? (_reportPossibleCrUseOfGameUILayers({
  67. error: Error()
  68. }), GameUILayers) : GameUILayers).HUD, _crd && Layout_Idioms === void 0 ? (_reportPossibleCrUseOfLayout_Idioms({
  69. error: Error()
  70. }), Layout_Idioms) : Layout_Idioms);
  71. this.idioms = [];
  72. }
  73. async onCreated() {
  74. const layout = this.getLayout();
  75. layout.Container = find('Container').getComponent(_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  76. error: Error()
  77. }), Container_Manager) : Container_Manager);
  78. this.init();
  79. }
  80. init() {
  81. const layout = this.getLayout();
  82. console.log("init");
  83. for (let i = 0; i < layout.Container.idioms.length; i++) {
  84. let node = instantiate(layout.idiom_prefab);
  85. node.parent = layout.content;
  86. console.log("label" + layout.Container.idioms[i].idiom);
  87. node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
  88. error: Error()
  89. }), UI_Idiom) : UI_Idiom).txt.string = layout.Container.idioms[i].idiom;
  90. node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
  91. error: Error()
  92. }), UI_Idiom) : UI_Idiom).piece_1_word = layout.Container.idioms[i].piece_1_word;
  93. node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
  94. error: Error()
  95. }), UI_Idiom) : UI_Idiom).piece_2_word = layout.Container.idioms[i].piece_2_word;
  96. this.idioms.push(node.getComponent(_crd && UI_Idiom === void 0 ? (_reportPossibleCrUseOfUI_Idiom({
  97. error: Error()
  98. }), UI_Idiom) : UI_Idiom));
  99. }
  100. } //高亮显示
  101. light_Show(cube_infor) {
  102. const layout = this.getLayout();
  103. let txt_length = cube_infor.Text.length;
  104. this.idioms.forEach(element => {
  105. if (element.piece_1_word === cube_infor.Text) {
  106. element.hud_sp.node.active = true;
  107. element.hud_sp.node.getComponent(UITransform).contentSize = new Size(20 * txt_length, 20);
  108. let target = 0;
  109. element.hud_sp.node.position = new Vec3(31 + target * 20, -16, 0);
  110. let pos = new Vec2(element.node.position.x, element.node.position.y);
  111. this.scrollToTarget(pos);
  112. } else if (element.piece_2_word === cube_infor.Text) {
  113. element.hud_sp.node.active = true;
  114. element.hud_sp.node.getComponent(UITransform).contentSize = new Size(20 * txt_length, 20);
  115. let target = 4 - txt_length;
  116. element.hud_sp.node.position = new Vec3(31 + target * 20, -16, 0);
  117. let pos = new Vec2(element.node.position.x, element.node.position.y);
  118. this.scrollToTarget(pos);
  119. }
  120. });
  121. } //取消高亮
  122. light_Hide(cube1, cube2) {
  123. const layout = this.getLayout();
  124. this.idioms = this.idioms.filter(element => {
  125. let shouldRemove = false;
  126. let hasMatch = false; // 检查与 cube1 相关的成语
  127. if (cube1.Text === element.piece_1_word) {
  128. for (const cubeInfor of layout.Container.idiom_combine.keys()) {
  129. if (cubeInfor.txt.string === cube1.Text) {
  130. hasMatch = true;
  131. break;
  132. }
  133. } // 只有当前字没有参与成语时才移除提示
  134. if (!hasMatch) {
  135. element.hud_sp.node.active = false; // 销毁UI中的成语提示
  136. }
  137. } // 检查与 cube2 相关的成语
  138. if (cube2.Text === element.piece_2_word) {
  139. for (const cubeInfor of layout.Container.idiom_combine.keys()) {
  140. if (cubeInfor.txt.string === cube2.Text) {
  141. hasMatch = true;
  142. break;
  143. }
  144. } // 只有当前字没有参与成语时才移除提示
  145. if (!hasMatch) {
  146. element.hud_sp.node.active = false; // 销毁UI中的成语提示
  147. }
  148. } // 检查是否能组合成一个成语
  149. if (cube1.Text + cube2.Text === element.txt.string) {
  150. element.node.destroy(); // 销毁节点
  151. shouldRemove = true; // 如果已组合,移除该成语
  152. } // 保留未被组合的元素
  153. return !shouldRemove;
  154. }); // 监测所有字是否仍然需要高亮显示
  155. this.idioms.forEach(element => {
  156. // 检查每个字是否仍然在任何成语组合中
  157. 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
  158. for (const cubeInfor of layout.Container.idiom_combine.keys()) {
  159. if (cubeInfor.txt.string === element.piece_1_word || cubeInfor.txt.string === element.piece_2_word) {
  160. shouldDisplay = true;
  161. break;
  162. }
  163. } // 如果该字还参与成语,则保持其提示显示
  164. if (shouldDisplay) {
  165. element.hud_sp.node.active = true;
  166. }
  167. });
  168. }
  169. scrollToTarget(pos) {
  170. const layout = this.getLayout();
  171. layout.scrollView.scrollTo(pos, 0.2, true);
  172. }
  173. all_light_Hide() {
  174. this.idioms.forEach(element => {
  175. element.hud_sp.node.active = false;
  176. });
  177. }
  178. }) || _class));
  179. _cclegacy._RF.pop();
  180. _crd = false;
  181. }
  182. };
  183. });
  184. //# sourceMappingURL=789715a9ff1e6669695bc6f37f849347673e7936.js.map