7f6a12ecc1a0c40226d8c35daa4b84136b1bf590.js 27 KB

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  1. 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"], function (_export, _context) {
  2. "use strict";
  3. var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, _decorator, BoxCollider, Component, instantiate, Node, NodePool, Prefab, Quat, RigidBody, table_idiom, ch_util, CreateIdiom, Cube_Infor, Cube_State, UI_Idioms, gui, GameCtl, UI_Main, table_level, Hall, _dec, _dec2, _dec3, _dec4, _class, _class2, _descriptor, _descriptor2, _descriptor3, _crd, ccclass, property, Container_Manager;
  4. 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 }); }
  5. 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; }
  6. 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.'); }
  7. function _reportPossibleCrUseOftable_idiom(extras) {
  8. _reporterNs.report("table_idiom", "../module_extra/table_ts/table_idiom", _context.meta, extras);
  9. }
  10. function _reportPossibleCrUseOfch_util(extras) {
  11. _reporterNs.report("ch_util", "../ch/ch_util", _context.meta, extras);
  12. }
  13. function _reportPossibleCrUseOfCreateIdiom(extras) {
  14. _reporterNs.report("CreateIdiom", "./CreateIdiom", _context.meta, extras);
  15. }
  16. function _reportPossibleCrUseOfCube_Infor(extras) {
  17. _reporterNs.report("Cube_Infor", "./Cube_Infor", _context.meta, extras);
  18. }
  19. function _reportPossibleCrUseOfCube_State(extras) {
  20. _reporterNs.report("Cube_State", "./Cube_Infor", _context.meta, extras);
  21. }
  22. function _reportPossibleCrUseOfUI_Idioms(extras) {
  23. _reporterNs.report("UI_Idioms", "../module_game/ui/UI_Idioms/UI_Idioms", _context.meta, extras);
  24. }
  25. function _reportPossibleCrUseOfgui(extras) {
  26. _reporterNs.report("gui", "../core/ui/ui", _context.meta, extras);
  27. }
  28. function _reportPossibleCrUseOfGameCtl(extras) {
  29. _reporterNs.report("GameCtl", "./GameCtl", _context.meta, extras);
  30. }
  31. function _reportPossibleCrUseOfUI_Main(extras) {
  32. _reporterNs.report("UI_Main", "../module_game/ui/UI_Main/UI_Main", _context.meta, extras);
  33. }
  34. function _reportPossibleCrUseOftable_level(extras) {
  35. _reporterNs.report("table_level", "../module_extra/table_ts/table_level", _context.meta, extras);
  36. }
  37. function _reportPossibleCrUseOfHall(extras) {
  38. _reporterNs.report("Hall", "./Hall", _context.meta, extras);
  39. }
  40. return {
  41. setters: [function (_unresolved_) {
  42. _reporterNs = _unresolved_;
  43. }, function (_cc) {
  44. _cclegacy = _cc.cclegacy;
  45. __checkObsolete__ = _cc.__checkObsolete__;
  46. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  47. _decorator = _cc._decorator;
  48. BoxCollider = _cc.BoxCollider;
  49. Component = _cc.Component;
  50. instantiate = _cc.instantiate;
  51. Node = _cc.Node;
  52. NodePool = _cc.NodePool;
  53. Prefab = _cc.Prefab;
  54. Quat = _cc.Quat;
  55. RigidBody = _cc.RigidBody;
  56. }, function (_unresolved_2) {
  57. table_idiom = _unresolved_2.table_idiom;
  58. }, function (_unresolved_3) {
  59. ch_util = _unresolved_3.default;
  60. }, function (_unresolved_4) {
  61. CreateIdiom = _unresolved_4.CreateIdiom;
  62. }, function (_unresolved_5) {
  63. Cube_Infor = _unresolved_5.Cube_Infor;
  64. Cube_State = _unresolved_5.Cube_State;
  65. }, function (_unresolved_6) {
  66. UI_Idioms = _unresolved_6.UI_Idioms;
  67. }, function (_unresolved_7) {
  68. gui = _unresolved_7.gui;
  69. }, function (_unresolved_8) {
  70. GameCtl = _unresolved_8.GameCtl;
  71. }, function (_unresolved_9) {
  72. UI_Main = _unresolved_9.UI_Main;
  73. }, function (_unresolved_10) {
  74. table_level = _unresolved_10.table_level;
  75. }, function (_unresolved_11) {
  76. Hall = _unresolved_11.Hall;
  77. }],
  78. execute: function () {
  79. _crd = true;
  80. _cclegacy._RF.push({}, "e84de8IXbZDjZbYlbQpevuI", "Container_Manager", undefined);
  81. __checkObsolete__(['_decorator', 'BoxCollider', 'Component', 'find', 'instantiate', 'Node', 'NodePool', 'Prefab', 'Quat', 'random', 'RigidBody']);
  82. ({
  83. ccclass,
  84. property
  85. } = _decorator);
  86. _export("Container_Manager", Container_Manager = (_dec = ccclass('Container_Manager'), _dec2 = property(Prefab), _dec3 = property(_crd && CreateIdiom === void 0 ? (_reportPossibleCrUseOfCreateIdiom({
  87. error: Error()
  88. }), CreateIdiom) : CreateIdiom), _dec4 = property([Node]), _dec(_class = (_class2 = class Container_Manager extends Component {
  89. constructor(...args) {
  90. super(...args);
  91. _initializerDefineProperty(this, "prefab", _descriptor, this);
  92. this.level_config = null;
  93. //关卡配置
  94. this.config = null;
  95. //成语库
  96. this.idioms = [];
  97. //生成的成语
  98. this.index = [];
  99. //生成的成语角标,避免生成重复成语
  100. _initializerDefineProperty(this, "create_node", _descriptor2, this);
  101. _initializerDefineProperty(this, "nodes", _descriptor3, this);
  102. //位置节点 用于成语放入
  103. this.node_isIdiom = new Array(10).fill(false);
  104. this.idiom_combine = new Map();
  105. this.Cube_Pool = new NodePool();
  106. this.nodeReferences = [];
  107. }
  108. // 额外维护的节点引用数组
  109. instantiateCube() {
  110. for (let i = 0; i < this.idioms.length * 2; i++) {
  111. const newCube = instantiate(this.prefab);
  112. newCube.active = true; // 初始时设置为非激活状态
  113. // 按顺序为节点赋值文字内容
  114. let idiomIndex = Math.floor(i / 2);
  115. let isPiece1 = i % 2 === 0;
  116. newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  117. error: Error()
  118. }), Cube_Infor) : Cube_Infor).Text = isPiece1 ? this.idioms[idiomIndex].piece_1_word : this.idioms[idiomIndex].piece_2_word;
  119. console.log("生成第" + i + "个节点:" + newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  120. error: Error()
  121. }), Cube_Infor) : Cube_Infor).Text);
  122. this.Cube_Pool.put(newCube);
  123. }
  124. }
  125. getCube() {
  126. console.log(this.Cube_Pool.size());
  127. const cube = this.Cube_Pool.get();
  128. if (cube) cube.active = true;
  129. return cube;
  130. } // 将方块回收到对象池
  131. recycleCube(cube) {
  132. cube.active = false; // 将方块设置为非激活状态
  133. this.Cube_Pool.put(cube);
  134. } //合成规则导入
  135. start() {
  136. this.config = (_crd && table_idiom === void 0 ? (_reportPossibleCrUseOftable_idiom({
  137. error: Error()
  138. }), table_idiom) : table_idiom).getList();
  139. if (this.config.length === 2052) {
  140. console.log("合成规则导入成功");
  141. }
  142. this.level_config = (_crd && table_level === void 0 ? (_reportPossibleCrUseOftable_level({
  143. error: Error()
  144. }), table_level) : table_level).getList();
  145. if (this.level_config.length === 5) {
  146. console.log("关卡配置导入成功");
  147. }
  148. this.level_idioms();
  149. }
  150. update(deltaTime) {}
  151. checkIdiom_Combine(matchedcube2, outMatchedCubes) {
  152. if (this.idiom_combine.size < 2) {
  153. return false; // 至少需要两个方块
  154. }
  155. for (let cube of this.idiom_combine.keys()) {
  156. // 遍历 idioms 列表,检查是否匹配成语
  157. const matchedIdiom = this.idioms.find(idiom => idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text);
  158. if (matchedIdiom) {
  159. // 匹配成功
  160. outMatchedCubes.push(cube, matchedcube2);
  161. this.nodeReferences = this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  162. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  163. return true;
  164. } // 再检查逆序组合是否匹配
  165. const reverseMatchedIdiom = this.idioms.find(idiom => idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text);
  166. if (reverseMatchedIdiom) {
  167. // 匹配成功
  168. outMatchedCubes.push(matchedcube2, cube);
  169. this.nodeReferences = this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  170. console.log("成功拼成成语: " + reverseMatchedIdiom.piece_1_word + reverseMatchedIdiom.piece_2_word);
  171. return true;
  172. }
  173. }
  174. return false; // 没有匹配到成语
  175. }
  176. async level_idioms() {
  177. let level = (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  178. error: Error()
  179. }), Hall) : Hall).getInstance().player.get_max_floor();
  180. let validConfig = [];
  181. if (level === 0) {
  182. let str2 = this.level_config[level].idiom_type_2;
  183. let idiom_type_2 = str2.split("_");
  184. console.log("idiom_type_2:", idiom_type_2);
  185. let selectedIdioms = {};
  186. [...idiom_type_2].forEach(rule => {
  187. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  188. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  189. selectedIdioms[rule] = filteredIdioms;
  190. });
  191. for (let rule in selectedIdioms) {
  192. if (selectedIdioms.hasOwnProperty(rule)) {
  193. this.idioms.push(...selectedIdioms[rule]);
  194. }
  195. }
  196. console.log("最终选中的成语:", this.idioms);
  197. } else {
  198. // 获取当前层级的筛选条件
  199. let str1 = this.level_config[level].idiom_type_1;
  200. let idiom_type_1 = str1.split("_"); // 分割成数组
  201. console.log("idiom_type_1:", idiom_type_1);
  202. let str2 = this.level_config[level].idiom_type_2;
  203. let idiom_type_2 = str2.split("_"); // 分割成数组
  204. console.log("idiom_type_2:", idiom_type_2); // 初始化保存结果的数组
  205. let selectedIdioms = {}; // 遍历 idiom_type_1的每个规律
  206. [...idiom_type_1].forEach(rule => {
  207. // 从 config 中筛选符合当前规律的成语
  208. let filteredIdioms = this.config.filter(item => item.piece_1_word === rule);
  209. console.log(`筛选 ${rule} 后的成语:`, filteredIdioms);
  210. if (filteredIdioms.length < this.level_config[level].count) {
  211. console.error(`规律 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  212. } else {
  213. console.log(`规律 ${rule} 的成语数量:${filteredIdioms.length}`);
  214. let selected = []; // 随机选择不重复的成语
  215. for (let i = 0; i < this.level_config[level].count;) {
  216. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  217. error: Error()
  218. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  219. let selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
  220. filteredIdioms.splice(rand, 1); // 添加到已选数组中
  221. selected.push(selectedIdiom);
  222. console.log(`选中的成语:${selectedIdiom.idiom}`);
  223. i++;
  224. }
  225. selectedIdioms[rule] = selected;
  226. }
  227. }); // 遍历idiom_type_2 的每个规律
  228. [...idiom_type_2].forEach(rule => {
  229. // 从 config 中筛选符合当前规律的成语
  230. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  231. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  232. if (filteredIdioms.length < this.level_config[level].count) {
  233. console.error(`规律2 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  234. } else {
  235. console.log(`规律2 ${rule} 的成语数量:${filteredIdioms.length}`);
  236. let selected = []; // 随机选择不重复的成语
  237. for (let i = 0; i < this.level_config[level].count;) {
  238. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  239. error: Error()
  240. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  241. let selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
  242. filteredIdioms.splice(rand, 1); // 添加到已选数组中
  243. selected.push(selectedIdiom);
  244. console.log(`选中的成语:${selectedIdiom.idiom}`);
  245. i++;
  246. }
  247. selectedIdioms[rule] = selected;
  248. }
  249. }); // 将所有选中的成语合并到 idioms 数组
  250. for (let rule in selectedIdioms) {
  251. if (selectedIdioms.hasOwnProperty(rule)) {
  252. this.idioms.push(...selectedIdioms[rule]); // 使用扩展运算符合并成语
  253. }
  254. }
  255. console.log("最终选中的成语:", this.idioms); // 打印最终的成语数组
  256. }
  257. await this.instantiateCube();
  258. await (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  259. error: Error()
  260. }), gui) : gui).show(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  261. error: Error()
  262. }), UI_Idioms) : UI_Idioms);
  263. await this.create_node.nodeMoving();
  264. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  265. error: Error()
  266. }), gui) : gui).show(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  267. error: Error()
  268. }), UI_Main) : UI_Main);
  269. } //消除一组
  270. eliminate() {
  271. //先判断槽内是否有方块,如果有,匹配槽内最前面一个与散落方块中的
  272. let cube;
  273. for (const [key, value] of this.idiom_combine) {
  274. if (value === 0) {
  275. cube = key;
  276. break;
  277. }
  278. } //槽中有方块
  279. if (cube) {
  280. const originalReferences = [...this.nodeReferences];
  281. for (const element of originalReferences) {
  282. if (this.idioms.find(c => c.idiom == element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  283. error: Error()
  284. }), Cube_Infor) : Cube_Infor).Text + cube.Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  285. error: Error()
  286. }), Cube_Infor) : Cube_Infor) !== cube) {
  287. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  288. error: Error()
  289. }), Cube_Infor) : Cube_Infor).Text);
  290. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  291. error: Error()
  292. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  293. error: Error()
  294. }), Cube_State) : Cube_State).wait;
  295. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  296. error: Error()
  297. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  298. element.getComponent(BoxCollider).enabled = false;
  299. let targetRotation = new Quat();
  300. Quat.fromEuler(targetRotation, -90, 0, 0);
  301. element.rotation = targetRotation; // 使用filter过滤掉当前元素
  302. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  303. error: Error()
  304. }), GameCtl) : GameCtl).instance.combine_ani(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  305. error: Error()
  306. }), Cube_Infor) : Cube_Infor), cube);
  307. this.nodeReferences = this.nodeReferences.filter(el => el !== element && el !== cube.node);
  308. break;
  309. } else if (this.idioms.find(c => c.idiom == cube.Text + element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  310. error: Error()
  311. }), Cube_Infor) : Cube_Infor).Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  312. error: Error()
  313. }), Cube_Infor) : Cube_Infor) !== cube) {
  314. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  315. error: Error()
  316. }), Cube_Infor) : Cube_Infor).Text);
  317. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  318. error: Error()
  319. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  320. error: Error()
  321. }), Cube_State) : Cube_State).wait;
  322. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  323. error: Error()
  324. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  325. element.getComponent(BoxCollider).enabled = false;
  326. let targetRotation = new Quat();
  327. Quat.fromEuler(targetRotation, -90, 0, 0);
  328. element.rotation = targetRotation;
  329. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  330. error: Error()
  331. }), GameCtl) : GameCtl).instance.combine_ani(cube, element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  332. error: Error()
  333. }), Cube_Infor) : Cube_Infor));
  334. this.nodeReferences = this.nodeReferences.filter(el => el !== element && el !== cube.node);
  335. break;
  336. }
  337. }
  338. } //槽中没有方块
  339. else {
  340. let flag = false;
  341. const originalReferences1 = [...this.nodeReferences];
  342. const originalReferences2 = [...this.nodeReferences];
  343. for (const element1 of originalReferences1) {
  344. for (const element2 of originalReferences2) {
  345. if (this.idioms.find(c => c.idiom == element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  346. error: Error()
  347. }), Cube_Infor) : Cube_Infor).Text + element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  348. error: Error()
  349. }), Cube_Infor) : Cube_Infor).Text)) {
  350. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  351. error: Error()
  352. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  353. error: Error()
  354. }), Cube_State) : Cube_State).wait;
  355. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  356. error: Error()
  357. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  358. let targetRotation = new Quat();
  359. Quat.fromEuler(targetRotation, -90, 0, 0);
  360. element1.rotation = targetRotation;
  361. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  362. error: Error()
  363. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  364. error: Error()
  365. }), Cube_State) : Cube_State).wait;
  366. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  367. error: Error()
  368. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  369. element2.getComponent(BoxCollider).enabled = false;
  370. element2.rotation = targetRotation; // 使用filter过滤掉当前元素
  371. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  372. error: Error()
  373. }), GameCtl) : GameCtl).instance.combine_ani(element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  374. error: Error()
  375. }), Cube_Infor) : Cube_Infor), element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  376. error: Error()
  377. }), Cube_Infor) : Cube_Infor));
  378. this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2);
  379. flag = true;
  380. break;
  381. }
  382. if (this.idioms.find(c => c.idiom == element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  383. error: Error()
  384. }), Cube_Infor) : Cube_Infor).Text + element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  385. error: Error()
  386. }), Cube_Infor) : Cube_Infor).Text)) {
  387. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  388. error: Error()
  389. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  390. error: Error()
  391. }), Cube_State) : Cube_State).wait;
  392. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  393. error: Error()
  394. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  395. let targetRotation = new Quat();
  396. Quat.fromEuler(targetRotation, -90, 0, 0);
  397. element1.rotation = targetRotation;
  398. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  399. error: Error()
  400. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  401. error: Error()
  402. }), Cube_State) : Cube_State).wait;
  403. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  404. error: Error()
  405. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  406. element2.getComponent(BoxCollider).enabled = false;
  407. element2.rotation = targetRotation; // 使用filter过滤掉当前元素
  408. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  409. error: Error()
  410. }), GameCtl) : GameCtl).instance.combine_ani(element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  411. error: Error()
  412. }), Cube_Infor) : Cube_Infor), element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  413. error: Error()
  414. }), Cube_Infor) : Cube_Infor));
  415. this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2);
  416. flag = true;
  417. break;
  418. }
  419. }
  420. if (flag === true) {
  421. break;
  422. }
  423. }
  424. }
  425. }
  426. async shuffle() {
  427. // 回收所有非槽内的活跃节点
  428. this.nodeReferences.forEach(node => {
  429. const cubeInfo = node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  430. error: Error()
  431. }), Cube_Infor) : Cube_Infor);
  432. if (cubeInfo.state === (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  433. error: Error()
  434. }), Cube_State) : Cube_State).live) {
  435. this.recycleCube(node); // 回收到池中
  436. }
  437. }); // 等待节点移动完成后执行后续逻辑
  438. await this.create_node.nodeMoving();
  439. } //清空槽子
  440. Empty() {
  441. for (let idiom of this.idiom_combine.keys()) {
  442. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  443. idiom.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  444. error: Error()
  445. }), Cube_State) : Cube_State).live;
  446. idiom.node.position = this.create_node.node.position;
  447. }
  448. this.idiom_combine.clear();
  449. this.node_isIdiom.fill(false);
  450. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  451. error: Error()
  452. }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  453. error: Error()
  454. }), UI_Idioms) : UI_Idioms).all_light_Hide();
  455. }
  456. }, (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "prefab", [_dec2], {
  457. configurable: true,
  458. enumerable: true,
  459. writable: true,
  460. initializer: function () {
  461. return null;
  462. }
  463. }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "create_node", [_dec3], {
  464. configurable: true,
  465. enumerable: true,
  466. writable: true,
  467. initializer: function () {
  468. return null;
  469. }
  470. }), _descriptor3 = _applyDecoratedDescriptor(_class2.prototype, "nodes", [_dec4], {
  471. configurable: true,
  472. enumerable: true,
  473. writable: true,
  474. initializer: function () {
  475. return [];
  476. }
  477. })), _class2)) || _class));
  478. _cclegacy._RF.pop();
  479. _crd = false;
  480. }
  481. };
  482. });
  483. //# sourceMappingURL=7f6a12ecc1a0c40226d8c35daa4b84136b1bf590.js.map