90cb08bdd2589bd4780881bf755dafe0306918a1.js 31 KB

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  1. System.register(["__unresolved_0", "cc", "__unresolved_1", "__unresolved_2", "__unresolved_3", "__unresolved_4", "__unresolved_5", "__unresolved_6", "__unresolved_7", "__unresolved_8", "__unresolved_9", "__unresolved_10", "__unresolved_11", "__unresolved_12", "__unresolved_13", "__unresolved_14", "__unresolved_15"], function (_export, _context) {
  2. "use strict";
  3. var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, _decorator, BoxCollider, Component, director, instantiate, Node, NodePool, Prefab, Quat, RigidBody, tween, Vec3, ch_util, gui, 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, table_level_2, GameState, Hall, UI_Idioms, _dec, _dec2, _dec3, _dec4, _dec5, _dec6, _dec7, _class, _class2, _descriptor, _descriptor2, _descriptor3, _descriptor4, _descriptor5, _descriptor6, _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 _reportPossibleCrUseOfLayout_Main(extras) {
  14. _reporterNs.report("Layout_Main", "../ui/UI_Main/Layout_Main", _context.meta, extras);
  15. }
  16. function _reportPossibleCrUseOfUI_Main(extras) {
  17. _reporterNs.report("UI_Main", "../ui/UI_Main/UI_Main", _context.meta, extras);
  18. }
  19. function _reportPossibleCrUseOfCreateIdiom(extras) {
  20. _reporterNs.report("CreateIdiom", "./CreateIdiom", _context.meta, extras);
  21. }
  22. function _reportPossibleCrUseOfCube_Infor(extras) {
  23. _reporterNs.report("Cube_Infor", "./Cube_Infor", _context.meta, extras);
  24. }
  25. function _reportPossibleCrUseOfCube_State(extras) {
  26. _reporterNs.report("Cube_State", "./Cube_Infor", _context.meta, extras);
  27. }
  28. function _reportPossibleCrUseOfGameCtl(extras) {
  29. _reporterNs.report("GameCtl", "./GameCtl", _context.meta, extras);
  30. }
  31. function _reportPossibleCrUseOfch(extras) {
  32. _reporterNs.report("ch", "../../ch/ch", _context.meta, extras);
  33. }
  34. function _reportPossibleCrUseOftable_idiom_order(extras) {
  35. _reporterNs.report("table_idiom_order", "../../module_extra/table_ts/table_idiom_order", _context.meta, extras);
  36. }
  37. function _reportPossibleCrUseOftable_idiom_unorder_1_(extras) {
  38. _reporterNs.report("table_idiom_unorder_1_3", "../../module_extra/table_ts/table_idiom_unorder_1_3", _context.meta, extras);
  39. }
  40. function _reportPossibleCrUseOftable_idiom_unorder_2_(extras) {
  41. _reporterNs.report("table_idiom_unorder_2_2", "../../module_extra/table_ts/table_idiom_unorder_2_2", _context.meta, extras);
  42. }
  43. function _reportPossibleCrUseOftable_idiom_unorder_3_(extras) {
  44. _reporterNs.report("table_idiom_unorder_3_1", "../../module_extra/table_ts/table_idiom_unorder_3_1", _context.meta, extras);
  45. }
  46. function _reportPossibleCrUseOftable_level(extras) {
  47. _reporterNs.report("table_level", "../../module_extra/table_ts/table_level", _context.meta, extras);
  48. }
  49. function _reportPossibleCrUseOftable_level_(extras) {
  50. _reporterNs.report("table_level_2", "../../module_extra/table_ts/table_level_2", _context.meta, extras);
  51. }
  52. function _reportPossibleCrUseOfGameState(extras) {
  53. _reporterNs.report("GameState", "../hall/Hall", _context.meta, extras);
  54. }
  55. function _reportPossibleCrUseOfHall(extras) {
  56. _reporterNs.report("Hall", "../hall/Hall", _context.meta, extras);
  57. }
  58. function _reportPossibleCrUseOfUI_Idioms(extras) {
  59. _reporterNs.report("UI_Idioms", "../ui/UI_Idioms/UI_Idioms", _context.meta, extras);
  60. }
  61. return {
  62. setters: [function (_unresolved_) {
  63. _reporterNs = _unresolved_;
  64. }, function (_cc) {
  65. _cclegacy = _cc.cclegacy;
  66. __checkObsolete__ = _cc.__checkObsolete__;
  67. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  68. _decorator = _cc._decorator;
  69. BoxCollider = _cc.BoxCollider;
  70. Component = _cc.Component;
  71. director = _cc.director;
  72. instantiate = _cc.instantiate;
  73. Node = _cc.Node;
  74. NodePool = _cc.NodePool;
  75. Prefab = _cc.Prefab;
  76. Quat = _cc.Quat;
  77. RigidBody = _cc.RigidBody;
  78. tween = _cc.tween;
  79. Vec3 = _cc.Vec3;
  80. }, function (_unresolved_2) {
  81. ch_util = _unresolved_2.default;
  82. }, function (_unresolved_3) {
  83. gui = _unresolved_3.gui;
  84. }, function (_unresolved_4) {
  85. UI_Main = _unresolved_4.UI_Main;
  86. }, function (_unresolved_5) {
  87. CreateIdiom = _unresolved_5.CreateIdiom;
  88. }, function (_unresolved_6) {
  89. Cube_Infor = _unresolved_6.Cube_Infor;
  90. Cube_State = _unresolved_6.Cube_State;
  91. }, function (_unresolved_7) {
  92. GameCtl = _unresolved_7.GameCtl;
  93. }, function (_unresolved_8) {
  94. ch = _unresolved_8.ch;
  95. }, function (_unresolved_9) {
  96. table_idiom_order = _unresolved_9.table_idiom_order;
  97. }, function (_unresolved_10) {
  98. table_idiom_unorder_1_3 = _unresolved_10.table_idiom_unorder_1_3;
  99. }, function (_unresolved_11) {
  100. table_idiom_unorder_2_2 = _unresolved_11.table_idiom_unorder_2_2;
  101. }, function (_unresolved_12) {
  102. table_idiom_unorder_3_1 = _unresolved_12.table_idiom_unorder_3_1;
  103. }, function (_unresolved_13) {
  104. table_level = _unresolved_13.table_level;
  105. }, function (_unresolved_14) {
  106. table_level_2 = _unresolved_14.table_level_2;
  107. }, function (_unresolved_15) {
  108. GameState = _unresolved_15.GameState;
  109. Hall = _unresolved_15.Hall;
  110. }, function (_unresolved_16) {
  111. UI_Idioms = _unresolved_16.UI_Idioms;
  112. }],
  113. execute: function () {
  114. _crd = true;
  115. _cclegacy._RF.push({}, "e84de8IXbZDjZbYlbQpevuI", "Container_Manager", undefined);
  116. __checkObsolete__(['_decorator', 'BoxCollider', 'Component', 'director', 'find', 'instantiate', 'Node', 'NodePool', 'Prefab', 'Quat', 'random', 'RigidBody', 'sp', 'tween', 'Vec3']);
  117. ({
  118. ccclass,
  119. property
  120. } = _decorator);
  121. _export("Container_Manager", Container_Manager = (_dec = ccclass('Container_Manager'), _dec2 = property(Node), _dec3 = property(Node), _dec4 = property([Node]), _dec5 = property([Prefab]), _dec6 = property(_crd && CreateIdiom === void 0 ? (_reportPossibleCrUseOfCreateIdiom({
  122. error: Error()
  123. }), CreateIdiom) : CreateIdiom), _dec7 = property([Node]), _dec(_class = (_class2 = class Container_Manager extends Component {
  124. constructor(...args) {
  125. super(...args);
  126. _initializerDefineProperty(this, "skeleton1", _descriptor, this);
  127. _initializerDefineProperty(this, "skeleton2", _descriptor2, this);
  128. this.canTouch = false;
  129. _initializerDefineProperty(this, "Lock_node", _descriptor3, this);
  130. _initializerDefineProperty(this, "prefabs", _descriptor4, this);
  131. this.level_config = null;
  132. //关卡配置
  133. this.level2_config = null;
  134. //第二关配置
  135. this.config = null;
  136. //有规律的成语库
  137. this.config_1_3 = null;
  138. //无规律1+3
  139. this.config_2_2 = null;
  140. //无规律2+2
  141. this.config_3_1 = null;
  142. //无规律3+1
  143. this.idioms = [];
  144. //生成的成语
  145. this.idioms_Copy = [];
  146. //生成的成语备份
  147. this.index = 0;
  148. _initializerDefineProperty(this, "create_node", _descriptor5, this);
  149. _initializerDefineProperty(this, "nodes", _descriptor6, this);
  150. //位置节点 用于成语放入
  151. this.node_isIdiom = new Array(9).fill(false);
  152. this.unlock_Num = 7;
  153. this.is_Show_UI_Lock = false;
  154. this.idiom_combine = new Map();
  155. this.Cube_Pool = new NodePool();
  156. this.nodeReferences = [];
  157. // 额外维护的节点引用数组
  158. this.count = 0;
  159. this.time = 0;
  160. }
  161. instantiateCube() {
  162. let num = 60;
  163. if (this.idioms.length < 30) {
  164. num = this.idioms.length * 2;
  165. }
  166. for (let i = 0; i < num; i++) {
  167. let idiomIndex = Math.floor(i / 2);
  168. let isPiece1 = i % 2 === 0;
  169. let Text_Length = isPiece1 ? this.idioms[idiomIndex].piece_1_word.length : this.idioms[idiomIndex].piece_2_word.length;
  170. const newCube = instantiate(this.prefabs[Text_Length - 1]);
  171. newCube.active = true; // 按顺序为节点赋值文字内容
  172. newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  173. error: Error()
  174. }), Cube_Infor) : Cube_Infor).Text = isPiece1 ? this.idioms[idiomIndex].piece_1_word : this.idioms[idiomIndex].piece_2_word; // console.log("生成第" + i + "个节点:" + newCube.getComponent(Cube_Infor).Text);
  175. this.Cube_Pool.put(newCube);
  176. }
  177. this.index = num;
  178. if ((_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  179. error: Error()
  180. }), Hall) : Hall).getInstance().player.get_max_floor() != 0) this.shufflePool();
  181. }
  182. instantiateNewCube() {
  183. console.log("instantiateNewCube");
  184. if (this.index < this.count * 2) {
  185. console.log("idiomIndex:" + Math.floor(this.index / 2));
  186. let idiomIndex = Math.floor(this.index / 2);
  187. let isPiece1 = this.index % 2 === 0;
  188. let Text_Length = isPiece1 ? this.idioms_Copy[idiomIndex].piece_1_word.length : this.idioms_Copy[idiomIndex].piece_2_word.length;
  189. const newCube = instantiate(this.prefabs[Text_Length - 1]);
  190. newCube.active = true; // 按顺序为节点赋值文字内容
  191. newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  192. error: Error()
  193. }), Cube_Infor) : Cube_Infor).Text = isPiece1 ? this.idioms_Copy[idiomIndex].piece_1_word : this.idioms_Copy[idiomIndex].piece_2_word; //随机选择已在nodereference中的一个方块position
  194. newCube.parent = director.getScene();
  195. newCube.setPosition(this.nodeReferences[Math.floor(Math.random() * this.nodeReferences.length)].position.x, this.nodeReferences[Math.floor(Math.random() * this.nodeReferences.length)].position.y - 0.1, this.nodeReferences[Math.floor(Math.random() * this.nodeReferences.length)].position.z);
  196. this.nodeReferences.push(newCube);
  197. console.log("生成第" + this.index + "个节点:" + newCube.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  198. error: Error()
  199. }), Cube_Infor) : Cube_Infor).Text);
  200. console.log("位置:" + newCube.position);
  201. this.index = this.index + 1;
  202. }
  203. }
  204. getCube() {
  205. // console.log(this.Cube_Pool.size());
  206. const cube = this.Cube_Pool.get();
  207. if (cube) cube.active = true;
  208. return cube;
  209. } // 将方块回收到对象池
  210. recycleCube(cube) {
  211. cube.active = false; // 将方块设置为非激活状态
  212. this.Cube_Pool.put(cube);
  213. } //清空对象池
  214. clearCubePool() {
  215. this.Cube_Pool.clear();
  216. } //合成规则导入
  217. start() {
  218. this.config = (_crd && table_idiom_order === void 0 ? (_reportPossibleCrUseOftable_idiom_order({
  219. error: Error()
  220. }), table_idiom_order) : table_idiom_order).getList();
  221. this.config_1_3 = (_crd && table_idiom_unorder_1_3 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_1_({
  222. error: Error()
  223. }), table_idiom_unorder_1_3) : table_idiom_unorder_1_3).getList();
  224. this.config_2_2 = (_crd && table_idiom_unorder_2_2 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_2_({
  225. error: Error()
  226. }), table_idiom_unorder_2_2) : table_idiom_unorder_2_2).getList();
  227. this.config_3_1 = (_crd && table_idiom_unorder_3_1 === void 0 ? (_reportPossibleCrUseOftable_idiom_unorder_3_({
  228. error: Error()
  229. }), table_idiom_unorder_3_1) : table_idiom_unorder_3_1).getList();
  230. console.log(this.config.length);
  231. console.log(this.config_1_3.length);
  232. console.log(this.config_2_2.length);
  233. console.log(this.config_3_1.length);
  234. this.level_config = (_crd && table_level === void 0 ? (_reportPossibleCrUseOftable_level({
  235. error: Error()
  236. }), table_level) : table_level).getList();
  237. this.level2_config = (_crd && table_level_2 === void 0 ? (_reportPossibleCrUseOftable_level_({
  238. error: Error()
  239. }), table_level_2) : table_level_2).getList(); // if (this.level_config.length === 5) {
  240. // console.log("关卡配置导入成功");
  241. // }
  242. this.level_idioms();
  243. }
  244. update(deltaTime) {}
  245. checkIdiom_Combine(matchedcube2, outMatchedCubes) {
  246. if (this.idiom_combine.size < 2) {
  247. return false; // 至少需要两个方块
  248. }
  249. for (let cube of this.idiom_combine.keys()) {
  250. // 遍历 idioms 列表,检查是否匹配成语
  251. const matchedIdiom = this.idioms.find(idiom => idiom.piece_1_word === cube.Text && idiom.piece_2_word === matchedcube2.Text);
  252. if (matchedIdiom) {
  253. // 匹配成功
  254. outMatchedCubes.push(cube, matchedcube2);
  255. this.nodeReferences = this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  256. console.log("成功拼成成语: " + matchedIdiom.piece_1_word + matchedIdiom.piece_2_word);
  257. return true;
  258. } // 再检查逆序组合是否匹配
  259. const reverseMatchedIdiom = this.idioms.find(idiom => idiom.piece_1_word === matchedcube2.Text && idiom.piece_2_word === cube.Text);
  260. if (reverseMatchedIdiom) {
  261. // 匹配成功
  262. outMatchedCubes.push(matchedcube2, cube);
  263. this.nodeReferences = this.nodeReferences.filter(el => el !== matchedcube2.node && el !== cube.node);
  264. console.log("成功拼成成语: " + reverseMatchedIdiom.piece_1_word + reverseMatchedIdiom.piece_2_word);
  265. return true;
  266. }
  267. }
  268. return false; // 没有匹配到成语
  269. }
  270. async level_idioms() {
  271. this.Lock_node.forEach(node => node.active = true);
  272. this.unlock_Num = 7;
  273. this.is_Show_UI_Lock = false;
  274. this.canTouch = false;
  275. this.index = 0;
  276. let level = (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  277. error: Error()
  278. }), Hall) : Hall).getInstance().player.get_max_floor();
  279. (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  280. error: Error()
  281. }), Hall) : Hall).getInstance().gameState = (_crd && GameState === void 0 ? (_reportPossibleCrUseOfGameState({
  282. error: Error()
  283. }), GameState) : GameState).gameing;
  284. if (level > 0) {
  285. (_crd && Hall === void 0 ? (_reportPossibleCrUseOfHall({
  286. error: Error()
  287. }), Hall) : Hall).getInstance().firstEnter = false;
  288. }
  289. this.clearLevelData();
  290. this.idioms = [];
  291. this.node_isIdiom = new Array(9).fill(false);
  292. this.idiom_combine = new Map(); // 获取当前关卡的成语配置
  293. if (level === 0) {
  294. this.setupLevel1();
  295. } else if (level === 1) {
  296. this.setupLevel2();
  297. } else {
  298. this.setupLevelDefault(level);
  299. }
  300. this.idioms_Copy = [...this.idioms];
  301. this.count = this.level_config[level].total;
  302. this.time = this.level_config[level].time;
  303. await this.instantiateCube();
  304. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  305. error: Error()
  306. }), gui) : gui).show(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  307. error: Error()
  308. }), UI_Idioms) : UI_Idioms);
  309. this.create_node.nodeMoving();
  310. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  311. error: Error()
  312. }), gui) : gui).show(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  313. error: Error()
  314. }), UI_Main) : UI_Main);
  315. }
  316. clearLevelData() {
  317. for (let node of this.nodeReferences) {
  318. node.destroy();
  319. }
  320. this.nodeReferences = [];
  321. this.clearCubePool();
  322. }
  323. setupLevel1() {
  324. const idiom_type_2 = this.level_config[0].idiom_type_2.split("_");
  325. console.log("idiom_type_2:", idiom_type_2);
  326. idiom_type_2.forEach(rule => {
  327. const filteredIdioms = this.config.filter(item => item.piece_2_word === rule);
  328. console.log(`筛选2 ${rule} 后的成语:`, filteredIdioms);
  329. this.idioms.push(...filteredIdioms);
  330. });
  331. console.log("最终选中的成语:", this.idioms);
  332. }
  333. setupLevel2() {
  334. for (let i = 0; i < 30; i++) {
  335. this.idioms.push(...this.filterIdioms(this.level2_config[i].idiom, this.config));
  336. this.idioms.push(...this.filterIdioms(this.level2_config[i].idiom, this.config_3_1));
  337. }
  338. for (let i = 30; i < 40; i++) {
  339. this.idioms.push(...this.filterIdioms(this.level2_config[i].idiom, this.config_2_2));
  340. }
  341. console.log("最终选中的成语:", this.idioms);
  342. }
  343. setupLevelDefault(level) {
  344. const dif = this.level_config[level].different_grade_level.split("_");
  345. const grade = dif[0];
  346. const idiom_type_1 = this.parseIdiomType(this.level_config[level].idiom_type_1);
  347. const idiom_type_2 = this.parseIdiomType(this.level_config[level].idiom_type_2);
  348. const count = this.level_config[level].count / (idiom_type_1.length + idiom_type_2.length);
  349. console.log("count:", count);
  350. let selectedIdioms = {}; // 筛选成语并随机选择
  351. this.selectIdiomsByRules(idiom_type_1, grade, count, selectedIdioms, 'piece_1_word');
  352. this.selectIdiomsByRules(idiom_type_2, grade, count, selectedIdioms, 'piece_2_word'); // 合并结果
  353. // 使用 Object.keys 来遍历 selectedIdioms
  354. for (let rule in selectedIdioms) {
  355. this.idioms.push(...selectedIdioms[rule]);
  356. } // 随机选择难度成语
  357. this.selectIdiomsByDifficulty(level, 'easy_1_3', this.config_1_3);
  358. this.selectIdiomsByDifficulty(level, 'hard_1_3', this.config_1_3);
  359. this.selectIdiomsByDifficulty(level, 'easy_2_2', this.config_2_2);
  360. this.selectIdiomsByDifficulty(level, 'hard_2_2', this.config_2_2);
  361. this.selectIdiomsByDifficulty(level, 'easy_3_1', this.config_3_1);
  362. this.selectIdiomsByDifficulty(level, 'hard_3_1', this.config_3_1);
  363. console.log("最终选中的成语:", this.idioms);
  364. }
  365. parseIdiomType(idiomType) {
  366. return idiomType.split("_").filter(item => item !== "");
  367. }
  368. selectIdiomsByRules(idiomType, grade, count, selectedIdioms, ruleKey) {
  369. idiomType.forEach(rule => {
  370. const filteredIdioms = this.config.filter(item => item[ruleKey] === rule && item.difficulty === grade);
  371. console.log(`筛选 ${rule} 后的成语:`, filteredIdioms);
  372. if (filteredIdioms.length < count) {
  373. console.error(`规律 ${rule} 的成语数量不足,仅有 ${filteredIdioms.length} 个`);
  374. } else {
  375. const selected = this.randomSelectIdioms(filteredIdioms, count);
  376. selectedIdioms[rule] = selected;
  377. }
  378. });
  379. }
  380. randomSelectIdioms(filteredIdioms, count) {
  381. let selected = [];
  382. for (let i = 0; i < count; i++) {
  383. const rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  384. error: Error()
  385. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1);
  386. selected.push(filteredIdioms.splice(rand, 1)[0]);
  387. }
  388. return selected;
  389. }
  390. selectIdiomsByDifficulty(level, configKey, config) {
  391. if (this.level_config[level][configKey] > 0) {
  392. const filteredIdioms = config.filter(item => item.difficulty === "easy");
  393. for (let i = 0; i < this.level_config[level][configKey]; i++) {
  394. const rand = (_crd && ch_util === void 0 ? (_reportPossibleCrUseOfch_util({
  395. error: Error()
  396. }), ch_util) : ch_util).getRandomInt(0, filteredIdioms.length - 1);
  397. const selectedIdiom = filteredIdioms.splice(rand, 1)[0];
  398. this.idioms.push(selectedIdiom);
  399. }
  400. }
  401. }
  402. filterIdioms(idiom, config) {
  403. return config.filter(item => item.idiom === idiom);
  404. } // 精简后的消除一组函数
  405. eliminate() {
  406. var _find;
  407. // 获取槽中的方块
  408. let cube = (_find = [...this.idiom_combine].find(([key, value]) => value === 0)) == null ? void 0 : _find[0]; // 如果槽中有方块
  409. if (cube) {
  410. const originalReferences = [...this.nodeReferences];
  411. for (const element of originalReferences) {
  412. const elementCubeInfo = element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  413. error: Error()
  414. }), Cube_Infor) : Cube_Infor);
  415. const elementText = elementCubeInfo.Text;
  416. const cubeText = cube.Text;
  417. if (this.idioms.some(c => c.idiom === elementText + cubeText) && elementCubeInfo !== cube) {
  418. // 执行消除操作
  419. this.processElimination(element, cube);
  420. break;
  421. } else if (this.idioms.some(c => c.idiom === cubeText + elementText) && elementCubeInfo !== cube) {
  422. this.processElimination(cube, element);
  423. break;
  424. }
  425. }
  426. } else {
  427. let flag = false;
  428. const originalReferences = [...this.nodeReferences];
  429. for (const element1 of originalReferences) {
  430. for (const element2 of originalReferences) {
  431. const element1Text = element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  432. error: Error()
  433. }), Cube_Infor) : Cube_Infor).Text;
  434. const element2Text = element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  435. error: Error()
  436. }), Cube_Infor) : Cube_Infor).Text;
  437. if (this.idioms.some(c => c.idiom === element1Text + element2Text)) {
  438. // 执行消除操作
  439. this.processElimination(element1, element2);
  440. flag = true;
  441. break;
  442. } else if (this.idioms.some(c => c.idiom === element2Text + element1Text)) {
  443. // 执行消除操作
  444. this.processElimination(element2, element1);
  445. flag = true;
  446. break;
  447. }
  448. if (flag) {
  449. break;
  450. }
  451. }
  452. if (flag) {
  453. for (let i = 0; i < 2; i++) this.instantiateNewCube();
  454. break;
  455. }
  456. }
  457. if (!flag) {
  458. console.log("没有可消除");
  459. }
  460. }
  461. } // 消除操作
  462. processElimination(element1, element2) {
  463. this.nodeReferences = this.nodeReferences.filter(el => el !== element1 && el !== element2);
  464. const element1CubeInfo = element1.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  465. error: Error()
  466. }), Cube_Infor) : Cube_Infor);
  467. const element2CubeInfo = element2.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  468. error: Error()
  469. }), Cube_Infor) : Cube_Infor);
  470. [element1, element2].forEach(element => {
  471. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  472. error: Error()
  473. }), Cube_Infor) : Cube_Infor).state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  474. error: Error()
  475. }), Cube_State) : Cube_State).wait;
  476. element.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  477. error: Error()
  478. }), Cube_Infor) : Cube_Infor).rigidbody.type = RigidBody.Type.STATIC;
  479. element.getComponent(BoxCollider).enabled = false;
  480. let targetRotation = new Quat();
  481. Quat.fromEuler(targetRotation, -90, 0, 0);
  482. element.rotation = targetRotation;
  483. }); // 执行动画
  484. (_crd && GameCtl === void 0 ? (_reportPossibleCrUseOfGameCtl({
  485. error: Error()
  486. }), GameCtl) : GameCtl).instance.combine_ani(element1CubeInfo, element2CubeInfo);
  487. }
  488. async shuffle() {
  489. // 回收所有非槽内的活跃节点
  490. this.nodeReferences.forEach(node => {
  491. const cubeInfo = node.getComponent(_crd && Cube_Infor === void 0 ? (_reportPossibleCrUseOfCube_Infor({
  492. error: Error()
  493. }), Cube_Infor) : Cube_Infor);
  494. if (cubeInfo.state === (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  495. error: Error()
  496. }), Cube_State) : Cube_State).live) {
  497. let targetRotation = new Quat();
  498. Quat.fromEuler(targetRotation, -90, 0, 0);
  499. node.rotation = targetRotation;
  500. this.recycleCube(node); // 回收到池中
  501. }
  502. });
  503. this.shufflePool(); // 等待节点移动完成后执行后续逻辑
  504. this.create_node.nodeMoving();
  505. } //清空槽子
  506. Empty() {
  507. for (let idiom of this.idiom_combine.keys()) {
  508. idiom.state = (_crd && Cube_State === void 0 ? (_reportPossibleCrUseOfCube_State({
  509. error: Error()
  510. }), Cube_State) : Cube_State).live;
  511. let posX = (_crd && ch === void 0 ? (_reportPossibleCrUseOfch({
  512. error: Error()
  513. }), ch) : ch).util.getRandom(-3, 3);
  514. let posZ = (_crd && ch === void 0 ? (_reportPossibleCrUseOfch({
  515. error: Error()
  516. }), ch) : ch).util.getRandom(-3, 3);
  517. tween(idiom.node).to(0.2, {
  518. position: new Vec3(posX, this.create_node.node.position.y + 5, posZ)
  519. }).call(() => {
  520. idiom.rigidbody.type = RigidBody.Type.DYNAMIC;
  521. }).start(); //idiom.node.position = ;
  522. }
  523. this.idiom_combine.clear();
  524. this.node_isIdiom.fill(false);
  525. (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  526. error: Error()
  527. }), gui) : gui).get(_crd && UI_Idioms === void 0 ? (_reportPossibleCrUseOfUI_Idioms({
  528. error: Error()
  529. }), UI_Idioms) : UI_Idioms).all_light_Hide();
  530. }
  531. AddTime() {
  532. const layout = (_crd && gui === void 0 ? (_reportPossibleCrUseOfgui({
  533. error: Error()
  534. }), gui) : gui).get(_crd && UI_Main === void 0 ? (_reportPossibleCrUseOfUI_Main({
  535. error: Error()
  536. }), UI_Main) : UI_Main).getLayout();
  537. layout.time += 120;
  538. }
  539. shufflePool() {
  540. const poolSize = this.Cube_Pool.size();
  541. const tempArray = []; // 从池中取出所有节点到临时数组
  542. for (let i = 0; i < poolSize; i++) {
  543. tempArray.push(this.Cube_Pool.get());
  544. } // 只打乱部分节点(以 30% 为例,可调整比例)
  545. const shuffleCount = Math.ceil(poolSize * 0.3); // 只打乱前 30%
  546. for (let i = 0; i < shuffleCount; i++) {
  547. const randomIndex = Math.floor(Math.random() * poolSize);
  548. [tempArray[i], tempArray[randomIndex]] = [tempArray[randomIndex], tempArray[i]];
  549. } // 将打乱的节点放回池中
  550. tempArray.forEach(cube => this.Cube_Pool.put(cube));
  551. }
  552. }, (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "skeleton1", [_dec2], {
  553. configurable: true,
  554. enumerable: true,
  555. writable: true,
  556. initializer: function () {
  557. return null;
  558. }
  559. }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "skeleton2", [_dec3], {
  560. configurable: true,
  561. enumerable: true,
  562. writable: true,
  563. initializer: function () {
  564. return null;
  565. }
  566. }), _descriptor3 = _applyDecoratedDescriptor(_class2.prototype, "Lock_node", [_dec4], {
  567. configurable: true,
  568. enumerable: true,
  569. writable: true,
  570. initializer: function () {
  571. return [];
  572. }
  573. }), _descriptor4 = _applyDecoratedDescriptor(_class2.prototype, "prefabs", [_dec5], {
  574. configurable: true,
  575. enumerable: true,
  576. writable: true,
  577. initializer: function () {
  578. return [];
  579. }
  580. }), _descriptor5 = _applyDecoratedDescriptor(_class2.prototype, "create_node", [_dec6], {
  581. configurable: true,
  582. enumerable: true,
  583. writable: true,
  584. initializer: function () {
  585. return null;
  586. }
  587. }), _descriptor6 = _applyDecoratedDescriptor(_class2.prototype, "nodes", [_dec7], {
  588. configurable: true,
  589. enumerable: true,
  590. writable: true,
  591. initializer: function () {
  592. return [];
  593. }
  594. })), _class2)) || _class));
  595. _cclegacy._RF.pop();
  596. _crd = false;
  597. }
  598. };
  599. });
  600. //# sourceMappingURL=90cb08bdd2589bd4780881bf755dafe0306918a1.js.map