90cb08bdd2589bd4780881bf755dafe0306918a1.js 40 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", "__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 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_level(extras) {
  16. _reporterNs.report("table_level", "../../module_extra/table_ts/table_level", _context.meta, extras);
  17. }
  18. function _reportPossibleCrUseOfHall(extras) {
  19. _reporterNs.report("Hall", "../hall/Hall", _context.meta, extras);
  20. }
  21. function _reportPossibleCrUseOfUI_Idioms(extras) {
  22. _reporterNs.report("UI_Idioms", "../ui/UI_Idioms/UI_Idioms", _context.meta, extras);
  23. }
  24. function _reportPossibleCrUseOfUI_Main(extras) {
  25. _reporterNs.report("UI_Main", "../ui/UI_Main/UI_Main", _context.meta, extras);
  26. }
  27. function _reportPossibleCrUseOfCreateIdiom(extras) {
  28. _reporterNs.report("CreateIdiom", "./CreateIdiom", _context.meta, extras);
  29. }
  30. function _reportPossibleCrUseOfCube_Infor(extras) {
  31. _reporterNs.report("Cube_Infor", "./Cube_Infor", _context.meta, extras);
  32. }
  33. function _reportPossibleCrUseOfCube_State(extras) {
  34. _reporterNs.report("Cube_State", "./Cube_Infor", _context.meta, extras);
  35. }
  36. function _reportPossibleCrUseOfGameCtl(extras) {
  37. _reporterNs.report("GameCtl", "./GameCtl", _context.meta, extras);
  38. }
  39. function _reportPossibleCrUseOfch(extras) {
  40. _reporterNs.report("ch", "../../ch/ch", _context.meta, extras);
  41. }
  42. function _reportPossibleCrUseOfLayout_Main(extras) {
  43. _reporterNs.report("Layout_Main", "../ui/UI_Main/Layout_Main", _context.meta, extras);
  44. }
  45. function _reportPossibleCrUseOftable_idiom_order(extras) {
  46. _reporterNs.report("table_idiom_order", "../../module_extra/table_ts/table_idiom_order", _context.meta, extras);
  47. }
  48. function _reportPossibleCrUseOftable_idiom_unorder_1_(extras) {
  49. _reporterNs.report("table_idiom_unorder_1_3", "../../module_extra/table_ts/table_idiom_unorder_1_3", _context.meta, extras);
  50. }
  51. function _reportPossibleCrUseOftable_idiom_unorder_2_(extras) {
  52. _reporterNs.report("table_idiom_unorder_2_2", "../../module_extra/table_ts/table_idiom_unorder_2_2", _context.meta, extras);
  53. }
  54. function _reportPossibleCrUseOftable_idiom_unorder_3_(extras) {
  55. _reporterNs.report("table_idiom_unorder_3_1", "../../module_extra/table_ts/table_idiom_unorder_3_1", _context.meta, extras);
  56. }
  57. function _reportPossibleCrUseOftable_level_(extras) {
  58. _reporterNs.report("table_level_2", "../../module_extra/table_ts/table_level_2", _context.meta, extras);
  59. }
  60. return {
  61. setters: [function (_unresolved_) {
  62. _reporterNs = _unresolved_;
  63. }, function (_cc) {
  64. _cclegacy = _cc.cclegacy;
  65. __checkObsolete__ = _cc.__checkObsolete__;
  66. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  67. _decorator = _cc._decorator;
  68. BoxCollider = _cc.BoxCollider;
  69. Component = _cc.Component;
  70. instantiate = _cc.instantiate;
  71. Node = _cc.Node;
  72. NodePool = _cc.NodePool;
  73. Prefab = _cc.Prefab;
  74. Quat = _cc.Quat;
  75. RigidBody = _cc.RigidBody;
  76. tween = _cc.tween;
  77. Vec3 = _cc.Vec3;
  78. }, function (_unresolved_2) {
  79. ch_util = _unresolved_2.default;
  80. }, function (_unresolved_3) {
  81. gui = _unresolved_3.gui;
  82. }, function (_unresolved_4) {
  83. table_level = _unresolved_4.table_level;
  84. }, function (_unresolved_5) {
  85. Hall = _unresolved_5.Hall;
  86. }, function (_unresolved_6) {
  87. UI_Idioms = _unresolved_6.UI_Idioms;
  88. }, function (_unresolved_7) {
  89. UI_Main = _unresolved_7.UI_Main;
  90. }, function (_unresolved_8) {
  91. CreateIdiom = _unresolved_8.CreateIdiom;
  92. }, function (_unresolved_9) {
  93. Cube_Infor = _unresolved_9.Cube_Infor;
  94. Cube_State = _unresolved_9.Cube_State;
  95. }, function (_unresolved_10) {
  96. GameCtl = _unresolved_10.GameCtl;
  97. }, function (_unresolved_11) {
  98. ch = _unresolved_11.ch;
  99. }, function (_unresolved_12) {
  100. table_idiom_order = _unresolved_12.table_idiom_order;
  101. }, function (_unresolved_13) {
  102. table_idiom_unorder_1_3 = _unresolved_13.table_idiom_unorder_1_3;
  103. }, function (_unresolved_14) {
  104. table_idiom_unorder_2_2 = _unresolved_14.table_idiom_unorder_2_2;
  105. }, function (_unresolved_15) {
  106. table_idiom_unorder_3_1 = _unresolved_15.table_idiom_unorder_3_1;
  107. }, function (_unresolved_16) {
  108. table_level_2 = _unresolved_16.table_level_2;
  109. }],
  110. execute: function () {
  111. _crd = true;
  112. _cclegacy._RF.push({}, "e84de8IXbZDjZbYlbQpevuI", "Container_Manager", undefined);
  113. __checkObsolete__(['_decorator', 'BoxCollider', 'Component', 'find', 'instantiate', 'Node', 'NodePool', 'Prefab', 'Quat', 'random', 'RigidBody', 'tween', 'Vec3']);
  114. ({
  115. ccclass,
  116. property
  117. } = _decorator);
  118. _export("Container_Manager", Container_Manager = (_dec = ccclass('Container_Manager'), _dec2 = property([Node]), _dec3 = property([Prefab]), _dec4 = property(_crd && CreateIdiom === void 0 ? (_reportPossibleCrUseOfCreateIdiom({
  119. error: Error()
  120. }), CreateIdiom) : CreateIdiom), _dec5 = property([Node]), _dec(_class = (_class2 = class Container_Manager extends Component {
  121. constructor() {
  122. super(...arguments);
  123. this.canTouch = false;
  124. _initializerDefineProperty(this, "Lock_node", _descriptor, this);
  125. _initializerDefineProperty(this, "prefabs", _descriptor2, this);
  126. this.level_config = null;
  127. //关卡配置
  128. this.level2_config = null;
  129. //第二关配置
  130. this.config = null;
  131. //有规律的成语库
  132. this.config_1_3 = null;
  133. //无规律1+3
  134. this.config_2_2 = null;
  135. //无规律2+2
  136. this.config_3_1 = null;
  137. //无规律3+1
  138. this.idioms = [];
  139. //生成的成语
  140. this.index = [];
  141. //生成的成语角标,避免生成重复成语
  142. _initializerDefineProperty(this, "create_node", _descriptor3, this);
  143. _initializerDefineProperty(this, "nodes", _descriptor4, this);
  144. //位置节点 用于成语放入
  145. this.node_isIdiom = new Array(9).fill(false);
  146. this.unlock_Num = 7;
  147. this.is_Show_UI_Lock = false;
  148. this.idiom_combine = new Map();
  149. this.Cube_Pool = new NodePool();
  150. this.nodeReferences = [];
  151. // 额外维护的节点引用数组
  152. this.count = 0;
  153. }
  154. instantiateCube() {
  155. for (var i = 0; i < this.idioms.length * 2; i++) {
  156. var idiomIndex = Math.floor(i / 2);
  157. var isPiece1 = i % 2 === 0;
  158. var Text_Length = isPiece1 ? this.idioms[idiomIndex].piece_1_word.length : this.idioms[idiomIndex].piece_2_word.length;
  159. var newCube = instantiate(this.prefabs[Text_Length - 1]);
  160. newCube.active = true; // 初始时设置为非激活状态
  161. // 按顺序为节点赋值文字内容
  162. newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  163. error: Error()
  164. }), Cube_Infor) : Cube_Infor).Text = isPiece1 ? this.idioms[idiomIndex].piece_1_word : this.idioms[idiomIndex].piece_2_word;
  165. console.log("生成第" + i + "个节点:" + newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  166. error: Error()
  167. }), Cube_Infor) : Cube_Infor).Text);
  168. this.Cube_Pool.put(newCube);
  169. }
  170. this.shufflePool();
  171. }
  172. getCube() {
  173. console.log(this.Cube_Pool.size());
  174. var cube = this.Cube_Pool.get();
  175. if (cube) cube.active = true;
  176. return cube;
  177. } // 将方块回收到对象池
  178. recycleCube(cube) {
  179. cube.active = false; // 将方块设置为非激活状态
  180. this.Cube_Pool.put(cube);
  181. } //清空对象池
  182. clearCubePool() {
  183. this.Cube_Pool.clear();
  184. } //合成规则导入
  185. start() {
  186. this.config = (_crd && table_idiom_order === void 0 ? (_reportPossibleCrUseOftable_idiom_order({
  187. error: Error()
  188. }), table_idiom_order) : table_idiom_order).getList();
  189. this.config_1_3 = (_crd && table_idiom_unorder_1_3 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_1_({
  190. error: Error()
  191. }), table_idiom_unorder_1_3) : table_idiom_unorder_1_3).getList();
  192. this.config_2_2 = (_crd && table_idiom_unorder_2_2 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_2_({
  193. error: Error()
  194. }), table_idiom_unorder_2_2) : table_idiom_unorder_2_2).getList();
  195. this.config_3_1 = (_crd && table_idiom_unorder_3_1 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_3_({
  196. error: Error()
  197. }), table_idiom_unorder_3_1) : table_idiom_unorder_3_1).getList();
  198. console.log(this.config.length);
  199. console.log(this.config_1_3.length);
  200. console.log(this.config_2_2.length);
  201. console.log(this.config_3_1.length);
  202. this.level_config = (_crd && table_level === void 0 ? (_reportPossibleCrUseOftable_level({
  203. error: Error()
  204. }), table_level) : table_level).getList();
  205. this.level2_config = (_crd && table_level_2 === void 0 ? (_reportPossibleCrUseOftable_level_({
  206. error: Error()
  207. }), table_level_2) : table_level_2).getList(); // if (this.level_config.length === 5) {
  208. // console.log("关卡配置导入成功");
  209. // }
  210. this.level_idioms();
  211. }
  212. update(deltaTime) {}
  213. checkIdiom_Combine(matchedcube2, outMatchedCubes) {
  214. var _this = this;
  215. if (this.idiom_combine.size < 2) {
  216. return false; // 至少需要两个方块
  217. }
  218. var _loop = function _loop(cube) {
  219. // 遍历 idioms 列表,检查是否匹配成语
  220. var matchedIdiom = _this.idioms.find(idiom => idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text);
  221. if (matchedIdiom) {
  222. // 匹配成功
  223. outMatchedCubes.push(cube, matchedcube2);
  224. _this.nodeReferences = _this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  225. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  226. return {
  227. v: true
  228. };
  229. } // 再检查逆序组合是否匹配
  230. var reverseMatchedIdiom = _this.idioms.find(idiom => idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text);
  231. if (reverseMatchedIdiom) {
  232. // 匹配成功
  233. outMatchedCubes.push(matchedcube2, cube);
  234. _this.nodeReferences = _this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  235. console.log("成功拼成成语: " + reverseMatchedIdiom.piece_1_word + reverseMatchedIdiom.piece_2_word);
  236. return {
  237. v: true
  238. };
  239. }
  240. },
  241. _ret;
  242. for (var cube of this.idiom_combine.keys()) {
  243. _ret = _loop(cube);
  244. if (_ret) return _ret.v;
  245. }
  246. return false; // 没有匹配到成语
  247. }
  248. level_idioms() {
  249. var _this2 = this;
  250. return _asyncToGenerator(function* () {
  251. _this2.Lock_node.forEach(node => {
  252. node.active = true;
  253. });
  254. _this2.unlock_Num = 7;
  255. _this2.is_Show_UI_Lock = false;
  256. _this2.canTouch = false;
  257. var level = (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  258. error: Error()
  259. }), Hall) : Hall).getInstance().player.get_max_floor();
  260. for (var i = 0; i < _this2.nodeReferences.length; i++) {
  261. if (_this2.nodeReferences[i]) _this2.nodeReferences[i].destroy();
  262. }
  263. _this2.clearCubePool();
  264. _this2.idioms = [];
  265. _this2.nodeReferences = [];
  266. _this2.node_isIdiom = new Array(9).fill(false);
  267. _this2.idiom_combine = new Map(); // if (level === 0) {
  268. // let str2: string = this.level_config[level].idiom_type_2;
  269. // let idiom_type_2 = str2.split("_");
  270. // console.log("idiom_type_2:", idiom_type_2);
  271. // let selectedIdioms: Record<string, any[]> = {};
  272. // [...idiom_type_2].forEach(rule => {
  273. // let filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  274. // if (filteredIdioms.length === 0) {
  275. // filteredIdioms = this.config_2_2.filter(item => item.piece_2_word === rule);
  276. // }
  277. // console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  278. // selectedIdioms[rule] = filteredIdioms;
  279. // });
  280. // for (let rule in selectedIdioms) {
  281. // if (selectedIdioms.hasOwnProperty(rule)) {
  282. // this.idioms.push(...selectedIdioms[rule]);
  283. // }
  284. // }
  285. // console.log("最终选中的成语:", this.idioms);
  286. // } else if (level === 1) {
  287. // for (let i = 0; i < 30; i++) {
  288. // let filteredIdiom = this.config.filter(item => item.idiom == this.level2_config[i].idiom);
  289. // this.idioms.push(...filteredIdiom);
  290. // }
  291. // for (let i = 30; i < 40; i++) {
  292. // let filteredIdiom = this.config_2_2.filter(item => item.idiom == this.level2_config[i].idiom);
  293. // this.idioms.push(...filteredIdiom);
  294. // }
  295. // }
  296. {
  297. // 获取当前层级的筛选条件
  298. if (level == 0 || level == 1) {
  299. level = 2;
  300. }
  301. var str1 = _this2.level_config[level].idiom_type_1;
  302. var idiom_type_1 = str1.split("_"); // 分割成数组
  303. console.log("idiom_type_1:", idiom_type_1);
  304. var str2 = _this2.level_config[level].idiom_type_2;
  305. var idiom_type_2 = str2.split("_"); // 分割成数组
  306. console.log("idiom_type_2:", idiom_type_2);
  307. var count = _this2.level_config[level].count / (idiom_type_1.length + idiom_type_2.length); // 初始化保存结果的数组
  308. var selectedIdioms = {}; // 遍历 idiom_type_1的每个规律
  309. [...idiom_type_1].forEach(rule => {
  310. // 从 config 中筛选符合当前规律的成语
  311. var filteredIdioms = _this2.config.filter(item => item.piece_1_word === rule);
  312. console.log("\u7B5B\u9009 " + rule + " \u540E\u7684\u6210\u8BED\uFF1A", filteredIdioms);
  313. if (filteredIdioms.length < count) {
  314. console.error("\u89C4\u5F8B " + rule + " \u7684\u6210\u8BED\u6570\u91CF\u4E0D\u8DB3\uFF0C\u4EC5\u6709 " + filteredIdioms.length + " \u4E2A");
  315. } else {
  316. console.log("\u89C4\u5F8B " + rule + " \u7684\u6210\u8BED\u6570\u91CF\uFF1A" + filteredIdioms.length);
  317. var selected = []; // 随机选择不重复的成语
  318. for (var _i = 0; _i < count;) {
  319. var rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  320. error: Error()
  321. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  322. var selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
  323. filteredIdioms.splice(rand, 1); // 添加到已选数组中
  324. selected.push(selectedIdiom);
  325. console.log("\u9009\u4E2D\u7684\u6210\u8BED\uFF1A" + selectedIdiom.idiom);
  326. _i++;
  327. }
  328. selectedIdioms[rule] = selected;
  329. }
  330. }); // 遍历idiom_type_2 的每个规律
  331. [...idiom_type_2].forEach(rule => {
  332. // 从 config 中筛选符合当前规律的成语
  333. var filteredIdioms = _this2.config.filter(item => item.piece_2_word === rule);
  334. console.log("\u7B5B\u90092 " + rule + " \u540E\u7684\u6210\u8BED\uFF1A", filteredIdioms);
  335. if (filteredIdioms.length < count) {
  336. console.error("\u89C4\u5F8B2 " + rule + " \u7684\u6210\u8BED\u6570\u91CF\u4E0D\u8DB3\uFF0C\u4EC5\u6709 " + filteredIdioms.length + " \u4E2A");
  337. } else {
  338. console.log("\u89C4\u5F8B2 " + rule + " \u7684\u6210\u8BED\u6570\u91CF\uFF1A" + filteredIdioms.length);
  339. var selected = []; // 随机选择不重复的成语
  340. for (var _i2 = 0; _i2 < count;) {
  341. var rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  342. error: Error()
  343. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1); // 确保 rand 在有效范围内
  344. var selectedIdiom = filteredIdioms[rand]; // 从数组中移除已选成语,避免再次选择
  345. filteredIdioms.splice(rand, 1); // 添加到已选数组中
  346. selected.push(selectedIdiom);
  347. console.log("\u9009\u4E2D\u7684\u6210\u8BED\uFF1A" + selectedIdiom.idiom);
  348. _i2++;
  349. }
  350. selectedIdioms[rule] = selected;
  351. }
  352. }); // 将所有选中的成语合并到 idioms 数组
  353. for (var rule in selectedIdioms) {
  354. if (selectedIdioms.hasOwnProperty(rule)) {
  355. _this2.idioms.push(...selectedIdioms[rule]); // 使用扩展运算符合并成语
  356. }
  357. } //
  358. if (_this2.level_config[level].easy_1_3 > 0) {
  359. var filteredIdioms = _this2.config_1_3.filter(item => item.difficulty === "easy");
  360. for (var _i3 = 0; _i3 < _this2.level_config[level].easy_1_3; _i3++) {
  361. var rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  362. error: Error()
  363. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1);
  364. var selectedIdiom = filteredIdioms[rand];
  365. filteredIdioms.splice(rand, 1);
  366. _this2.idioms.push(selectedIdiom);
  367. }
  368. }
  369. if (_this2.level_config[level].hard_1_3 > 0) {
  370. var _filteredIdioms = _this2.config_1_3.filter(item => item.difficulty === "hard");
  371. for (var _i4 = 0; _i4 < _this2.level_config[level].hard_1_3; _i4++) {
  372. var _rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  373. error: Error()
  374. }), ch_util) : ch_util).getRandomInt(0, _filteredIdioms.length - 1);
  375. var _selectedIdiom = _filteredIdioms[_rand];
  376. _filteredIdioms.splice(_rand, 1);
  377. _this2.idioms.push(_selectedIdiom);
  378. }
  379. }
  380. if (_this2.level_config[level].easy_2_2 > 0) {
  381. var _filteredIdioms2 = _this2.config_2_2.filter(item => item.difficulty === "easy");
  382. for (var _i5 = 0; _i5 < _this2.level_config[level].easy_2_2; _i5++) {
  383. var _rand2 = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  384. error: Error()
  385. }), ch_util) : ch_util).getRandomInt(0, _filteredIdioms2.length - 1);
  386. var _selectedIdiom2 = _filteredIdioms2[_rand2];
  387. _filteredIdioms2.splice(_rand2, 1);
  388. _this2.idioms.push(_selectedIdiom2);
  389. }
  390. }
  391. if (_this2.level_config[level].hard_2_2 > 0) {
  392. var _filteredIdioms3 = _this2.config_2_2.filter(item => item.difficulty === "hard");
  393. for (var _i6 = 0; _i6 < _this2.level_config[level].hard_2_2; _i6++) {
  394. var _rand3 = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  395. error: Error()
  396. }), ch_util) : ch_util).getRandomInt(0, _filteredIdioms3.length - 1);
  397. var _selectedIdiom3 = _filteredIdioms3[_rand3];
  398. _filteredIdioms3.splice(_rand3, 1);
  399. _this2.idioms.push(_selectedIdiom3);
  400. }
  401. }
  402. if (_this2.level_config[level].easy_3_1 > 0) {
  403. var _filteredIdioms4 = _this2.config_3_1.filter(item => item.difficulty === "easy");
  404. for (var _i7 = 0; _i7 < _this2.level_config[level].easy_3_1; _i7++) {
  405. var _rand4 = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  406. error: Error()
  407. }), ch_util) : ch_util).getRandomInt(0, _filteredIdioms4.length - 1);
  408. var _selectedIdiom4 = _filteredIdioms4[_rand4];
  409. _filteredIdioms4.splice(_rand4, 1);
  410. _this2.idioms.push(_selectedIdiom4);
  411. }
  412. }
  413. if (_this2.level_config[level].hard_1_3 > 0) {
  414. var _filteredIdioms5 = _this2.config_1_3.filter(item => item.difficulty === "hard");
  415. for (var _i8 = 0; _i8 < _this2.level_config[level].hard_1_3; _i8++) {
  416. var _rand5 = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  417. error: Error()
  418. }), ch_util) : ch_util).getRandomInt(0, _filteredIdioms5.length - 1);
  419. var _selectedIdiom5 = _filteredIdioms5[_rand5];
  420. _filteredIdioms5.splice(_rand5, 1);
  421. _this2.idioms.push(_selectedIdiom5);
  422. }
  423. }
  424. console.log("最终选中的成语:", _this2.idioms); // 打印最终的成语数组
  425. }
  426. _this2.count = _this2.level_config[level].total;
  427. yield _this2.instantiateCube();
  428. yield (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  429. error: Error()
  430. }), gui) : gui).show(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  431. error: Error()
  432. }), UI_Idioms) : UI_Idioms);
  433. yield _this2.create_node.nodeMoving();
  434. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  435. error: Error()
  436. }), gui) : gui).show(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  437. error: Error()
  438. }), UI_Main) : UI_Main);
  439. })();
  440. } //消除一组
  441. eliminate() {
  442. var _this3 = this;
  443. //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
  444. var cube;
  445. for (var [key, value] of this.idiom_combine) {
  446. if (value === 0) {
  447. cube = key;
  448. break;
  449. }
  450. } //槽中有方块
  451. if (cube) {
  452. var originalReferences = [...this.nodeReferences];
  453. var _loop2 = function _loop2(element) {
  454. if (_this3.idioms.find(c => c.idiom == element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  455. error: Error()
  456. }), Cube_Infor) : Cube_Infor).Text + cube.Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  457. error: Error()
  458. }), Cube_Infor) : Cube_Infor) !== cube) {
  459. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  460. error: Error()
  461. }), Cube_Infor) : Cube_Infor).Text);
  462. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  463. error: Error()
  464. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  465. error: Error()
  466. }), Cube_State) : Cube_State).wait;
  467. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  468. error: Error()
  469. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  470. element.getComponent(BoxCollider).enabled = false;
  471. var targetRotation = new Quat();
  472. Quat.fromEuler(targetRotation, -90, 0, 0);
  473. element.rotation = targetRotation; // 使用filter过滤掉当前元素
  474. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  475. error: Error()
  476. }), GameCtl) : GameCtl).instance.combine_ani(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  477. error: Error()
  478. }), Cube_Infor) : Cube_Infor), cube);
  479. _this3.nodeReferences = _this3.nodeReferences.filter(el => el !== element && el !== cube.node);
  480. return 0; // break
  481. } else if (_this3.idioms.find(c => c.idiom == cube.Text + element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  482. error: Error()
  483. }), Cube_Infor) : Cube_Infor).Text) && element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  484. error: Error()
  485. }), Cube_Infor) : Cube_Infor) !== cube) {
  486. console.log(element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  487. error: Error()
  488. }), Cube_Infor) : Cube_Infor).Text);
  489. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  490. error: Error()
  491. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  492. error: Error()
  493. }), Cube_State) : Cube_State).wait;
  494. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  495. error: Error()
  496. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  497. element.getComponent(BoxCollider).enabled = false;
  498. var _targetRotation = new Quat();
  499. Quat.fromEuler(_targetRotation, -90, 0, 0);
  500. element.rotation = _targetRotation;
  501. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  502. error: Error()
  503. }), GameCtl) : GameCtl).instance.combine_ani(cube, element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  504. error: Error()
  505. }), Cube_Infor) : Cube_Infor));
  506. _this3.nodeReferences = _this3.nodeReferences.filter(el => el !== element && el !== cube.node);
  507. return 0; // break
  508. }
  509. },
  510. _ret2;
  511. for (var element of originalReferences) {
  512. _ret2 = _loop2(element);
  513. if (_ret2 === 0) break;
  514. }
  515. } //槽中没有方块
  516. else {
  517. var flag = false;
  518. var originalReferences1 = [...this.nodeReferences];
  519. var originalReferences2 = [...this.nodeReferences];
  520. var _loop3 = function _loop3(element1) {
  521. var _loop4 = function _loop4(element2) {
  522. if (_this3.idioms.find(c => c.idiom == element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  523. error: Error()
  524. }), Cube_Infor) : Cube_Infor).Text + element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  525. error: Error()
  526. }), Cube_Infor) : Cube_Infor).Text)) {
  527. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  528. error: Error()
  529. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  530. error: Error()
  531. }), Cube_State) : Cube_State).wait;
  532. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  533. error: Error()
  534. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  535. var targetRotation = new Quat();
  536. Quat.fromEuler(targetRotation, -90, 0, 0);
  537. element1.rotation = targetRotation;
  538. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  539. error: Error()
  540. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  541. error: Error()
  542. }), Cube_State) : Cube_State).wait;
  543. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  544. error: Error()
  545. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  546. element2.getComponent(BoxCollider).enabled = false;
  547. element2.rotation = targetRotation; // 使用filter过滤掉当前元素
  548. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  549. error: Error()
  550. }), GameCtl) : GameCtl).instance.combine_ani(element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  551. error: Error()
  552. }), Cube_Infor) : Cube_Infor), element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  553. error: Error()
  554. }), Cube_Infor) : Cube_Infor));
  555. _this3.nodeReferences = _this3.nodeReferences.filter(el => el !== element1 && el !== element2);
  556. flag = true;
  557. return 0; // break
  558. }
  559. if (_this3.idioms.find(c => c.idiom == element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  560. error: Error()
  561. }), Cube_Infor) : Cube_Infor).Text + element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  562. error: Error()
  563. }), Cube_Infor) : Cube_Infor).Text)) {
  564. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  565. error: Error()
  566. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  567. error: Error()
  568. }), Cube_State) : Cube_State).wait;
  569. element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  570. error: Error()
  571. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  572. var _targetRotation2 = new Quat();
  573. Quat.fromEuler(_targetRotation2, -90, 0, 0);
  574. element1.rotation = _targetRotation2;
  575. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  576. error: Error()
  577. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  578. error: Error()
  579. }), Cube_State) : Cube_State).wait;
  580. element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  581. error: Error()
  582. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  583. element2.getComponent(BoxCollider).enabled = false;
  584. element2.rotation = _targetRotation2; // 使用filter过滤掉当前元素
  585. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  586. error: Error()
  587. }), GameCtl) : GameCtl).instance.combine_ani(element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  588. error: Error()
  589. }), Cube_Infor) : Cube_Infor), element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  590. error: Error()
  591. }), Cube_Infor) : Cube_Infor));
  592. _this3.nodeReferences = _this3.nodeReferences.filter(el => el !== element1 && el !== element2);
  593. flag = true;
  594. return 0; // break
  595. }
  596. },
  597. _ret3;
  598. for (var element2 of originalReferences2) {
  599. _ret3 = _loop4(element2);
  600. if (_ret3 === 0) break;
  601. }
  602. if (flag === true) {
  603. return 1; // break
  604. }
  605. };
  606. for (var element1 of originalReferences1) {
  607. if (_loop3(element1)) break;
  608. }
  609. }
  610. }
  611. shuffle() {
  612. var _this4 = this;
  613. return _asyncToGenerator(function* () {
  614. // 回收所有非槽内的活跃节点
  615. _this4.nodeReferences.forEach(node => {
  616. var cubeInfo = node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  617. error: Error()
  618. }), Cube_Infor) : Cube_Infor);
  619. if (cubeInfo.state === (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  620. error: Error()
  621. }), Cube_State) : Cube_State).live) {
  622. var targetRotation = new Quat();
  623. Quat.fromEuler(targetRotation, -90, 0, 0);
  624. node.rotation = targetRotation;
  625. _this4.recycleCube(node); // 回收到池中
  626. }
  627. });
  628. _this4.shufflePool(); // 等待节点移动完成后执行后续逻辑
  629. yield _this4.create_node.nodeMoving();
  630. })();
  631. } //清空槽子
  632. Empty() {
  633. var _this5 = this;
  634. var _loop5 = function _loop5(idiom) {
  635. idiom.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  636. error: Error()
  637. }), Cube_State) : Cube_State).live;
  638. var posX = (_crd && ch === void 0 ? (_reportPossibleCrUseOfch({
  639. error: Error()
  640. }), ch) : ch).util.getRandom(-3, 3);
  641. var posZ = (_crd && ch === void 0 ? (_reportPossibleCrUseOfch({
  642. error: Error()
  643. }), ch) : ch).util.getRandom(-3, 3);
  644. tween(idiom.node).to(0.5, {
  645. position: new Vec3(posX, _this5.create_node.node.position.y + 5, posZ)
  646. }).call(() => {
  647. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  648. }).start(); //idiom.node.position = ;
  649. };
  650. for (var idiom of this.idiom_combine.keys()) {
  651. _loop5(idiom);
  652. }
  653. this.idiom_combine.clear();
  654. this.node_isIdiom.fill(false);
  655. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  656. error: Error()
  657. }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  658. error: Error()
  659. }), UI_Idioms) : UI_Idioms).all_light_Hide();
  660. }
  661. AddTime() {
  662. var layout = (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  663. error: Error()
  664. }), gui) : gui).get(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  665. error: Error()
  666. }), UI_Main) : UI_Main).getLayout();
  667. layout.time += 120;
  668. }
  669. shufflePool() {
  670. var poolSize = this.Cube_Pool.size();
  671. var tempArray = []; // 从池中取出所有节点到临时数组
  672. for (var i = 0; i < poolSize; i++) {
  673. tempArray.push(this.Cube_Pool.get());
  674. } // 只打乱部分节点(以 50% 为例,可调整比例)
  675. var shuffleCount = Math.ceil(poolSize * 0.5); // 只打乱前 50%
  676. for (var _i9 = 0; _i9 < shuffleCount; _i9++) {
  677. var randomIndex = Math.floor(Math.random() * poolSize);
  678. [tempArray[_i9], tempArray[randomIndex]] = [tempArray[randomIndex], tempArray[_i9]];
  679. } // 将打乱的节点放回池中
  680. tempArray.forEach(cube => this.Cube_Pool.put(cube));
  681. }
  682. }, (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "Lock_node", [_dec2], {
  683. configurable: true,
  684. enumerable: true,
  685. writable: true,
  686. initializer: function initializer() {
  687. return [];
  688. }
  689. }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "prefabs", [_dec3], {
  690. configurable: true,
  691. enumerable: true,
  692. writable: true,
  693. initializer: function initializer() {
  694. return [];
  695. }
  696. }), _descriptor3 = _applyDecoratedDescriptor(_class2.prototype, "create_node", [_dec4], {
  697. configurable: true,
  698. enumerable: true,
  699. writable: true,
  700. initializer: function initializer() {
  701. return null;
  702. }
  703. }), _descriptor4 = _applyDecoratedDescriptor(_class2.prototype, "nodes", [_dec5], {
  704. configurable: true,
  705. enumerable: true,
  706. writable: true,
  707. initializer: function initializer() {
  708. return [];
  709. }
  710. })), _class2)) || _class));
  711. _cclegacy._RF.pop();
  712. _crd = false;
  713. }
  714. };
  715. });
  716. //# sourceMappingURL=90cb08bdd2589bd4780881bf755dafe0306918a1.js.map