67f356369ce567fe1898b7ae72038ee83758a446.js 22 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"], function (_export, _context) {
  2. "use strict";
  3. var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, _decorator, Camera, Component, find, geometry, Node, PhysicsSystem, Quat, RigidBody, tween, Vec3, gui, UI_Idioms, UI_Main, Container_Manager, Cube_Infor, Cube_State, Hall, UI_LatticeFull, UI_Lock, _dec, _dec2, _dec3, _class, _class2, _descriptor, _descriptor2, _class3, _crd, ccclass, property, GameCtl;
  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 _reportPossibleCrUseOfgui(extras) {
  8. _reporterNs.report("gui", "../../core/ui/ui", _context.meta, extras);
  9. }
  10. function _reportPossibleCrUseOfUI_Idioms(extras) {
  11. _reporterNs.report("UI_Idioms", "../ui/UI_Idioms/UI_Idioms", _context.meta, extras);
  12. }
  13. function _reportPossibleCrUseOfUI_Main(extras) {
  14. _reporterNs.report("UI_Main", "../ui/UI_Main/UI_Main", _context.meta, extras);
  15. }
  16. function _reportPossibleCrUseOfContainer_Manager(extras) {
  17. _reporterNs.report("Container_Manager", "./Container_Manager", _context.meta, extras);
  18. }
  19. function _reportPossibleCrUseOfCube_Infor(extras) {
  20. _reporterNs.report("Cube_Infor", "./Cube_Infor", _context.meta, extras);
  21. }
  22. function _reportPossibleCrUseOfCube_State(extras) {
  23. _reporterNs.report("Cube_State", "./Cube_Infor", _context.meta, extras);
  24. }
  25. function _reportPossibleCrUseOfHall(extras) {
  26. _reporterNs.report("Hall", "../hall/Hall", _context.meta, extras);
  27. }
  28. function _reportPossibleCrUseOfUI_LatticeFull(extras) {
  29. _reporterNs.report("UI_LatticeFull", "../ui/UI_LatticeFull/UI_LatticeFull", _context.meta, extras);
  30. }
  31. function _reportPossibleCrUseOfUI_Lock(extras) {
  32. _reporterNs.report("UI_Lock", "../ui/UI_Lock/UI_Lock", _context.meta, extras);
  33. }
  34. return {
  35. setters: [function (_unresolved_) {
  36. _reporterNs = _unresolved_;
  37. }, function (_cc) {
  38. _cclegacy = _cc.cclegacy;
  39. __checkObsolete__ = _cc.__checkObsolete__;
  40. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  41. _decorator = _cc._decorator;
  42. Camera = _cc.Camera;
  43. Component = _cc.Component;
  44. find = _cc.find;
  45. geometry = _cc.geometry;
  46. Node = _cc.Node;
  47. PhysicsSystem = _cc.PhysicsSystem;
  48. Quat = _cc.Quat;
  49. RigidBody = _cc.RigidBody;
  50. tween = _cc.tween;
  51. Vec3 = _cc.Vec3;
  52. }, function (_unresolved_2) {
  53. gui = _unresolved_2.gui;
  54. }, function (_unresolved_3) {
  55. UI_Idioms = _unresolved_3.UI_Idioms;
  56. }, function (_unresolved_4) {
  57. UI_Main = _unresolved_4.UI_Main;
  58. }, function (_unresolved_5) {
  59. Container_Manager = _unresolved_5.Container_Manager;
  60. }, function (_unresolved_6) {
  61. Cube_Infor = _unresolved_6.Cube_Infor;
  62. Cube_State = _unresolved_6.Cube_State;
  63. }, function (_unresolved_7) {
  64. Hall = _unresolved_7.Hall;
  65. }, function (_unresolved_8) {
  66. UI_LatticeFull = _unresolved_8.UI_LatticeFull;
  67. }, function (_unresolved_9) {
  68. UI_Lock = _unresolved_9.UI_Lock;
  69. }],
  70. execute: function () {
  71. _crd = true;
  72. _cclegacy._RF.push({}, "5237f+4/ftIlKW+rC062l8C", "GameCtl", undefined);
  73. __checkObsolete__(['_decorator', 'BoxCollider', 'Camera', 'Component', 'director', 'EventTouch', 'find', 'Game', 'geometry', 'Layers', 'Layout', 'Node', 'PhysicsSystem', 'Quat', 'RigidBody', 'Size', 'tween', 'UITransform', 'v3', 'Vec3']);
  74. ({
  75. ccclass,
  76. property
  77. } = _decorator);
  78. _export("GameCtl", GameCtl = (_dec = ccclass('GameCtl'), _dec2 = property(Camera), _dec3 = property([Node]), _dec(_class = (_class2 = (_class3 = class GameCtl extends Component {
  79. constructor(...args) {
  80. super(...args);
  81. _initializerDefineProperty(this, "camera", _descriptor, this);
  82. _initializerDefineProperty(this, "Ani", _descriptor2, this);
  83. this.Container = void 0;
  84. }
  85. onLoad() {
  86. GameCtl.instance = this;
  87. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this);
  88. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  89. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  90. this.Container = find('Container').getComponent(_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  91. error: Error()
  92. }), Container_Manager) : Container_Manager);
  93. }
  94. update(deltaTime) {}
  95. onTouchStart(event) {}
  96. onTouchMove(event) {}
  97. onTouchEnd(event) {
  98. if (this.Container.canTouch) {
  99. this.shootRay(event);
  100. }
  101. } //发射射线检测判断物体是否可消除
  102. shootRay(event) {
  103. if (!this.camera) return;
  104. let ray = new geometry.Ray();
  105. this.camera.screenPointToRay(event.getLocationX(), event.getLocationY(), ray);
  106. if (PhysicsSystem.instance.raycastClosest(ray)) {
  107. var _collider$node$getCom;
  108. const raycastClosestResult = PhysicsSystem.instance.raycastClosestResult;
  109. const collider = raycastClosestResult.collider;
  110. console.log(collider.node.name); //当前其余点击无效
  111. if (((_collider$node$getCom = collider.node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  112. error: Error()
  113. }), Cube_Infor) : Cube_Infor)) == null ? void 0 : _collider$node$getCom.state) === (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  114. error: Error()
  115. }), Cube_State) : Cube_State).live) {
  116. // if(gui.get(UI_Main).getLayout<Layout_Main>().Hand.active==true)
  117. // {
  118. // gui.get(UI_Main).getLayout<Layout_Main>().Hand.active=false;
  119. // }
  120. this.entryContainer(collider.node);
  121. } else if (collider.node.name == 'Lock') {
  122. //解锁槽子
  123. this.UnLock(collider.node);
  124. }
  125. }
  126. console.log('发射了射线');
  127. }
  128. entryContainer(node) {
  129. // 判断容器剩余容量
  130. let startIndex = -1;
  131. let targetPos = new Vec3();
  132. let txt_length = node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  133. error: Error()
  134. }), Cube_Infor) : Cube_Infor).Text.length;
  135. console.log(txt_length); // 判断字长 并 判断是否还有空间可放置
  136. switch (txt_length) {
  137. case 1:
  138. for (let i = 0; i < this.Container.unlock_Num; i++) {
  139. if (this.Container.node_isIdiom[i] === false) {
  140. startIndex = i; // 找到连续的三个 false,记录起始位置
  141. break; // 找到第一个符合条件的位置后停止
  142. }
  143. }
  144. if (startIndex !== -1) {
  145. // 如果找到了一个值为 false 的元素
  146. targetPos = this.Container.nodes[startIndex].getWorldPosition().clone();
  147. this.Container.node_isIdiom[startIndex] = true;
  148. console.log(targetPos);
  149. } else {
  150. console.log("没有空间了");
  151. }
  152. break;
  153. case 2:
  154. {
  155. for (let i = 0; i < this.Container.unlock_Num - 1; i++) {
  156. if (this.Container.node_isIdiom[i] === false && this.Container.node_isIdiom[i + 1] === false) {
  157. startIndex = i; // 找到连续的两个 false,记录起始位置
  158. break; // 找到第一个符合条件的位置后停止
  159. }
  160. }
  161. if (startIndex !== -1) {
  162. console.log("找到连续的两个 false,起始索引是:", startIndex); // 可以在此使用 startIndex 进行后续操作,例如:
  163. let pos1 = this.Container.nodes[startIndex].getWorldPosition();
  164. let pos2 = this.Container.nodes[startIndex + 1].getWorldPosition();
  165. this.Container.node_isIdiom[startIndex] = true;
  166. this.Container.node_isIdiom[startIndex + 1] = true;
  167. targetPos.set((pos1.x + pos2.x) / 2, (pos1.y + pos2.y) / 2, (pos1.z + pos2.z) / 2);
  168. console.log(targetPos);
  169. }
  170. break;
  171. }
  172. case 3:
  173. {
  174. for (let i = 0; i < this.Container.unlock_Num - 2; i++) {
  175. if (this.Container.node_isIdiom[i] === false && this.Container.node_isIdiom[i + 1] === false && this.Container.node_isIdiom[i + 2] === false) {
  176. startIndex = i; // 找到连续的三个 false,记录起始位置
  177. break; // 找到第一个符合条件的位置后停止
  178. }
  179. }
  180. if (startIndex !== -1) {
  181. // 找到连续三个 false,startIndex 即为最前面的索引
  182. console.log("找到连续的三个 false,起始索引是:", startIndex); // 可以在此使用 startIndex 进行后续操作,例如:
  183. let pos1 = this.Container.nodes[startIndex].getWorldPosition();
  184. let pos2 = this.Container.nodes[startIndex + 1].getWorldPosition();
  185. let pos3 = this.Container.nodes[startIndex + 2].getWorldPosition();
  186. this.Container.node_isIdiom[startIndex] = true;
  187. this.Container.node_isIdiom[startIndex + 1] = true;
  188. this.Container.node_isIdiom[startIndex + 2] = true;
  189. targetPos.set((pos1.x + pos2.x + pos3.x) / 3, (pos1.y + pos2.y + pos3.y) / 3, (pos1.z + pos2.z + pos3.z) / 3);
  190. console.log(targetPos);
  191. } else {
  192. console.log("没有找到连续的三个 false");
  193. }
  194. break;
  195. }
  196. default:
  197. return;
  198. }
  199. if (startIndex !== -1) {
  200. // node.getComponent(Cube_Infor).lock = true;
  201. node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  202. error: Error()
  203. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  204. error: Error()
  205. }), Cube_State) : Cube_State).wait;
  206. node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  207. error: Error()
  208. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC; // 禁用重力
  209. let targetRotation = new Quat();
  210. Quat.fromEuler(targetRotation, -90, 0, 0);
  211. this.Container.canTouch = false;
  212. tween(node).to(0.5, {
  213. position: new Vec3(targetPos.x, targetPos.y, targetPos.z + 0.4),
  214. rotation: targetRotation
  215. }).call(() => {
  216. this.Container.idiom_combine.set(node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  217. error: Error()
  218. }), Cube_Infor) : Cube_Infor), startIndex); // 执行判断成语合成逻辑
  219. let matchedCubes = [];
  220. let flag = this.Container.checkIdiom_Combine(node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  221. error: Error()
  222. }), Cube_Infor) : Cube_Infor), matchedCubes);
  223. if (flag) {
  224. // 执行合成动画
  225. console.log("匹配的成语方块:", matchedCubes);
  226. this.combine_ani(matchedCubes[0], matchedCubes[1]);
  227. } else {
  228. //高亮
  229. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  230. error: Error()
  231. }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  232. error: Error()
  233. }), UI_Idioms) : UI_Idioms).light_Show(node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  234. error: Error()
  235. }), Cube_Infor) : Cube_Infor)); //判断槽子满了吗
  236. let count = 0;
  237. for (let element of this.Container.node_isIdiom) {
  238. if (element == true) {
  239. count++;
  240. }
  241. }
  242. if (count == this.Container.unlock_Num) {
  243. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  244. error: Error()
  245. }), gui) : gui).show(_crd && UI_LatticeFull === void 0 ? (_reportPossibleCrUseOfUI_LatticeFull({
  246. error: Error()
  247. }), UI_LatticeFull) : UI_LatticeFull);
  248. } else if (count >= this.Container.unlock_Num - 2 && this.Container.unlock_Num != 9) {
  249. if (!this.Container.is_Show_UI_Lock) {
  250. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  251. error: Error()
  252. }), gui) : gui).show(_crd && UI_Lock === void 0 ? (_reportPossibleCrUseOfUI_Lock({
  253. error: Error()
  254. }), UI_Lock) : UI_Lock);
  255. this.Container.is_Show_UI_Lock = true;
  256. }
  257. }
  258. this.Container.canTouch = true;
  259. }
  260. }).start();
  261. }
  262. } //合成动画
  263. combine_ani(cube1, cube2) {
  264. this.Container.canTouch = true;
  265. for (let i = this.Container.idiom_combine.get(cube1); i < this.Container.idiom_combine.get(cube1) + cube1.Text.length; i++) {
  266. this.Container.node_isIdiom[i] = false;
  267. }
  268. this.Container.idiom_combine.delete(cube1);
  269. for (let i = this.Container.idiom_combine.get(cube2); i < this.Container.idiom_combine.get(cube2) + cube2.Text.length; i++) {
  270. this.Container.node_isIdiom[i] = false;
  271. }
  272. this.Container.idiom_combine.delete(cube2); // 取消相关字的高亮显示
  273. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  274. error: Error()
  275. }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  276. error: Error()
  277. }), UI_Idioms) : UI_Idioms).light_Hide(cube1, cube2);
  278. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  279. error: Error()
  280. }), gui) : gui).get(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  281. error: Error()
  282. }), UI_Main) : UI_Main).evt.emit((_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  283. error: Error()
  284. }), gui) : gui).get(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  285. error: Error()
  286. }), UI_Main) : UI_Main).evt.key.update_remain);
  287. this.adjustContainer(); // 检测容器中哪些字需要高亮显示
  288. console.log(this.Container.node_isIdiom); // 在所有动画结束后执行
  289. this.Container.idioms = this.Container.idioms.filter(c => c.idiom !== cube1.Text + cube2.Text); // 创建第一个 tween 动画
  290. const tween1 = tween(cube1.node).to(0.1, {
  291. position: new Vec3(this.Ani[0].position.x, this.Ani[0].position.y, this.Ani[0].position.z + 0.4)
  292. }).call(() => {
  293. setTimeout(() => {
  294. cube1.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  295. error: Error()
  296. }), Cube_State) : Cube_State).dead;
  297. this.Container.recycleCube(cube1.node);
  298. }, 500.0);
  299. }); // 创建第二个 tween 动画
  300. const tween2 = tween(cube2.node).to(0.1, {
  301. position: new Vec3(this.Ani[1].position.x, this.Ani[1].position.y, this.Ani[1].position.z + 0.4)
  302. }).call(() => {
  303. setTimeout(() => {
  304. cube2.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  305. error: Error()
  306. }), Cube_State) : Cube_State).dead;
  307. this.Container.recycleCube(cube2.node);
  308. }, 500.0);
  309. }); // 使用 tween 的并行组合功能
  310. tween(cube1.node).parallel(tween1, tween2) // 并行执行 tween1 和 tween2
  311. .call(() => {
  312. (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  313. error: Error()
  314. }), Hall) : Hall).getInstance().player.set_combine_num(1);
  315. }).start();
  316. }
  317. adjustContainer() {
  318. const container = this.Container; // 新的 node_isIdiom 状态数组
  319. const newNodeIsIdiom = Array(container.node_isIdiom.length).fill(false); // 新的 idiom_combine 映射表
  320. const newIdiomCombine = new Map(); // 遍历 idiom_combine,重新计算位置
  321. for (const [cube, startIndex] of container.idiom_combine.entries()) {
  322. const txtLength = cube.Text.length; // 获取字长
  323. let targetIndex = -1; // 目标位置起始索引
  324. let targetPos = new Vec3();
  325. switch (txtLength) {
  326. case 1:
  327. {
  328. // 找到一个空位
  329. for (let i = 0; i < container.unlock_Num; i++) {
  330. if (!newNodeIsIdiom[i]) {
  331. targetIndex = i;
  332. break;
  333. }
  334. }
  335. if (targetIndex !== -1) {
  336. targetPos = container.nodes[targetIndex].getWorldPosition().clone();
  337. newNodeIsIdiom[targetIndex] = true; // 占用位置
  338. } else {
  339. console.log("没有空位容纳单字 Cube_Infor");
  340. }
  341. break;
  342. }
  343. case 2:
  344. {
  345. // 找到连续两个空位
  346. for (let i = 0; i < container.unlock_Num - 1; i++) {
  347. if (!newNodeIsIdiom[i] && !newNodeIsIdiom[i + 1]) {
  348. targetIndex = i;
  349. break;
  350. }
  351. }
  352. if (targetIndex !== -1) {
  353. const pos1 = container.nodes[targetIndex].getWorldPosition();
  354. const pos2 = container.nodes[targetIndex + 1].getWorldPosition();
  355. targetPos.set((pos1.x + pos2.x) / 2, (pos1.y + pos2.y) / 2, (pos1.z + pos2.z) / 2);
  356. newNodeIsIdiom[targetIndex] = true;
  357. newNodeIsIdiom[targetIndex + 1] = true;
  358. } else {
  359. console.log("没有连续两个空位容纳双字 Cube_Infor");
  360. }
  361. break;
  362. }
  363. case 3:
  364. {
  365. // 找到连续三个空位
  366. for (let i = 0; i < container.unlock_Num - 2; i++) {
  367. if (!newNodeIsIdiom[i] && !newNodeIsIdiom[i + 1] && !newNodeIsIdiom[i + 2]) {
  368. targetIndex = i;
  369. break;
  370. }
  371. }
  372. if (targetIndex !== -1) {
  373. const pos1 = container.nodes[targetIndex].getWorldPosition();
  374. const pos2 = container.nodes[targetIndex + 1].getWorldPosition();
  375. const pos3 = container.nodes[targetIndex + 2].getWorldPosition();
  376. targetPos.set((pos1.x + pos2.x + pos3.x) / 3, (pos1.y + pos2.y + pos3.y) / 3, (pos1.z + pos2.z + pos3.z) / 3);
  377. newNodeIsIdiom[targetIndex] = true;
  378. newNodeIsIdiom[targetIndex + 1] = true;
  379. newNodeIsIdiom[targetIndex + 2] = true;
  380. } else {
  381. console.log("没有连续三个空位容纳三字 Cube_Infor");
  382. }
  383. break;
  384. }
  385. default:
  386. return;
  387. } // 移动 Cube_Infor 到目标位置
  388. if (targetIndex !== -1) {
  389. tween(cube.node).to(0.3, {
  390. position: new Vec3(targetPos.x, targetPos.y, targetPos.z + 0.4)
  391. }).start();
  392. newIdiomCombine.set(cube, targetIndex); // 更新新映射
  393. }
  394. } // 更新 container 状态
  395. container.node_isIdiom = newNodeIsIdiom;
  396. container.idiom_combine = newIdiomCombine;
  397. console.log("调整后的容器状态:", container.node_isIdiom);
  398. console.log("更新后的 idiom_combine:", [...container.idiom_combine.entries()]);
  399. }
  400. async UnLock(node) {
  401. const res = await chsdk.playRewardAd('解锁槽位');
  402. if (res) {
  403. node.active = false;
  404. this.Container.unlock_Num += 1;
  405. }
  406. }
  407. }, _class3.instance = null, _class3), (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "camera", [_dec2], {
  408. configurable: true,
  409. enumerable: true,
  410. writable: true,
  411. initializer: function () {
  412. return null;
  413. }
  414. }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "Ani", [_dec3], {
  415. configurable: true,
  416. enumerable: true,
  417. writable: true,
  418. initializer: function () {
  419. return [];
  420. }
  421. })), _class2)) || _class));
  422. _cclegacy._RF.pop();
  423. _crd = false;
  424. }
  425. };
  426. });
  427. //# sourceMappingURL=67f356369ce567fe1898b7ae72038ee83758a446.js.map