90cb08bdd2589bd4780881bf755dafe0306918a1.js 31 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", "__unresolved_11"], function (_export, _context) {
  2. "use strict";
  3. var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, _decorator, BoxCollider, Component, instantiate, Node, NodePool, Prefab, Quat, RigidBody, tween, Vec3, ch_util, gui, table_idiom, table_level, Hall, UI_Idioms, UI_Main, CreateIdiom, Cube_Infor, Cube_State, GameCtl, ch, _dec, _dec2, _dec3, _dec4, _class, _class2, _descriptor, _descriptor2, _descriptor3, _crd, ccclass, property, Container_Manager;
  4. function asyncGeneratorStep(gen, resolve, reject, _next, _throw, key, arg) { try { var info = gen[key](arg); var value = info.value; } catch (error) { reject(error); return; } if (info.done) { resolve(value); } else { Promise.resolve(value).then(_next, _throw); } }
  5. function _asyncToGenerator(fn) { return function () { var self = this, args = arguments; return new Promise(function (resolve, reject) { var gen = fn.apply(self, args); function _next(value) { asyncGeneratorStep(gen, resolve, reject, _next, _throw, "next", value); } function _throw(err) { asyncGeneratorStep(gen, resolve, reject, _next, _throw, "throw", err); } _next(undefined); }); }; }
  6. 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 }); }
  7. 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; }
  8. 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.'); }
  9. function _reportPossibleCrUseOfch_util(extras) {
  10. _reporterNs.report("ch_util", "../../ch/ch_util", _context.meta, extras);
  11. }
  12. function _reportPossibleCrUseOfgui(extras) {
  13. _reporterNs.report("gui", "../../core/ui/ui", _context.meta, extras);
  14. }
  15. function _reportPossibleCrUseOftable_idiom(extras) {
  16. _reporterNs.report("table_idiom", "../../module_extra/table_ts/table_idiom", _context.meta, extras);
  17. }
  18. function _reportPossibleCrUseOftable_level(extras) {
  19. _reporterNs.report("table_level", "../../module_extra/table_ts/table_level", _context.meta, extras);
  20. }
  21. function _reportPossibleCrUseOfHall(extras) {
  22. _reporterNs.report("Hall", "../hall/Hall", _context.meta, extras);
  23. }
  24. function _reportPossibleCrUseOfUI_Idioms(extras) {
  25. _reporterNs.report("UI_Idioms", "../ui/UI_Idioms/UI_Idioms", _context.meta, extras);
  26. }
  27. function _reportPossibleCrUseOfUI_Main(extras) {
  28. _reporterNs.report("UI_Main", "../ui/UI_Main/UI_Main", _context.meta, extras);
  29. }
  30. function _reportPossibleCrUseOfCreateIdiom(extras) {
  31. _reporterNs.report("CreateIdiom", "./CreateIdiom", _context.meta, extras);
  32. }
  33. function _reportPossibleCrUseOfCube_Infor(extras) {
  34. _reporterNs.report("Cube_Infor", "./Cube_Infor", _context.meta, extras);
  35. }
  36. function _reportPossibleCrUseOfCube_State(extras) {
  37. _reporterNs.report("Cube_State", "./Cube_Infor", _context.meta, extras);
  38. }
  39. function _reportPossibleCrUseOfGameCtl(extras) {
  40. _reporterNs.report("GameCtl", "./GameCtl", _context.meta, extras);
  41. }
  42. function _reportPossibleCrUseOfch(extras) {
  43. _reporterNs.report("ch", "../../ch/ch", _context.meta, extras);
  44. }
  45. return {
  46. setters: [function (_unresolved_) {
  47. _reporterNs = _unresolved_;
  48. }, function (_cc) {
  49. _cclegacy = _cc.cclegacy;
  50. __checkObsolete__ = _cc.__checkObsolete__;
  51. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  52. _decorator = _cc._decorator;
  53. BoxCollider = _cc.BoxCollider;
  54. Component = _cc.Component;
  55. instantiate = _cc.instantiate;
  56. Node = _cc.Node;
  57. NodePool = _cc.NodePool;
  58. Prefab = _cc.Prefab;
  59. Quat = _cc.Quat;
  60. RigidBody = _cc.RigidBody;
  61. tween = _cc.tween;
  62. Vec3 = _cc.Vec3;
  63. }, function (_unresolved_2) {
  64. ch_util = _unresolved_2.default;
  65. }, function (_unresolved_3) {
  66. gui = _unresolved_3.gui;
  67. }, function (_unresolved_4) {
  68. table_idiom = _unresolved_4.table_idiom;
  69. }, function (_unresolved_5) {
  70. table_level = _unresolved_5.table_level;
  71. }, function (_unresolved_6) {
  72. Hall = _unresolved_6.Hall;
  73. }, function (_unresolved_7) {
  74. UI_Idioms = _unresolved_7.UI_Idioms;
  75. }, function (_unresolved_8) {
  76. UI_Main = _unresolved_8.UI_Main;
  77. }, function (_unresolved_9) {
  78. CreateIdiom = _unresolved_9.CreateIdiom;
  79. }, function (_unresolved_10) {
  80. Cube_Infor = _unresolved_10.Cube_Infor;
  81. Cube_State = _unresolved_10.Cube_State;
  82. }, function (_unresolved_11) {
  83. GameCtl = _unresolved_11.GameCtl;
  84. }, function (_unresolved_12) {
  85. ch = _unresolved_12.ch;
  86. }],
  87. execute: function () {
  88. _crd = true;
  89. _cclegacy._RF.push({}, "e84de8IXbZDjZbYlbQpevuI", "Container_Manager", undefined);
  90. __checkObsolete__(['_decorator', 'BoxCollider', 'Component', 'find', 'instantiate', 'Node', 'NodePool', 'Prefab', 'Quat', 'random', 'RigidBody', 'tween', 'Vec3']);
  91. ({
  92. ccclass,
  93. property
  94. } = _decorator);
  95. _export("Container_Manager", Container_Manager = (_dec = ccclass('Container_Manager'), _dec2 = property([Prefab]), _dec3 = property(_crd && CreateIdiom === void 0 ? (_reportPossibleCrUseOfCreateIdiom({
  96. error: Error()
  97. }), CreateIdiom) : CreateIdiom), _dec4 = property([Node]), _dec(_class = (_class2 = class Container_Manager extends Component {
  98. constructor() {
  99. super(...arguments);
  100. _initializerDefineProperty(this, "prefabs", _descriptor, this);
  101. this.level_config = null;
  102. //关卡配置
  103. this.config = null;
  104. //成语库
  105. this.idioms = [];
  106. //生成的成语
  107. this.index = [];
  108. //生成的成语角标,避免生成重复成语
  109. _initializerDefineProperty(this, "create_node", _descriptor2, this);
  110. _initializerDefineProperty(this, "nodes", _descriptor3, this);
  111. //位置节点 用于成语放入
  112. this.node_isIdiom = new Array(9).fill(false);
  113. this.idiom_combine = new Map();
  114. this.Cube_Pool = new NodePool();
  115. this.nodeReferences = [];
  116. // 额外维护的节点引用数组
  117. this.count = 0;
  118. }
  119. instantiateCube() {
  120. for (var i = 0; i < this.idioms.length * 2; i++) {
  121. var idiomIndex = Math.floor(i / 2);
  122. var isPiece1 = i % 2 === 0;
  123. var Text_Length = isPiece1 ? this.idioms[idiomIndex].piece_1_word.length : this.idioms[idiomIndex].piece_2_word.length;
  124. var newCube = instantiate(this.prefabs[Text_Length - 1]);
  125. newCube.active = true; // 初始时设置为非激活状态
  126. // 按顺序为节点赋值文字内容
  127. newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  128. error: Error()
  129. }), Cube_Infor) : Cube_Infor).Text = isPiece1 ? this.idioms[idiomIndex].piece_1_word : this.idioms[idiomIndex].piece_2_word;
  130. console.log("生成第" + i + "个节点:" + newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  131. error: Error()
  132. }), Cube_Infor) : Cube_Infor).Text);
  133. this.Cube_Pool.put(newCube);
  134. }
  135. }
  136. getCube() {
  137. console.log(this.Cube_Pool.size());
  138. var cube = this.Cube_Pool.get();
  139. if (cube) cube.active = true;
  140. return cube;
  141. } // 将方块回收到对象池
  142. recycleCube(cube) {
  143. cube.active = false; // 将方块设置为非激活状态
  144. this.Cube_Pool.put(cube);
  145. } //清空对象池
  146. clearCubePool() {
  147. this.Cube_Pool.clear();
  148. } //合成规则导入
  149. start() {
  150. this.config = (_crd && table_idiom === void 0 ? (_reportPossibleCrUseOftable_idiom({
  151. error: Error()
  152. }), table_idiom) : table_idiom).getList();
  153. if (this.config.length === 2052) {
  154. console.log("合成规则导入成功");
  155. }
  156. this.level_config = (_crd && table_level === void 0 ? (_reportPossibleCrUseOftable_level({
  157. error: Error()
  158. }), table_level) : table_level).getList();
  159. if (this.level_config.length === 5) {
  160. console.log("关卡配置导入成功");
  161. }
  162. this.level_idioms();
  163. }
  164. update(deltaTime) {}
  165. checkIdiom_Combine(matchedcube2, outMatchedCubes) {
  166. var _this = this;
  167. if (this.idiom_combine.size < 2) {
  168. return false; // 至少需要两个方块
  169. }
  170. var _loop = function _loop(cube) {
  171. // 遍历 idioms 列表,检查是否匹配成语
  172. var matchedIdiom = _this.idioms.find(idiom => idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text);
  173. if (matchedIdiom) {
  174. // 匹配成功
  175. outMatchedCubes.push(cube, matchedcube2);
  176. _this.nodeReferences = _this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  177. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  178. return {
  179. v: true
  180. };
  181. } // 再检查逆序组合是否匹配
  182. var reverseMatchedIdiom = _this.idioms.find(idiom => idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text);
  183. if (reverseMatchedIdiom) {
  184. // 匹配成功
  185. outMatchedCubes.push(matchedcube2, cube);
  186. _this.nodeReferences = _this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  187. console.log("成功拼成成语: " + reverseMatchedIdiom.piece_1_word + reverseMatchedIdiom.piece_2_word);
  188. return {
  189. v: true
  190. };
  191. }
  192. },
  193. _ret;
  194. for (var cube of this.idiom_combine.keys()) {
  195. _ret = _loop(cube);
  196. if (_ret) return _ret.v;
  197. }
  198. return false; // 没有匹配到成语
  199. }
  200. level_idioms() {
  201. var _this2 = this;
  202. return _asyncToGenerator(function* () {
  203. var level = (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  204. error: Error()
  205. }), Hall) : Hall).getInstance().player.get_max_floor();
  206. _this2.clearCubePool();
  207. if (level === 0) {
  208. var str2 = _this2.level_config[level].idiom_type_2;
  209. var idiom_type_2 = str2.split("_");
  210. console.log("idiom_type_2:", idiom_type_2);
  211. var selectedIdioms = {};
  212. [...idiom_type_2].forEach(rule => {
  213. var filteredIdioms = _this2.config.filter(item => item.piece_2_word === rule);
  214. console.log("\u7B5B\u90092 " + rule + " \u540E\u7684\u6210\u8BED\uFF1A", filteredIdioms);
  215. selectedIdioms[rule] = filteredIdioms;
  216. });
  217. for (var rule in selectedIdioms) {
  218. if (selectedIdioms.hasOwnProperty(rule)) {
  219. _this2.idioms.push(...selectedIdioms[rule]);
  220. }
  221. }
  222. console.log("最终选中的成语:", _this2.idioms);
  223. } else {
  224. // 获取当前层级的筛选条件
  225. var str1 = _this2.level_config[level].idiom_type_1;
  226. var idiom_type_1 = str1.split("_"); // 分割成数组
  227. console.log("idiom_type_1:", idiom_type_1);
  228. var _str = _this2.level_config[level].idiom_type_2;
  229. var _idiom_type_ = _str.split("_"); // 分割成数组
  230. console.log("idiom_type_2:", _idiom_type_); // 初始化保存结果的数组
  231. var _selectedIdioms = {}; // 遍历 idiom_type_1的每个规律
  232. [...idiom_type_1].forEach(rule => {
  233. // 从 config 中筛选符合当前规律的成语
  234. var filteredIdioms = _this2.config.filter(item => item.piece_1_word === rule);
  235. console.log("\u7B5B\u9009 " + rule + " \u540E\u7684\u6210\u8BED\uFF1A", filteredIdioms);
  236. if (filteredIdioms.length < _this2.level_config[level].count) {
  237. console.error("\u89C4\u5F8B " + rule + " \u7684\u6210\u8BED\u6570\u91CF\u4E0D\u8DB3\uFF0C\u4EC5\u6709 " + filteredIdioms.length + " \u4E2A");
  238. } else {
  239. console.log("\u89C4\u5F8B " + rule + " \u7684\u6210\u8BED\u6570\u91CF\uFF1A" + filteredIdioms.length);
  240. var selected = []; // 随机选择不重复的成语
  241. for (var i = 0; i < _this2.level_config[level].count;) {
  242. var rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  243. error: Error()
  244. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  245. var selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
  246. filteredIdioms.splice(rand, 1); // 添加到已选数组中
  247. selected.push(selectedIdiom);
  248. console.log("\u9009\u4E2D\u7684\u6210\u8BED\uFF1A" + selectedIdiom.idiom);
  249. i++;
  250. }
  251. _selectedIdioms[rule] = selected;
  252. }
  253. }); // 遍历idiom_type_2 的每个规律
  254. [..._idiom_type_].forEach(rule => {
  255. // 从 config 中筛选符合当前规律的成语
  256. var filteredIdioms = _this2.config.filter(item => item.piece_2_word === rule);
  257. console.log("\u7B5B\u90092 " + rule + " \u540E\u7684\u6210\u8BED\uFF1A", filteredIdioms);
  258. if (filteredIdioms.length < _this2.level_config[level].count) {
  259. console.error("\u89C4\u5F8B2 " + rule + " \u7684\u6210\u8BED\u6570\u91CF\u4E0D\u8DB3\uFF0C\u4EC5\u6709 " + filteredIdioms.length + " \u4E2A");
  260. } else {
  261. console.log("\u89C4\u5F8B2 " + rule + " \u7684\u6210\u8BED\u6570\u91CF\uFF1A" + filteredIdioms.length);
  262. var selected = []; // 随机选择不重复的成语
  263. for (var i = 0; i < _this2.level_config[level].count;) {
  264. var rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  265. error: Error()
  266. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  267. var selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
  268. filteredIdioms.splice(rand, 1); // 添加到已选数组中
  269. selected.push(selectedIdiom);
  270. console.log("\u9009\u4E2D\u7684\u6210\u8BED\uFF1A" + selectedIdiom.idiom);
  271. i++;
  272. }
  273. _selectedIdioms[rule] = selected;
  274. }
  275. }); // 将所有选中的成语合并到 idioms 数组
  276. for (var _rule in _selectedIdioms) {
  277. if (_selectedIdioms.hasOwnProperty(_rule)) {
  278. _this2.idioms.push(..._selectedIdioms[_rule]); // 使用扩展运算符合并成语
  279. }
  280. }
  281. console.log("最终选中的成语:", _this2.idioms); // 打印最终的成语数组
  282. }
  283. _this2.count = _this2.level_config[level].count;
  284. yield _this2.instantiateCube();
  285. yield (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  286. error: Error()
  287. }), gui) : gui).show(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  288. error: Error()
  289. }), UI_Idioms) : UI_Idioms);
  290. yield _this2.create_node.nodeMoving();
  291. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  292. error: Error()
  293. }), gui) : gui).show(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  294. error: Error()
  295. }), UI_Main) : UI_Main);
  296. })();
  297. } //消除一组
  298. eliminate() {
  299. var _this3 = this;
  300. //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
  301. var cube;
  302. for (var [key, value] of this.idiom_combine) {
  303. if (value === 0) {
  304. cube = key;
  305. break;
  306. }
  307. } //槽中有方块
  308. if (cube) {
  309. var originalReferences = [...this.nodeReferences];
  310. var _loop2 = function _loop2(element) {
  311. if (_this3.idioms.find(c => c.idiom == element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  312. error: Error()
  313. }), Cube_Infor) : Cube_Infor).Text + cube.Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  314. error: Error()
  315. }), Cube_Infor) : Cube_Infor) !== cube) {
  316. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  317. error: Error()
  318. }), Cube_Infor) : Cube_Infor).Text);
  319. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  320. error: Error()
  321. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  322. error: Error()
  323. }), Cube_State) : Cube_State).wait;
  324. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  325. error: Error()
  326. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  327. element.getComponent(BoxCollider).enabled = false;
  328. var targetRotation = new Quat();
  329. Quat.fromEuler(targetRotation, -90, 0, 0);
  330. element.rotation = targetRotation; // 使用filter过滤掉当前元素
  331. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  332. error: Error()
  333. }), GameCtl) : GameCtl).instance.combine_ani(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  334. error: Error()
  335. }), Cube_Infor) : Cube_Infor), cube);
  336. _this3.nodeReferences = _this3.nodeReferences.filter(el => el !== element && el !== cube.node);
  337. return 0; // break
  338. } else if (_this3.idioms.find(c => c.idiom == cube.Text + element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  339. error: Error()
  340. }), Cube_Infor) : Cube_Infor).Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  341. error: Error()
  342. }), Cube_Infor) : Cube_Infor) !== cube) {
  343. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  344. error: Error()
  345. }), Cube_Infor) : Cube_Infor).Text);
  346. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  347. error: Error()
  348. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  349. error: Error()
  350. }), Cube_State) : Cube_State).wait;
  351. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  352. error: Error()
  353. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  354. element.getComponent(BoxCollider).enabled = false;
  355. var _targetRotation = new Quat();
  356. Quat.fromEuler(_targetRotation, -90, 0, 0);
  357. element.rotation = _targetRotation;
  358. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  359. error: Error()
  360. }), GameCtl) : GameCtl).instance.combine_ani(cube, element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  361. error: Error()
  362. }), Cube_Infor) : Cube_Infor));
  363. _this3.nodeReferences = _this3.nodeReferences.filter(el => el !== element && el !== cube.node);
  364. return 0; // break
  365. }
  366. },
  367. _ret2;
  368. for (var element of originalReferences) {
  369. _ret2 = _loop2(element);
  370. if (_ret2 === 0) break;
  371. }
  372. } //槽中没有方块
  373. else {
  374. var flag = false;
  375. var originalReferences1 = [...this.nodeReferences];
  376. var originalReferences2 = [...this.nodeReferences];
  377. var _loop3 = function _loop3(element1) {
  378. var _loop4 = function _loop4(element2) {
  379. if (_this3.idioms.find(c => c.idiom == element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  380. error: Error()
  381. }), Cube_Infor) : Cube_Infor).Text + element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  382. error: Error()
  383. }), Cube_Infor) : Cube_Infor).Text)) {
  384. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  385. error: Error()
  386. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  387. error: Error()
  388. }), Cube_State) : Cube_State).wait;
  389. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  390. error: Error()
  391. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  392. var targetRotation = new Quat();
  393. Quat.fromEuler(targetRotation, -90, 0, 0);
  394. element1.rotation = targetRotation;
  395. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  396. error: Error()
  397. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  398. error: Error()
  399. }), Cube_State) : Cube_State).wait;
  400. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  401. error: Error()
  402. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  403. element2.getComponent(BoxCollider).enabled = false;
  404. element2.rotation = targetRotation; // 使用filter过滤掉当前元素
  405. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  406. error: Error()
  407. }), GameCtl) : GameCtl).instance.combine_ani(element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  408. error: Error()
  409. }), Cube_Infor) : Cube_Infor), element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  410. error: Error()
  411. }), Cube_Infor) : Cube_Infor));
  412. _this3.nodeReferences = _this3.nodeReferences.filter(el => el !== element1 && el !== element2);
  413. flag = true;
  414. return 0; // break
  415. }
  416. if (_this3.idioms.find(c => c.idiom == element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  417. error: Error()
  418. }), Cube_Infor) : Cube_Infor).Text + element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  419. error: Error()
  420. }), Cube_Infor) : Cube_Infor).Text)) {
  421. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  422. error: Error()
  423. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  424. error: Error()
  425. }), Cube_State) : Cube_State).wait;
  426. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  427. error: Error()
  428. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  429. var _targetRotation2 = new Quat();
  430. Quat.fromEuler(_targetRotation2, -90, 0, 0);
  431. element1.rotation = _targetRotation2;
  432. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  433. error: Error()
  434. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  435. error: Error()
  436. }), Cube_State) : Cube_State).wait;
  437. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  438. error: Error()
  439. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  440. element2.getComponent(BoxCollider).enabled = false;
  441. element2.rotation = _targetRotation2; // 使用filter过滤掉当前元素
  442. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  443. error: Error()
  444. }), GameCtl) : GameCtl).instance.combine_ani(element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  445. error: Error()
  446. }), Cube_Infor) : Cube_Infor), element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  447. error: Error()
  448. }), Cube_Infor) : Cube_Infor));
  449. _this3.nodeReferences = _this3.nodeReferences.filter(el => el !== element1 && el !== element2);
  450. flag = true;
  451. return 0; // break
  452. }
  453. },
  454. _ret3;
  455. for (var element2 of originalReferences2) {
  456. _ret3 = _loop4(element2);
  457. if (_ret3 === 0) break;
  458. }
  459. if (flag === true) {
  460. return 1; // break
  461. }
  462. };
  463. for (var element1 of originalReferences1) {
  464. if (_loop3(element1)) break;
  465. }
  466. }
  467. }
  468. shuffle() {
  469. var _this4 = this;
  470. return _asyncToGenerator(function* () {
  471. // 回收所有非槽内的活跃节点
  472. _this4.nodeReferences.forEach(node => {
  473. var cubeInfo = node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  474. error: Error()
  475. }), Cube_Infor) : Cube_Infor);
  476. if (cubeInfo.state === (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  477. error: Error()
  478. }), Cube_State) : Cube_State).live) {
  479. var targetRotation = new Quat();
  480. Quat.fromEuler(targetRotation, -90, 0, 0);
  481. node.rotation = targetRotation;
  482. _this4.recycleCube(node); // 回收到池中
  483. }
  484. });
  485. _this4.shufflePool(); // 等待节点移动完成后执行后续逻辑
  486. yield _this4.create_node.nodeMoving();
  487. })();
  488. } //清空槽子
  489. Empty() {
  490. var _this5 = this;
  491. var _loop5 = function _loop5(idiom) {
  492. idiom.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  493. error: Error()
  494. }), Cube_State) : Cube_State).live;
  495. var posX = (_crd && ch === void 0 ? (_reportPossibleCrUseOfch({
  496. error: Error()
  497. }), ch) : ch).util.getRandom(-3, 3);
  498. var posZ = (_crd && ch === void 0 ? (_reportPossibleCrUseOfch({
  499. error: Error()
  500. }), ch) : ch).util.getRandom(-3, 3);
  501. tween(idiom.node).to(0.5, {
  502. position: new Vec3(posX, _this5.create_node.node.position.y + 5, posZ)
  503. }).call(() => {
  504. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  505. }).start(); //idiom.node.position = ;
  506. };
  507. for (var idiom of this.idiom_combine.keys()) {
  508. _loop5(idiom);
  509. }
  510. this.idiom_combine.clear();
  511. this.node_isIdiom.fill(false);
  512. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  513. error: Error()
  514. }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  515. error: Error()
  516. }), UI_Idioms) : UI_Idioms).all_light_Hide();
  517. }
  518. shufflePool() {
  519. var poolSize = this.Cube_Pool.size();
  520. var tempArray = []; // 从池中取出所有节点到临时数组
  521. for (var i = 0; i < poolSize; i++) {
  522. tempArray.push(this.Cube_Pool.get());
  523. } // 只打乱部分节点(以 50% 为例,可调整比例)
  524. var shuffleCount = Math.ceil(poolSize * 0.5); // 只打乱前 50%
  525. for (var _i = 0; _i < shuffleCount; _i++) {
  526. var randomIndex = Math.floor(Math.random() * poolSize);
  527. [tempArray[_i], tempArray[randomIndex]] = [tempArray[randomIndex], tempArray[_i]];
  528. } // 将打乱的节点放回池中
  529. tempArray.forEach(cube => this.Cube_Pool.put(cube));
  530. }
  531. }, (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "prefabs", [_dec2], {
  532. configurable: true,
  533. enumerable: true,
  534. writable: true,
  535. initializer: function initializer() {
  536. return [];
  537. }
  538. }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "create_node", [_dec3], {
  539. configurable: true,
  540. enumerable: true,
  541. writable: true,
  542. initializer: function initializer() {
  543. return null;
  544. }
  545. }), _descriptor3 = _applyDecoratedDescriptor(_class2.prototype, "nodes", [_dec4], {
  546. configurable: true,
  547. enumerable: true,
  548. writable: true,
  549. initializer: function initializer() {
  550. return [];
  551. }
  552. })), _class2)) || _class));
  553. _cclegacy._RF.pop();
  554. _crd = false;
  555. }
  556. };
  557. });
  558. //# sourceMappingURL=90cb08bdd2589bd4780881bf755dafe0306918a1.js.map