67f356369ce567fe1898b7ae72038ee83758a446.js 23 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 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 _reportPossibleCrUseOfgui(extras) {
  10. _reporterNs.report("gui", "../../core/ui/ui", _context.meta, extras);
  11. }
  12. function _reportPossibleCrUseOfUI_Idioms(extras) {
  13. _reporterNs.report("UI_Idioms", "../ui/UI_Idioms/UI_Idioms", _context.meta, extras);
  14. }
  15. function _reportPossibleCrUseOfUI_Main(extras) {
  16. _reporterNs.report("UI_Main", "../ui/UI_Main/UI_Main", _context.meta, extras);
  17. }
  18. function _reportPossibleCrUseOfContainer_Manager(extras) {
  19. _reporterNs.report("Container_Manager", "./Container_Manager", _context.meta, extras);
  20. }
  21. function _reportPossibleCrUseOfCube_Infor(extras) {
  22. _reporterNs.report("Cube_Infor", "./Cube_Infor", _context.meta, extras);
  23. }
  24. function _reportPossibleCrUseOfCube_State(extras) {
  25. _reporterNs.report("Cube_State", "./Cube_Infor", _context.meta, extras);
  26. }
  27. function _reportPossibleCrUseOfHall(extras) {
  28. _reporterNs.report("Hall", "../hall/Hall", _context.meta, extras);
  29. }
  30. function _reportPossibleCrUseOfUI_LatticeFull(extras) {
  31. _reporterNs.report("UI_LatticeFull", "../ui/UI_LatticeFull/UI_LatticeFull", _context.meta, extras);
  32. }
  33. function _reportPossibleCrUseOfUI_Lock(extras) {
  34. _reporterNs.report("UI_Lock", "../ui/UI_Lock/UI_Lock", _context.meta, extras);
  35. }
  36. return {
  37. setters: [function (_unresolved_) {
  38. _reporterNs = _unresolved_;
  39. }, function (_cc) {
  40. _cclegacy = _cc.cclegacy;
  41. __checkObsolete__ = _cc.__checkObsolete__;
  42. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  43. _decorator = _cc._decorator;
  44. Camera = _cc.Camera;
  45. Component = _cc.Component;
  46. find = _cc.find;
  47. geometry = _cc.geometry;
  48. Node = _cc.Node;
  49. PhysicsSystem = _cc.PhysicsSystem;
  50. Quat = _cc.Quat;
  51. RigidBody = _cc.RigidBody;
  52. tween = _cc.tween;
  53. Vec3 = _cc.Vec3;
  54. }, function (_unresolved_2) {
  55. gui = _unresolved_2.gui;
  56. }, function (_unresolved_3) {
  57. UI_Idioms = _unresolved_3.UI_Idioms;
  58. }, function (_unresolved_4) {
  59. UI_Main = _unresolved_4.UI_Main;
  60. }, function (_unresolved_5) {
  61. Container_Manager = _unresolved_5.Container_Manager;
  62. }, function (_unresolved_6) {
  63. Cube_Infor = _unresolved_6.Cube_Infor;
  64. Cube_State = _unresolved_6.Cube_State;
  65. }, function (_unresolved_7) {
  66. Hall = _unresolved_7.Hall;
  67. }, function (_unresolved_8) {
  68. UI_LatticeFull = _unresolved_8.UI_LatticeFull;
  69. }, function (_unresolved_9) {
  70. UI_Lock = _unresolved_9.UI_Lock;
  71. }],
  72. execute: function () {
  73. _crd = true;
  74. _cclegacy._RF.push({}, "5237f+4/ftIlKW+rC062l8C", "GameCtl", undefined);
  75. __checkObsolete__(['_decorator', 'BoxCollider', 'Camera', 'Component', 'director', 'EventTouch', 'find', 'Game', 'geometry', 'Layers', 'Layout', 'Node', 'PhysicsSystem', 'Quat', 'RigidBody', 'Size', 'tween', 'UITransform', 'v3', 'Vec3']);
  76. ({
  77. ccclass,
  78. property
  79. } = _decorator);
  80. _export("GameCtl", GameCtl = (_dec = ccclass('GameCtl'), _dec2 = property(Camera), _dec3 = property([Node]), _dec(_class = (_class2 = (_class3 = class GameCtl extends Component {
  81. constructor() {
  82. super(...arguments);
  83. _initializerDefineProperty(this, "camera", _descriptor, this);
  84. _initializerDefineProperty(this, "Ani", _descriptor2, this);
  85. this.Container = void 0;
  86. }
  87. onLoad() {
  88. GameCtl.instance = this;
  89. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this);
  90. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  91. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  92. this.Container = find('Container').getComponent(_crd && Container_Manager === void 0 ? (_reportPossibleCrUseOfContainer_Manager({
  93. error: Error()
  94. }), Container_Manager) : Container_Manager);
  95. }
  96. update(deltaTime) {}
  97. onTouchStart(event) {}
  98. onTouchMove(event) {}
  99. onTouchEnd(event) {
  100. if (this.Container.canTouch) {
  101. this.shootRay(event);
  102. }
  103. } //发射射线检测判断物体是否可消除
  104. shootRay(event) {
  105. if (!this.camera) return;
  106. var ray = new geometry.Ray();
  107. this.camera.screenPointToRay(event.getLocationX(), event.getLocationY(), ray);
  108. if (PhysicsSystem.instance.raycastClosest(ray)) {
  109. var _collider$node$getCom;
  110. var raycastClosestResult = PhysicsSystem.instance.raycastClosestResult;
  111. var collider = raycastClosestResult.collider;
  112. console.log(collider.node.name); //当前其余点击无效
  113. if (((_collider$node$getCom = collider.node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  114. error: Error()
  115. }), Cube_Infor) : Cube_Infor)) == null ? void 0 : _collider$node$getCom.state) === (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  116. error: Error()
  117. }), Cube_State) : Cube_State).live) {
  118. // if(gui.get(UI_Main).getLayout<Layout_Main>().Hand.active==true)
  119. // {
  120. // gui.get(UI_Main).getLayout<Layout_Main>().Hand.active=false;
  121. // }
  122. this.entryContainer(collider.node);
  123. } else if (collider.node.name == 'Lock') {
  124. //解锁槽子
  125. this.UnLock(collider.node);
  126. }
  127. }
  128. console.log('发射了射线');
  129. }
  130. entryContainer(node) {
  131. // 判断容器剩余容量
  132. var startIndex = -1;
  133. var targetPos = new Vec3();
  134. var txt_length = node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  135. error: Error()
  136. }), Cube_Infor) : Cube_Infor).Text.length;
  137. console.log(txt_length); // 判断字长 并 判断是否还有空间可放置
  138. switch (txt_length) {
  139. case 1:
  140. for (var i = 0; i < this.Container.unlock_Num; i++) {
  141. if (this.Container.node_isIdiom[i] === false) {
  142. startIndex = i; // 找到连续的三个 false,记录起始位置
  143. break; // 找到第一个符合条件的位置后停止
  144. }
  145. }
  146. if (startIndex !== -1) {
  147. // 如果找到了一个值为 false 的元素
  148. targetPos = this.Container.nodes[startIndex].getWorldPosition().clone();
  149. this.Container.node_isIdiom[startIndex] = true;
  150. console.log(targetPos);
  151. } else {
  152. console.log("没有空间了");
  153. }
  154. break;
  155. case 2:
  156. {
  157. for (var _i = 0; _i < this.Container.unlock_Num - 1; _i++) {
  158. if (this.Container.node_isIdiom[_i] === false && this.Container.node_isIdiom[_i + 1] === false) {
  159. startIndex = _i; // 找到连续的两个 false,记录起始位置
  160. break; // 找到第一个符合条件的位置后停止
  161. }
  162. }
  163. if (startIndex !== -1) {
  164. 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:
  165. var pos1 = this.Container.nodes[startIndex].getWorldPosition();
  166. var pos2 = this.Container.nodes[startIndex + 1].getWorldPosition();
  167. this.Container.node_isIdiom[startIndex] = true;
  168. this.Container.node_isIdiom[startIndex + 1] = true;
  169. targetPos.set((pos1.x + pos2.x) / 2, (pos1.y + pos2.y) / 2, (pos1.z + pos2.z) / 2);
  170. console.log(targetPos);
  171. }
  172. break;
  173. }
  174. case 3:
  175. {
  176. for (var _i2 = 0; _i2 < this.Container.unlock_Num - 2; _i2++) {
  177. if (this.Container.node_isIdiom[_i2] === false && this.Container.node_isIdiom[_i2 + 1] === false && this.Container.node_isIdiom[_i2 + 2] === false) {
  178. startIndex = _i2; // 找到连续的三个 false,记录起始位置
  179. break; // 找到第一个符合条件的位置后停止
  180. }
  181. }
  182. if (startIndex !== -1) {
  183. // 找到连续三个 false,startIndex 即为最前面的索引
  184. 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:
  185. var _pos = this.Container.nodes[startIndex].getWorldPosition();
  186. var _pos2 = this.Container.nodes[startIndex + 1].getWorldPosition();
  187. var pos3 = this.Container.nodes[startIndex + 2].getWorldPosition();
  188. this.Container.node_isIdiom[startIndex] = true;
  189. this.Container.node_isIdiom[startIndex + 1] = true;
  190. this.Container.node_isIdiom[startIndex + 2] = true;
  191. targetPos.set((_pos.x + _pos2.x + pos3.x) / 3, (_pos.y + _pos2.y + pos3.y) / 3, (_pos.z + _pos2.z + pos3.z) / 3);
  192. console.log(targetPos);
  193. } else {
  194. console.log("没有找到连续的三个 false");
  195. }
  196. break;
  197. }
  198. default:
  199. return;
  200. }
  201. if (startIndex !== -1) {
  202. // node.getComponent(Cube_Infor).lock = true;
  203. node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  204. error: Error()
  205. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  206. error: Error()
  207. }), Cube_State) : Cube_State).wait;
  208. node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  209. error: Error()
  210. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC; // 禁用重力
  211. var targetRotation = new Quat();
  212. Quat.fromEuler(targetRotation, -90, 0, 0);
  213. this.Container.canTouch = false;
  214. tween(node).to(0.5, {
  215. position: new Vec3(targetPos.x, targetPos.y, targetPos.z + 0.4),
  216. rotation: targetRotation
  217. }).call(() => {
  218. this.Container.idiom_combine.set(node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  219. error: Error()
  220. }), Cube_Infor) : Cube_Infor), startIndex); // 执行判断成语合成逻辑
  221. var matchedCubes = [];
  222. var flag = this.Container.checkIdiom_Combine(node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  223. error: Error()
  224. }), Cube_Infor) : Cube_Infor), matchedCubes);
  225. if (flag) {
  226. // 执行合成动画
  227. console.log("匹配的成语方块:", matchedCubes);
  228. this.combine_ani(matchedCubes[0], matchedCubes[1]);
  229. } else {
  230. //高亮
  231. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  232. error: Error()
  233. }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  234. error: Error()
  235. }), UI_Idioms) : UI_Idioms).light_Show(node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  236. error: Error()
  237. }), Cube_Infor) : Cube_Infor)); //判断槽子满了吗
  238. var count = 0;
  239. for (var element of this.Container.node_isIdiom) {
  240. if (element == true) {
  241. count++;
  242. }
  243. }
  244. if (count == this.Container.unlock_Num) {
  245. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  246. error: Error()
  247. }), gui) : gui).show(_crd && UI_LatticeFull === void 0 ? (_reportPossibleCrUseOfUI_LatticeFull({
  248. error: Error()
  249. }), UI_LatticeFull) : UI_LatticeFull);
  250. } else if (count >= this.Container.unlock_Num - 2 && this.Container.unlock_Num != 9) {
  251. if (!this.Container.is_Show_UI_Lock) {
  252. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  253. error: Error()
  254. }), gui) : gui).show(_crd && UI_Lock === void 0 ? (_reportPossibleCrUseOfUI_Lock({
  255. error: Error()
  256. }), UI_Lock) : UI_Lock);
  257. this.Container.is_Show_UI_Lock = true;
  258. }
  259. }
  260. this.Container.canTouch = true;
  261. }
  262. }).start();
  263. }
  264. } //合成动画
  265. combine_ani(cube1, cube2) {
  266. this.Container.canTouch = true;
  267. for (var i = this.Container.idiom_combine.get(cube1); i < this.Container.idiom_combine.get(cube1) + cube1.Text.length; i++) {
  268. this.Container.node_isIdiom[i] = false;
  269. }
  270. this.Container.idiom_combine.delete(cube1);
  271. for (var _i3 = this.Container.idiom_combine.get(cube2); _i3 < this.Container.idiom_combine.get(cube2) + cube2.Text.length; _i3++) {
  272. this.Container.node_isIdiom[_i3] = false;
  273. }
  274. this.Container.idiom_combine.delete(cube2); // 取消相关字的高亮显示
  275. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  276. error: Error()
  277. }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  278. error: Error()
  279. }), UI_Idioms) : UI_Idioms).light_Hide(cube1, cube2);
  280. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  281. error: Error()
  282. }), gui) : gui).get(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  283. error: Error()
  284. }), UI_Main) : UI_Main).evt.emit((_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  285. error: Error()
  286. }), gui) : gui).get(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  287. error: Error()
  288. }), UI_Main) : UI_Main).evt.key.update_remain);
  289. this.adjustContainer(); // 检测容器中哪些字需要高亮显示
  290. console.log(this.Container.node_isIdiom); // 在所有动画结束后执行
  291. this.Container.idioms = this.Container.idioms.filter(c => c.idiom !== cube1.Text + cube2.Text); // 创建第一个 tween 动画
  292. var tween1 = tween(cube1.node).to(0.1, {
  293. position: new Vec3(this.Ani[0].position.x, this.Ani[0].position.y, this.Ani[0].position.z + 0.4)
  294. }).call(() => {
  295. setTimeout(() => {
  296. cube1.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  297. error: Error()
  298. }), Cube_State) : Cube_State).dead;
  299. this.Container.recycleCube(cube1.node);
  300. }, 500.0);
  301. }); // 创建第二个 tween 动画
  302. var tween2 = tween(cube2.node).to(0.1, {
  303. position: new Vec3(this.Ani[1].position.x, this.Ani[1].position.y, this.Ani[1].position.z + 0.4)
  304. }).call(() => {
  305. setTimeout(() => {
  306. cube2.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  307. error: Error()
  308. }), Cube_State) : Cube_State).dead;
  309. this.Container.recycleCube(cube2.node);
  310. }, 500.0);
  311. }); // 使用 tween 的并行组合功能
  312. tween(cube1.node).parallel(tween1, tween2) // 并行执行 tween1 和 tween2
  313. .call(() => {
  314. (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  315. error: Error()
  316. }), Hall) : Hall).getInstance().player.set_combine_num(1);
  317. }).start();
  318. }
  319. adjustContainer() {
  320. var container = this.Container; // 新的 node_isIdiom 状态数组
  321. var newNodeIsIdiom = Array(container.node_isIdiom.length).fill(false); // 新的 idiom_combine 映射表
  322. var newIdiomCombine = new Map(); // 遍历 idiom_combine,重新计算位置
  323. for (var [cube, startIndex] of container.idiom_combine.entries()) {
  324. var txtLength = cube.Text.length; // 获取字长
  325. var targetIndex = -1; // 目标位置起始索引
  326. var targetPos = new Vec3();
  327. switch (txtLength) {
  328. case 1:
  329. {
  330. // 找到一个空位
  331. for (var i = 0; i < container.unlock_Num; i++) {
  332. if (!newNodeIsIdiom[i]) {
  333. targetIndex = i;
  334. break;
  335. }
  336. }
  337. if (targetIndex !== -1) {
  338. targetPos = container.nodes[targetIndex].getWorldPosition().clone();
  339. newNodeIsIdiom[targetIndex] = true; // 占用位置
  340. } else {
  341. console.log("没有空位容纳单字 Cube_Infor");
  342. }
  343. break;
  344. }
  345. case 2:
  346. {
  347. // 找到连续两个空位
  348. for (var _i4 = 0; _i4 < container.unlock_Num - 1; _i4++) {
  349. if (!newNodeIsIdiom[_i4] && !newNodeIsIdiom[_i4 + 1]) {
  350. targetIndex = _i4;
  351. break;
  352. }
  353. }
  354. if (targetIndex !== -1) {
  355. var pos1 = container.nodes[targetIndex].getWorldPosition();
  356. var pos2 = container.nodes[targetIndex + 1].getWorldPosition();
  357. targetPos.set((pos1.x + pos2.x) / 2, (pos1.y + pos2.y) / 2, (pos1.z + pos2.z) / 2);
  358. newNodeIsIdiom[targetIndex] = true;
  359. newNodeIsIdiom[targetIndex + 1] = true;
  360. } else {
  361. console.log("没有连续两个空位容纳双字 Cube_Infor");
  362. }
  363. break;
  364. }
  365. case 3:
  366. {
  367. // 找到连续三个空位
  368. for (var _i5 = 0; _i5 < container.unlock_Num - 2; _i5++) {
  369. if (!newNodeIsIdiom[_i5] && !newNodeIsIdiom[_i5 + 1] && !newNodeIsIdiom[_i5 + 2]) {
  370. targetIndex = _i5;
  371. break;
  372. }
  373. }
  374. if (targetIndex !== -1) {
  375. var _pos3 = container.nodes[targetIndex].getWorldPosition();
  376. var _pos4 = container.nodes[targetIndex + 1].getWorldPosition();
  377. var pos3 = container.nodes[targetIndex + 2].getWorldPosition();
  378. targetPos.set((_pos3.x + _pos4.x + pos3.x) / 3, (_pos3.y + _pos4.y + pos3.y) / 3, (_pos3.z + _pos4.z + pos3.z) / 3);
  379. newNodeIsIdiom[targetIndex] = true;
  380. newNodeIsIdiom[targetIndex + 1] = true;
  381. newNodeIsIdiom[targetIndex + 2] = true;
  382. } else {
  383. console.log("没有连续三个空位容纳三字 Cube_Infor");
  384. }
  385. break;
  386. }
  387. default:
  388. return;
  389. } // 移动 Cube_Infor 到目标位置
  390. if (targetIndex !== -1) {
  391. tween(cube.node).to(0.3, {
  392. position: new Vec3(targetPos.x, targetPos.y, targetPos.z + 0.4)
  393. }).start();
  394. newIdiomCombine.set(cube, targetIndex); // 更新新映射
  395. }
  396. } // 更新 container 状态
  397. container.node_isIdiom = newNodeIsIdiom;
  398. container.idiom_combine = newIdiomCombine;
  399. console.log("调整后的容器状态:", container.node_isIdiom);
  400. console.log("更新后的 idiom_combine:", [...container.idiom_combine.entries()]);
  401. }
  402. UnLock(node) {
  403. var _this = this;
  404. return _asyncToGenerator(function* () {
  405. var res = yield chsdk.playRewardAd('解锁槽位');
  406. if (res) {
  407. node.active = false;
  408. _this.Container.unlock_Num += 1;
  409. }
  410. })();
  411. }
  412. }, _class3.instance = null, _class3), (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "camera", [_dec2], {
  413. configurable: true,
  414. enumerable: true,
  415. writable: true,
  416. initializer: function initializer() {
  417. return null;
  418. }
  419. }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "Ani", [_dec3], {
  420. configurable: true,
  421. enumerable: true,
  422. writable: true,
  423. initializer: function initializer() {
  424. return [];
  425. }
  426. })), _class2)) || _class));
  427. _cclegacy._RF.pop();
  428. _crd = false;
  429. }
  430. };
  431. });
  432. //# sourceMappingURL=67f356369ce567fe1898b7ae72038ee83758a446.js.map