90cb08bdd2589bd4780881bf755dafe0306918a1.js 37 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798
  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", "__unresolved_12", "__unresolved_13", "__unresolved_14", "__unresolved_15"], 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_level, Hall, UI_Idioms, UI_Main, CreateIdiom, Cube_Infor, Cube_State, GameCtl, ch, table_idiom_order, table_idiom_unorder_1_3, table_idiom_unorder_2_2, table_idiom_unorder_3_1, table_level_2, _dec, _dec2, _dec3, _dec4, _dec5, _class, _class2, _descriptor, _descriptor2, _descriptor3, _descriptor4, _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 _reportPossibleCrUseOfch_util(extras) {
  8. _reporterNs.report("ch_util", "../../ch/ch_util", _context.meta, extras);
  9. }
  10. function _reportPossibleCrUseOfgui(extras) {
  11. _reporterNs.report("gui", "../../core/ui/ui", _context.meta, extras);
  12. }
  13. function _reportPossibleCrUseOftable_level(extras) {
  14. _reporterNs.report("table_level", "../../module_extra/table_ts/table_level", _context.meta, extras);
  15. }
  16. function _reportPossibleCrUseOfHall(extras) {
  17. _reporterNs.report("Hall", "../hall/Hall", _context.meta, extras);
  18. }
  19. function _reportPossibleCrUseOfUI_Idioms(extras) {
  20. _reporterNs.report("UI_Idioms", "../ui/UI_Idioms/UI_Idioms", _context.meta, extras);
  21. }
  22. function _reportPossibleCrUseOfUI_Main(extras) {
  23. _reporterNs.report("UI_Main", "../ui/UI_Main/UI_Main", _context.meta, extras);
  24. }
  25. function _reportPossibleCrUseOfCreateIdiom(extras) {
  26. _reporterNs.report("CreateIdiom", "./CreateIdiom", _context.meta, extras);
  27. }
  28. function _reportPossibleCrUseOfCube_Infor(extras) {
  29. _reporterNs.report("Cube_Infor", "./Cube_Infor", _context.meta, extras);
  30. }
  31. function _reportPossibleCrUseOfCube_State(extras) {
  32. _reporterNs.report("Cube_State", "./Cube_Infor", _context.meta, extras);
  33. }
  34. function _reportPossibleCrUseOfGameCtl(extras) {
  35. _reporterNs.report("GameCtl", "./GameCtl", _context.meta, extras);
  36. }
  37. function _reportPossibleCrUseOfch(extras) {
  38. _reporterNs.report("ch", "../../ch/ch", _context.meta, extras);
  39. }
  40. function _reportPossibleCrUseOfLayout_Main(extras) {
  41. _reporterNs.report("Layout_Main", "../ui/UI_Main/Layout_Main", _context.meta, extras);
  42. }
  43. function _reportPossibleCrUseOftable_idiom_order(extras) {
  44. _reporterNs.report("table_idiom_order", "../../module_extra/table_ts/table_idiom_order", _context.meta, extras);
  45. }
  46. function _reportPossibleCrUseOftable_idiom_unorder_1_(extras) {
  47. _reporterNs.report("table_idiom_unorder_1_3", "../../module_extra/table_ts/table_idiom_unorder_1_3", _context.meta, extras);
  48. }
  49. function _reportPossibleCrUseOftable_idiom_unorder_2_(extras) {
  50. _reporterNs.report("table_idiom_unorder_2_2", "../../module_extra/table_ts/table_idiom_unorder_2_2", _context.meta, extras);
  51. }
  52. function _reportPossibleCrUseOftable_idiom_unorder_3_(extras) {
  53. _reporterNs.report("table_idiom_unorder_3_1", "../../module_extra/table_ts/table_idiom_unorder_3_1", _context.meta, extras);
  54. }
  55. function _reportPossibleCrUseOftable_level_(extras) {
  56. _reporterNs.report("table_level_2", "../../module_extra/table_ts/table_level_2", _context.meta, extras);
  57. }
  58. return {
  59. setters: [function (_unresolved_) {
  60. _reporterNs = _unresolved_;
  61. }, function (_cc) {
  62. _cclegacy = _cc.cclegacy;
  63. __checkObsolete__ = _cc.__checkObsolete__;
  64. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  65. _decorator = _cc._decorator;
  66. BoxCollider = _cc.BoxCollider;
  67. Component = _cc.Component;
  68. instantiate = _cc.instantiate;
  69. Node = _cc.Node;
  70. NodePool = _cc.NodePool;
  71. Prefab = _cc.Prefab;
  72. Quat = _cc.Quat;
  73. RigidBody = _cc.RigidBody;
  74. tween = _cc.tween;
  75. Vec3 = _cc.Vec3;
  76. }, function (_unresolved_2) {
  77. ch_util = _unresolved_2.default;
  78. }, function (_unresolved_3) {
  79. gui = _unresolved_3.gui;
  80. }, function (_unresolved_4) {
  81. table_level = _unresolved_4.table_level;
  82. }, function (_unresolved_5) {
  83. Hall = _unresolved_5.Hall;
  84. }, function (_unresolved_6) {
  85. UI_Idioms = _unresolved_6.UI_Idioms;
  86. }, function (_unresolved_7) {
  87. UI_Main = _unresolved_7.UI_Main;
  88. }, function (_unresolved_8) {
  89. CreateIdiom = _unresolved_8.CreateIdiom;
  90. }, function (_unresolved_9) {
  91. Cube_Infor = _unresolved_9.Cube_Infor;
  92. Cube_State = _unresolved_9.Cube_State;
  93. }, function (_unresolved_10) {
  94. GameCtl = _unresolved_10.GameCtl;
  95. }, function (_unresolved_11) {
  96. ch = _unresolved_11.ch;
  97. }, function (_unresolved_12) {
  98. table_idiom_order = _unresolved_12.table_idiom_order;
  99. }, function (_unresolved_13) {
  100. table_idiom_unorder_1_3 = _unresolved_13.table_idiom_unorder_1_3;
  101. }, function (_unresolved_14) {
  102. table_idiom_unorder_2_2 = _unresolved_14.table_idiom_unorder_2_2;
  103. }, function (_unresolved_15) {
  104. table_idiom_unorder_3_1 = _unresolved_15.table_idiom_unorder_3_1;
  105. }, function (_unresolved_16) {
  106. table_level_2 = _unresolved_16.table_level_2;
  107. }],
  108. execute: function () {
  109. _crd = true;
  110. _cclegacy._RF.push({}, "e84de8IXbZDjZbYlbQpevuI", "Container_Manager", undefined);
  111. __checkObsolete__(['_decorator', 'BoxCollider', 'Component', 'find', 'instantiate', 'Node', 'NodePool', 'Prefab', 'Quat', 'random', 'RigidBody', 'tween', 'Vec3']);
  112. ({
  113. ccclass,
  114. property
  115. } = _decorator);
  116. _export("Container_Manager", Container_Manager = (_dec = ccclass('Container_Manager'), _dec2 = property([Node]), _dec3 = property([Prefab]), _dec4 = property(_crd && CreateIdiom === void 0 ? (_reportPossibleCrUseOfCreateIdiom({
  117. error: Error()
  118. }), CreateIdiom) : CreateIdiom), _dec5 = property([Node]), _dec(_class = (_class2 = class Container_Manager extends Component {
  119. constructor(...args) {
  120. super(...args);
  121. this.canTouch = false;
  122. _initializerDefineProperty(this, "Lock_node", _descriptor, this);
  123. _initializerDefineProperty(this, "prefabs", _descriptor2, this);
  124. this.level_config = null;
  125. //关卡配置
  126. this.level2_config = null;
  127. //第二关配置
  128. this.config = null;
  129. //有规律的成语库
  130. this.config_1_3 = null;
  131. //无规律1+3
  132. this.config_2_2 = null;
  133. //无规律2+2
  134. this.config_3_1 = null;
  135. //无规律3+1
  136. this.idioms = [];
  137. //生成的成语
  138. this.index = [];
  139. //生成的成语角标,避免生成重复成语
  140. _initializerDefineProperty(this, "create_node", _descriptor3, this);
  141. _initializerDefineProperty(this, "nodes", _descriptor4, this);
  142. //位置节点 用于成语放入
  143. this.node_isIdiom = new Array(9).fill(false);
  144. this.unlock_Num = 7;
  145. this.is_Show_UI_Lock = false;
  146. this.idiom_combine = new Map();
  147. this.Cube_Pool = new NodePool();
  148. this.nodeReferences = [];
  149. // 额外维护的节点引用数组
  150. this.count = 0;
  151. }
  152. instantiateCube() {
  153. for (let i = 0; i < this.idioms.length * 2; i++) {
  154. let idiomIndex = Math.floor(i / 2);
  155. let isPiece1 = i % 2 === 0;
  156. let Text_Length = isPiece1 ? this.idioms[idiomIndex].piece_1_word.length : this.idioms[idiomIndex].piece_2_word.length;
  157. const newCube = instantiate(this.prefabs[Text_Length - 1]);
  158. newCube.active = true; // 初始时设置为非激活状态
  159. // 按顺序为节点赋值文字内容
  160. newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  161. error: Error()
  162. }), Cube_Infor) : Cube_Infor).Text = isPiece1 ? this.idioms[idiomIndex].piece_1_word : this.idioms[idiomIndex].piece_2_word;
  163. console.log("生成第" + i + "个节点:" + newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  164. error: Error()
  165. }), Cube_Infor) : Cube_Infor).Text);
  166. this.Cube_Pool.put(newCube);
  167. }
  168. this.shufflePool();
  169. }
  170. getCube() {
  171. console.log(this.Cube_Pool.size());
  172. const cube = this.Cube_Pool.get();
  173. if (cube) cube.active = true;
  174. return cube;
  175. } // 将方块回收到对象池
  176. recycleCube(cube) {
  177. cube.active = false; // 将方块设置为非激活状态
  178. this.Cube_Pool.put(cube);
  179. } //清空对象池
  180. clearCubePool() {
  181. this.Cube_Pool.clear();
  182. } //合成规则导入
  183. start() {
  184. this.config = (_crd && table_idiom_order === void 0 ? (_reportPossibleCrUseOftable_idiom_order({
  185. error: Error()
  186. }), table_idiom_order) : table_idiom_order).getList();
  187. this.config_1_3 = (_crd && table_idiom_unorder_1_3 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_1_({
  188. error: Error()
  189. }), table_idiom_unorder_1_3) : table_idiom_unorder_1_3).getList();
  190. this.config_2_2 = (_crd && table_idiom_unorder_2_2 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_2_({
  191. error: Error()
  192. }), table_idiom_unorder_2_2) : table_idiom_unorder_2_2).getList();
  193. this.config_3_1 = (_crd && table_idiom_unorder_3_1 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_3_({
  194. error: Error()
  195. }), table_idiom_unorder_3_1) : table_idiom_unorder_3_1).getList();
  196. console.log(this.config.length);
  197. console.log(this.config_1_3.length);
  198. console.log(this.config_2_2.length);
  199. console.log(this.config_3_1.length);
  200. this.level_config = (_crd && table_level === void 0 ? (_reportPossibleCrUseOftable_level({
  201. error: Error()
  202. }), table_level) : table_level).getList();
  203. this.level2_config = (_crd && table_level_2 === void 0 ? (_reportPossibleCrUseOftable_level_({
  204. error: Error()
  205. }), table_level_2) : table_level_2).getList(); // if (this.level_config.length === 5) {
  206. // console.log("关卡配置导入成功");
  207. // }
  208. this.level_idioms();
  209. }
  210. update(deltaTime) {}
  211. checkIdiom_Combine(matchedcube2, outMatchedCubes) {
  212. if (this.idiom_combine.size < 2) {
  213. return false; // 至少需要两个方块
  214. }
  215. for (let cube of this.idiom_combine.keys()) {
  216. // 遍历 idioms 列表,检查是否匹配成语
  217. const matchedIdiom = this.idioms.find(idiom => idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text);
  218. if (matchedIdiom) {
  219. // 匹配成功
  220. outMatchedCubes.push(cube, matchedcube2);
  221. this.nodeReferences = this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  222. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  223. return true;
  224. } // 再检查逆序组合是否匹配
  225. const reverseMatchedIdiom = this.idioms.find(idiom => idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text);
  226. if (reverseMatchedIdiom) {
  227. // 匹配成功
  228. outMatchedCubes.push(matchedcube2, cube);
  229. this.nodeReferences = this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  230. console.log("成功拼成成语: " + reverseMatchedIdiom.piece_1_word + reverseMatchedIdiom.piece_2_word);
  231. return true;
  232. }
  233. }
  234. return false; // 没有匹配到成语
  235. }
  236. async level_idioms() {
  237. this.Lock_node.forEach(node => {
  238. node.active = true;
  239. });
  240. this.unlock_Num = 7;
  241. this.is_Show_UI_Lock = false;
  242. this.canTouch = false;
  243. let level = (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  244. error: Error()
  245. }), Hall) : Hall).getInstance().player.get_max_floor();
  246. for (let i = 0; i < this.nodeReferences.length; i++) {
  247. if (this.nodeReferences[i]) this.nodeReferences[i].destroy();
  248. }
  249. this.clearCubePool();
  250. this.idioms = [];
  251. this.nodeReferences = [];
  252. this.node_isIdiom = new Array(9).fill(false);
  253. this.idiom_combine = new Map(); // if (level === 0) {
  254. // let str2: string = this.level_config[level].idiom_type_2;
  255. // let idiom_type_2 = str2.split("_");
  256. // console.log("idiom_type_2:", idiom_type_2);
  257. // let selectedIdioms: Record<string, any[]> = {};
  258. // [...idiom_type_2].forEach(rule => {
  259. // let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  260. // if (filteredIdioms.length === 0) {
  261. // filteredIdioms = this.config_2_2.filter(item => item.piece_2_word === rule);
  262. // }
  263. // console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  264. // selectedIdioms[rule] = filteredIdioms;
  265. // });
  266. // for (let rule in selectedIdioms) {
  267. // if (selectedIdioms.hasOwnProperty(rule)) {
  268. // this.idioms.push(...selectedIdioms[rule]);
  269. // }
  270. // }
  271. // console.log("最终选中的成语:", this.idioms);
  272. // } else if (level === 1) {
  273. // for (let i = 0; i < 30; i++) {
  274. // let filteredIdiom = this.config.filter(item => item.idiom == this.level2_config[i].idiom);
  275. // this.idioms.push(...filteredIdiom);
  276. // }
  277. // for (let i = 30; i < 40; i++) {
  278. // let filteredIdiom = this.config_2_2.filter(item => item.idiom == this.level2_config[i].idiom);
  279. // this.idioms.push(...filteredIdiom);
  280. // }
  281. // }
  282. {
  283. // 获取当前层级的筛选条件
  284. if (level == 0 || level == 1) {
  285. level = 2;
  286. }
  287. let str1 = this.level_config[level].idiom_type_1;
  288. let idiom_type_1 = str1.split("_"); // 分割成数组
  289. console.log("idiom_type_1:", idiom_type_1);
  290. let str2 = this.level_config[level].idiom_type_2;
  291. let idiom_type_2 = str2.split("_"); // 分割成数组
  292. console.log("idiom_type_2:", idiom_type_2);
  293. let count = this.level_config[level].count / (idiom_type_1.length + idiom_type_2.length); // 初始化保存结果的数组
  294. let selectedIdioms = {}; // 遍历 idiom_type_1的每个规律
  295. [...idiom_type_1].forEach(rule => {
  296. // 从 config 中筛选符合当前规律的成语
  297. let filteredIdioms = this.config.filter(item => item.piece_1_word === rule);
  298. console.log(`筛选 ${rule} 后的成语:`, filteredIdioms);
  299. if (filteredIdioms.length < count) {
  300. console.error(`规律 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  301. } else {
  302. console.log(`规律 ${rule} 的成语数量:${filteredIdioms.length}`);
  303. let selected = []; // 随机选择不重复的成语
  304. for (let i = 0; i < count;) {
  305. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  306. error: Error()
  307. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  308. let selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
  309. filteredIdioms.splice(rand, 1); // 添加到已选数组中
  310. selected.push(selectedIdiom);
  311. console.log(`选中的成语:${selectedIdiom.idiom}`);
  312. i++;
  313. }
  314. selectedIdioms[rule] = selected;
  315. }
  316. }); // 遍历idiom_type_2 的每个规律
  317. [...idiom_type_2].forEach(rule => {
  318. // 从 config 中筛选符合当前规律的成语
  319. let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  320. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  321. if (filteredIdioms.length < count) {
  322. console.error(`规律2 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  323. } else {
  324. console.log(`规律2 ${rule} 的成语数量:${filteredIdioms.length}`);
  325. let selected = []; // 随机选择不重复的成语
  326. for (let i = 0; i < count;) {
  327. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  328. error: Error()
  329. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  330. let selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
  331. filteredIdioms.splice(rand, 1); // 添加到已选数组中
  332. selected.push(selectedIdiom);
  333. console.log(`选中的成语:${selectedIdiom.idiom}`);
  334. i++;
  335. }
  336. selectedIdioms[rule] = selected;
  337. }
  338. }); // 将所有选中的成语合并到 idioms 数组
  339. for (let rule in selectedIdioms) {
  340. if (selectedIdioms.hasOwnProperty(rule)) {
  341. this.idioms.push(...selectedIdioms[rule]); // 使用扩展运算符合并成语
  342. }
  343. } //
  344. if (this.level_config[level].easy_1_3 > 0) {
  345. let filteredIdioms = this.config_1_3.filter(item => item.difficulty === "easy");
  346. for (let i = 0; i < this.level_config[level].easy_1_3; i++) {
  347. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  348. error: Error()
  349. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1);
  350. let selectedIdiom = filteredIdioms[rand];
  351. filteredIdioms.splice(rand, 1);
  352. this.idioms.push(selectedIdiom);
  353. }
  354. }
  355. if (this.level_config[level].hard_1_3 > 0) {
  356. let filteredIdioms = this.config_1_3.filter(item => item.difficulty === "hard");
  357. for (let i = 0; i < this.level_config[level].hard_1_3; i++) {
  358. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  359. error: Error()
  360. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1);
  361. let selectedIdiom = filteredIdioms[rand];
  362. filteredIdioms.splice(rand, 1);
  363. this.idioms.push(selectedIdiom);
  364. }
  365. }
  366. if (this.level_config[level].easy_2_2 > 0) {
  367. let filteredIdioms = this.config_2_2.filter(item => item.difficulty === "easy");
  368. for (let i = 0; i < this.level_config[level].easy_2_2; i++) {
  369. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  370. error: Error()
  371. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1);
  372. let selectedIdiom = filteredIdioms[rand];
  373. filteredIdioms.splice(rand, 1);
  374. this.idioms.push(selectedIdiom);
  375. }
  376. }
  377. if (this.level_config[level].hard_2_2 > 0) {
  378. let filteredIdioms = this.config_2_2.filter(item => item.difficulty === "hard");
  379. for (let i = 0; i < this.level_config[level].hard_2_2; i++) {
  380. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  381. error: Error()
  382. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1);
  383. let selectedIdiom = filteredIdioms[rand];
  384. filteredIdioms.splice(rand, 1);
  385. this.idioms.push(selectedIdiom);
  386. }
  387. }
  388. if (this.level_config[level].easy_3_1 > 0) {
  389. let filteredIdioms = this.config_3_1.filter(item => item.difficulty === "easy");
  390. for (let i = 0; i < this.level_config[level].easy_3_1; i++) {
  391. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  392. error: Error()
  393. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1);
  394. let selectedIdiom = filteredIdioms[rand];
  395. filteredIdioms.splice(rand, 1);
  396. this.idioms.push(selectedIdiom);
  397. }
  398. }
  399. if (this.level_config[level].hard_1_3 > 0) {
  400. let filteredIdioms = this.config_1_3.filter(item => item.difficulty === "hard");
  401. for (let i = 0; i < this.level_config[level].hard_1_3; i++) {
  402. let rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  403. error: Error()
  404. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1);
  405. let selectedIdiom = filteredIdioms[rand];
  406. filteredIdioms.splice(rand, 1);
  407. this.idioms.push(selectedIdiom);
  408. }
  409. }
  410. console.log("最终选中的成语:", this.idioms); // 打印最终的成语数组
  411. }
  412. this.count = this.level_config[level].total;
  413. await this.instantiateCube();
  414. await (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  415. error: Error()
  416. }), gui) : gui).show(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  417. error: Error()
  418. }), UI_Idioms) : UI_Idioms);
  419. await this.create_node.nodeMoving();
  420. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  421. error: Error()
  422. }), gui) : gui).show(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  423. error: Error()
  424. }), UI_Main) : UI_Main);
  425. } //消除一组
  426. eliminate() {
  427. //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
  428. let cube;
  429. for (const [key, value] of this.idiom_combine) {
  430. if (value === 0) {
  431. cube = key;
  432. break;
  433. }
  434. } //槽中有方块
  435. if (cube) {
  436. const originalReferences = [...this.nodeReferences];
  437. for (const element of originalReferences) {
  438. if (this.idioms.find(c => c.idiom == element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  439. error: Error()
  440. }), Cube_Infor) : Cube_Infor).Text + cube.Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  441. error: Error()
  442. }), Cube_Infor) : Cube_Infor) !== cube) {
  443. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  444. error: Error()
  445. }), Cube_Infor) : Cube_Infor).Text);
  446. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  447. error: Error()
  448. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  449. error: Error()
  450. }), Cube_State) : Cube_State).wait;
  451. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  452. error: Error()
  453. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  454. element.getComponent(BoxCollider).enabled = false;
  455. let targetRotation = new Quat();
  456. Quat.fromEuler(targetRotation, -90, 0, 0);
  457. element.rotation = targetRotation; // 使用filter过滤掉当前元素
  458. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  459. error: Error()
  460. }), GameCtl) : GameCtl).instance.combine_ani(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  461. error: Error()
  462. }), Cube_Infor) : Cube_Infor), cube);
  463. this.nodeReferences = this.nodeReferences.filter(el => el !== element && el !== cube.node);
  464. break;
  465. } else if (this.idioms.find(c => c.idiom == cube.Text + element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  466. error: Error()
  467. }), Cube_Infor) : Cube_Infor).Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  468. error: Error()
  469. }), Cube_Infor) : Cube_Infor) !== cube) {
  470. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  471. error: Error()
  472. }), Cube_Infor) : Cube_Infor).Text);
  473. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  474. error: Error()
  475. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  476. error: Error()
  477. }), Cube_State) : Cube_State).wait;
  478. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  479. error: Error()
  480. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  481. element.getComponent(BoxCollider).enabled = false;
  482. let targetRotation = new Quat();
  483. Quat.fromEuler(targetRotation, -90, 0, 0);
  484. element.rotation = targetRotation;
  485. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  486. error: Error()
  487. }), GameCtl) : GameCtl).instance.combine_ani(cube, element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  488. error: Error()
  489. }), Cube_Infor) : Cube_Infor));
  490. this.nodeReferences = this.nodeReferences.filter(el => el !== element && el !== cube.node);
  491. break;
  492. }
  493. }
  494. } //槽中没有方块
  495. else {
  496. let flag = false;
  497. const originalReferences1 = [...this.nodeReferences];
  498. const originalReferences2 = [...this.nodeReferences];
  499. for (const element1 of originalReferences1) {
  500. for (const element2 of originalReferences2) {
  501. if (this.idioms.find(c => c.idiom == element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  502. error: Error()
  503. }), Cube_Infor) : Cube_Infor).Text + element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  504. error: Error()
  505. }), Cube_Infor) : Cube_Infor).Text)) {
  506. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  507. error: Error()
  508. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  509. error: Error()
  510. }), Cube_State) : Cube_State).wait;
  511. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  512. error: Error()
  513. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  514. let targetRotation = new Quat();
  515. Quat.fromEuler(targetRotation, -90, 0, 0);
  516. element1.rotation = targetRotation;
  517. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  518. error: Error()
  519. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  520. error: Error()
  521. }), Cube_State) : Cube_State).wait;
  522. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  523. error: Error()
  524. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  525. element2.getComponent(BoxCollider).enabled = false;
  526. element2.rotation = targetRotation; // 使用filter过滤掉当前元素
  527. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  528. error: Error()
  529. }), GameCtl) : GameCtl).instance.combine_ani(element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  530. error: Error()
  531. }), Cube_Infor) : Cube_Infor), element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  532. error: Error()
  533. }), Cube_Infor) : Cube_Infor));
  534. this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2);
  535. flag = true;
  536. break;
  537. }
  538. if (this.idioms.find(c => c.idiom == element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  539. error: Error()
  540. }), Cube_Infor) : Cube_Infor).Text + element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  541. error: Error()
  542. }), Cube_Infor) : Cube_Infor).Text)) {
  543. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  544. error: Error()
  545. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  546. error: Error()
  547. }), Cube_State) : Cube_State).wait;
  548. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  549. error: Error()
  550. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  551. let targetRotation = new Quat();
  552. Quat.fromEuler(targetRotation, -90, 0, 0);
  553. element1.rotation = targetRotation;
  554. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  555. error: Error()
  556. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  557. error: Error()
  558. }), Cube_State) : Cube_State).wait;
  559. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  560. error: Error()
  561. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  562. element2.getComponent(BoxCollider).enabled = false;
  563. element2.rotation = targetRotation; // 使用filter过滤掉当前元素
  564. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  565. error: Error()
  566. }), GameCtl) : GameCtl).instance.combine_ani(element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  567. error: Error()
  568. }), Cube_Infor) : Cube_Infor), element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  569. error: Error()
  570. }), Cube_Infor) : Cube_Infor));
  571. this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2);
  572. flag = true;
  573. break;
  574. }
  575. }
  576. if (flag === true) {
  577. break;
  578. }
  579. }
  580. }
  581. }
  582. async shuffle() {
  583. // 回收所有非槽内的活跃节点
  584. this.nodeReferences.forEach(node => {
  585. const cubeInfo = node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  586. error: Error()
  587. }), Cube_Infor) : Cube_Infor);
  588. if (cubeInfo.state === (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  589. error: Error()
  590. }), Cube_State) : Cube_State).live) {
  591. let targetRotation = new Quat();
  592. Quat.fromEuler(targetRotation, -90, 0, 0);
  593. node.rotation = targetRotation;
  594. this.recycleCube(node); // 回收到池中
  595. }
  596. });
  597. this.shufflePool(); // 等待节点移动完成后执行后续逻辑
  598. await this.create_node.nodeMoving();
  599. } //清空槽子
  600. Empty() {
  601. for (let idiom of this.idiom_combine.keys()) {
  602. idiom.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  603. error: Error()
  604. }), Cube_State) : Cube_State).live;
  605. let posX = (_crd && ch === void 0 ? (_reportPossibleCrUseOfch({
  606. error: Error()
  607. }), ch) : ch).util.getRandom(-3, 3);
  608. let posZ = (_crd && ch === void 0 ? (_reportPossibleCrUseOfch({
  609. error: Error()
  610. }), ch) : ch).util.getRandom(-3, 3);
  611. tween(idiom.node).to(0.5, {
  612. position: new Vec3(posX, this.create_node.node.position.y + 5, posZ)
  613. }).call(() => {
  614. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  615. }).start(); //idiom.node.position = ;
  616. }
  617. this.idiom_combine.clear();
  618. this.node_isIdiom.fill(false);
  619. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  620. error: Error()
  621. }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  622. error: Error()
  623. }), UI_Idioms) : UI_Idioms).all_light_Hide();
  624. }
  625. AddTime() {
  626. const layout = (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  627. error: Error()
  628. }), gui) : gui).get(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  629. error: Error()
  630. }), UI_Main) : UI_Main).getLayout();
  631. layout.time += 120;
  632. }
  633. shufflePool() {
  634. const poolSize = this.Cube_Pool.size();
  635. const tempArray = []; // 从池中取出所有节点到临时数组
  636. for (let i = 0; i < poolSize; i++) {
  637. tempArray.push(this.Cube_Pool.get());
  638. } // 只打乱部分节点(以 50% 为例,可调整比例)
  639. const shuffleCount = Math.ceil(poolSize * 0.5); // 只打乱前 50%
  640. for (let i = 0; i < shuffleCount; i++) {
  641. const randomIndex = Math.floor(Math.random() * poolSize);
  642. [tempArray[i], tempArray[randomIndex]] = [tempArray[randomIndex], tempArray[i]];
  643. } // 将打乱的节点放回池中
  644. tempArray.forEach(cube => this.Cube_Pool.put(cube));
  645. }
  646. }, (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "Lock_node", [_dec2], {
  647. configurable: true,
  648. enumerable: true,
  649. writable: true,
  650. initializer: function () {
  651. return [];
  652. }
  653. }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "prefabs", [_dec3], {
  654. configurable: true,
  655. enumerable: true,
  656. writable: true,
  657. initializer: function () {
  658. return [];
  659. }
  660. }), _descriptor3 = _applyDecoratedDescriptor(_class2.prototype, "create_node", [_dec4], {
  661. configurable: true,
  662. enumerable: true,
  663. writable: true,
  664. initializer: function () {
  665. return null;
  666. }
  667. }), _descriptor4 = _applyDecoratedDescriptor(_class2.prototype, "nodes", [_dec5], {
  668. configurable: true,
  669. enumerable: true,
  670. writable: true,
  671. initializer: function () {
  672. return [];
  673. }
  674. })), _class2)) || _class));
  675. _cclegacy._RF.pop();
  676. _crd = false;
  677. }
  678. };
  679. });
  680. //# sourceMappingURL=90cb08bdd2589bd4780881bf755dafe0306918a1.js.map