123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573 |
- 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) {
- "use strict";
- 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;
- 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 _reportPossibleCrUseOftable_idiom(extras) {
- _reporterNs.report("table_idiom", "../module_extra/table_ts/table_idiom", _context.meta, extras);
- }
- function _reportPossibleCrUseOfch_util(extras) {
- _reporterNs.report("ch_util", "../ch/ch_util", _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 _reportPossibleCrUseOfUI_Idioms(extras) {
- _reporterNs.report("UI_Idioms", "../module_game/ui/UI_Idioms/UI_Idioms", _context.meta, extras);
- }
- function _reportPossibleCrUseOfgui(extras) {
- _reporterNs.report("gui", "../core/ui/ui", _context.meta, extras);
- }
- function _reportPossibleCrUseOfGameCtl(extras) {
- _reporterNs.report("GameCtl", "./GameCtl", _context.meta, extras);
- }
- function _reportPossibleCrUseOfUI_Main(extras) {
- _reporterNs.report("UI_Main", "../module_game/ui/UI_Main/UI_Main", _context.meta, extras);
- }
- function _reportPossibleCrUseOftable_level(extras) {
- _reporterNs.report("table_level", "../module_extra/table_ts/table_level", _context.meta, extras);
- }
- function _reportPossibleCrUseOfHall(extras) {
- _reporterNs.report("Hall", "./Hall", _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;
- instantiate = _cc.instantiate;
- Node = _cc.Node;
- NodePool = _cc.NodePool;
- Prefab = _cc.Prefab;
- Quat = _cc.Quat;
- RigidBody = _cc.RigidBody;
- }, function (_unresolved_2) {
- table_idiom = _unresolved_2.table_idiom;
- }, function (_unresolved_3) {
- ch_util = _unresolved_3.default;
- }, function (_unresolved_4) {
- CreateIdiom = _unresolved_4.CreateIdiom;
- }, function (_unresolved_5) {
- Cube_Infor = _unresolved_5.Cube_Infor;
- Cube_State = _unresolved_5.Cube_State;
- }, function (_unresolved_6) {
- UI_Idioms = _unresolved_6.UI_Idioms;
- }, function (_unresolved_7) {
- gui = _unresolved_7.gui;
- }, function (_unresolved_8) {
- GameCtl = _unresolved_8.GameCtl;
- }, function (_unresolved_9) {
- UI_Main = _unresolved_9.UI_Main;
- }, function (_unresolved_10) {
- table_level = _unresolved_10.table_level;
- }, function (_unresolved_11) {
- Hall = _unresolved_11.Hall;
- }],
- execute: function () {
- _crd = true;
- _cclegacy._RF.push({}, "e84de8IXbZDjZbYlbQpevuI", "Container_Manager", undefined);
- __checkObsolete__(['_decorator', 'BoxCollider', 'Component', 'find', 'instantiate', 'Node', 'NodePool', 'Prefab', 'Quat', 'random', 'RigidBody']);
- ({
- ccclass,
- property
- } = _decorator);
- _export("Container_Manager", Container_Manager = (_dec = ccclass('Container_Manager'), _dec2 = property(Prefab), _dec3 = property(_crd && CreateIdiom === void 0 ? (_reportPossibleCrUseOfCreateIdiom({
- error: Error()
- }), CreateIdiom) : CreateIdiom), _dec4 = property([Node]), _dec(_class = (_class2 = class Container_Manager extends Component {
- constructor(...args) {
- super(...args);
- _initializerDefineProperty(this, "prefab", _descriptor, this);
- this.level_config = null;
- //关卡配置
- this.config = null;
- //成语库
- this.idioms = [];
- //生成的成语
- this.index = [];
- //生成的成语角标,避免生成重复成语
- _initializerDefineProperty(this, "create_node", _descriptor2, this);
- _initializerDefineProperty(this, "nodes", _descriptor3, this);
- //位置节点 用于成语放入
- this.node_isIdiom = new Array(10).fill(false);
- this.idiom_combine = new Map();
- this.Cube_Pool = new NodePool();
- this.nodeReferences = [];
- }
- // 额外维护的节点引用数组
- instantiateCube() {
- for (let i = 0; i < this.idioms.length * 2; i++) {
- const newCube = instantiate(this.prefab);
- newCube.active = true; // 初始时设置为非激活状态
- // 按顺序为节点赋值文字内容
- let idiomIndex = Math.floor(i / 2);
- let isPiece1 = i % 2 === 0;
- 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(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).Text);
- this.Cube_Pool.put(newCube);
- }
- }
- getCube() {
- console.log(this.Cube_Pool.size());
- const 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);
- } //合成规则导入
- start() {
- this.config = (_crd && table_idiom === void 0 ? (_reportPossibleCrUseOftable_idiom({
- error: Error()
- }), table_idiom) : table_idiom).getList();
- if (this.config.length === 2052) {
- console.log("合成规则导入成功");
- }
- this.level_config = (_crd && table_level === void 0 ? (_reportPossibleCrUseOftable_level({
- error: Error()
- }), table_level) : table_level).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) {
- if (this.idiom_combine.size < 2) {
- return false; // 至少需要两个方块
- }
- for (let cube of this.idiom_combine.keys()) {
- // 遍历 idioms 列表,检查是否匹配成语
- const 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 true;
- } // 再检查逆序组合是否匹配
- const 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 true;
- }
- }
- return false; // 没有匹配到成语
- }
- async level_idioms() {
- let level = (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
- error: Error()
- }), Hall) : Hall).getInstance().player.get_max_floor();
- let validConfig = [];
- if (level === 0) {
- let str2 = this.level_config[level].idiom_type_2;
- let idiom_type_2 = str2.split("_");
- console.log("idiom_type_2:", idiom_type_2);
- let selectedIdioms = {};
- [...idiom_type_2].forEach(rule => {
- let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
- console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
- selectedIdioms[rule] = filteredIdioms;
- });
- for (let rule in selectedIdioms) {
- if (selectedIdioms.hasOwnProperty(rule)) {
- this.idioms.push(...selectedIdioms[rule]);
- }
- }
- console.log("最终选中的成语:", this.idioms);
- } else {
- // 获取当前层级的筛选条件
- let str1 = this.level_config[level].idiom_type_1;
- let idiom_type_1 = str1.split("_"); // 分割成数组
- console.log("idiom_type_1:", idiom_type_1);
- let str2 = this.level_config[level].idiom_type_2;
- let idiom_type_2 = str2.split("_"); // 分割成数组
- console.log("idiom_type_2:", idiom_type_2); // 初始化保存结果的数组
- let selectedIdioms = {}; // 遍历 idiom_type_1的每个规律
- [...idiom_type_1].forEach(rule => {
- // 从 config 中筛选符合当前规律的成语
- let filteredIdioms = this.config.filter(item => item.piece_1_word === rule);
- console.log(`筛选 ${rule} 后的成语:`, filteredIdioms);
- if (filteredIdioms.length < this.level_config[level].count) {
- console.error(`规律 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
- } else {
- console.log(`规律 ${rule} 的成语数量:${filteredIdioms.length}`);
- let selected = []; // 随机选择不重复的成语
- for (let i = 0; i < this.level_config[level].count;) {
- let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
- error: Error()
- }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
- let selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
- filteredIdioms.splice(rand, 1); // 添加到已选数组中
- selected.push(selectedIdiom);
- console.log(`选中的成语:${selectedIdiom.idiom}`);
- i++;
- }
- selectedIdioms[rule] = selected;
- }
- }); // 遍历idiom_type_2 的每个规律
- [...idiom_type_2].forEach(rule => {
- // 从 config 中筛选符合当前规律的成语
- let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
- console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
- if (filteredIdioms.length < this.level_config[level].count) {
- console.error(`规律2 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
- } else {
- console.log(`规律2 ${rule} 的成语数量:${filteredIdioms.length}`);
- let selected = []; // 随机选择不重复的成语
- for (let i = 0; i < this.level_config[level].count;) {
- let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
- error: Error()
- }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
- let selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
- filteredIdioms.splice(rand, 1); // 添加到已选数组中
- selected.push(selectedIdiom);
- console.log(`选中的成语:${selectedIdiom.idiom}`);
- i++;
- }
- selectedIdioms[rule] = selected;
- }
- }); // 将所有选中的成语合并到 idioms 数组
- for (let rule in selectedIdioms) {
- if (selectedIdioms.hasOwnProperty(rule)) {
- this.idioms.push(...selectedIdioms[rule]); // 使用扩展运算符合并成语
- }
- }
- console.log("最终选中的成语:", this.idioms); // 打印最终的成语数组
- }
- await this.instantiateCube();
- await (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
- error: Error()
- }), gui) : gui).show(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
- error: Error()
- }), UI_Idioms) : UI_Idioms);
- await this.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);
- } //消除一组
- eliminate() {
- //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
- let cube;
- for (const [key, value] of this.idiom_combine) {
- if (value === 0) {
- cube = key;
- break;
- }
- } //槽中有方块
- if (cube) {
- const originalReferences = [...this.nodeReferences];
- for (const element of originalReferences) {
- if (this.idioms.find(c => c.idiom == element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).Text + cube.Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor) !== cube) {
- console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).Text);
- 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;
- let targetRotation = new Quat();
- Quat.fromEuler(targetRotation, -90, 0, 0);
- element.rotation = targetRotation; // 使用filter过滤掉当前元素
- (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
- error: Error()
- }), GameCtl) : GameCtl).instance.combine_ani(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor), cube);
- this.nodeReferences = this.nodeReferences.filter(el => el !== element && el !== cube.node);
- break;
- } else if (this.idioms.find(c => c.idiom == cube.Text + element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor) !== cube) {
- console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).Text);
- 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;
- let targetRotation = new Quat();
- Quat.fromEuler(targetRotation, -90, 0, 0);
- element.rotation = targetRotation;
- (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
- error: Error()
- }), GameCtl) : GameCtl).instance.combine_ani(cube, element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor));
- this.nodeReferences = this.nodeReferences.filter(el => el !== element && el !== cube.node);
- break;
- }
- }
- } //槽中没有方块
- else {
- let flag = false;
- const originalReferences1 = [...this.nodeReferences];
- const originalReferences2 = [...this.nodeReferences];
- for (const element1 of originalReferences1) {
- for (const element2 of originalReferences2) {
- if (this.idioms.find(c => c.idiom == element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).Text + element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).Text)) {
- element1.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;
- element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
- let targetRotation = new Quat();
- Quat.fromEuler(targetRotation, -90, 0, 0);
- element1.rotation = targetRotation;
- element2.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;
- element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
- element2.getComponent(BoxCollider).enabled = false;
- element2.rotation = targetRotation; // 使用filter过滤掉当前元素
- (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
- error: Error()
- }), GameCtl) : GameCtl).instance.combine_ani(element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor), element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor));
- this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2);
- flag = true;
- break;
- }
- if (this.idioms.find(c => c.idiom == element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).Text + element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).Text)) {
- element1.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;
- element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
- let targetRotation = new Quat();
- Quat.fromEuler(targetRotation, -90, 0, 0);
- element1.rotation = targetRotation;
- element2.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;
- element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
- element2.getComponent(BoxCollider).enabled = false;
- element2.rotation = targetRotation; // 使用filter过滤掉当前元素
- (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
- error: Error()
- }), GameCtl) : GameCtl).instance.combine_ani(element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor), element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
- error: Error()
- }), Cube_Infor) : Cube_Infor));
- this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2);
- flag = true;
- break;
- }
- }
- if (flag === true) {
- break;
- }
- }
- }
- }
- async shuffle() {
- // 回收所有非槽内的活跃节点
- this.nodeReferences.forEach(node => {
- const 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) {
- this.recycleCube(node); // 回收到池中
- }
- }); // 等待节点移动完成后执行后续逻辑
- await this.create_node.nodeMoving();
- } //清空槽子
- Empty() {
- for (let idiom of this.idiom_combine.keys()) {
- idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
- idiom.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
- error: Error()
- }), Cube_State) : Cube_State).live;
- idiom.node.position = this.create_node.node.position;
- }
- 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();
- }
- }, (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "prefab", [_dec2], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function () {
- return null;
- }
- }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "create_node", [_dec3], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function () {
- return null;
- }
- }), _descriptor3 = _applyDecoratedDescriptor(_class2.prototype, "nodes", [_dec4], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function () {
- return [];
- }
- })), _class2)) || _class));
- _cclegacy._RF.pop();
- _crd = false;
- }
- };
- });
- //# sourceMappingURL=7f6a12ecc1a0c40226d8c35daa4b84136b1bf590.js.map
|