System.register(["__unresolved_0", "cc", "__unresolved_1"], function (_export, _context) { "use strict"; var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, _decorator, GameComponent, _dec, _class, _class2, _crd, ccclass, property, CCComp; function _reportPossibleCrUseOfGameComponent(extras) { _reporterNs.report("GameComponent", "./GameComponent", _context.meta, extras); } function _reportPossibleCrUseOfecs(extras) { _reporterNs.report("ecs", "../../libs/ecs/ECS", _context.meta, extras); } return { setters: [function (_unresolved_) { _reporterNs = _unresolved_; }, function (_cc) { _cclegacy = _cc.cclegacy; __checkObsolete__ = _cc.__checkObsolete__; __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__; _decorator = _cc._decorator; }, function (_unresolved_2) { GameComponent = _unresolved_2.GameComponent; }], execute: function () { _crd = true; _cclegacy._RF.push({}, "dd207fiyGJLf5r+bkiMgwdt", "CCComp", undefined); /* * @Author: dgflash * @Date: 2021-11-11 19:05:32 * @LastEditors: dgflash * @LastEditTime: 2022-09-06 17:20:51 */ __checkObsolete__(['_decorator']); ({ ccclass, property } = _decorator); /** * 游戏显示对象组件 * * 功能介绍: * 1. 对象拥有 cc.Component 组件功能与 ecs.Comp 组件功能 * 2. 对象自带全局事件监听、释放、发送全局消息功能 * 3. 对象管理的所有节点摊平,直接通过节点名获取cc.Node对象 * * 应用场景 * 1. 网络游戏,优先有数据对象,然后创建视图对象,当释放视图组件时,部分场景不希望释放数据对象 * * @example @ccclass('RoleViewComp') @ecs.register('RoleView', false) export class RoleViewComp extends CCComp { @property({ type: sp.Skeleton, tooltip: '角色动画' }) spine: sp.Skeleton = null!; onLoad(){ } } */ _export("CCComp", CCComp = (_dec = ccclass('CCComp'), _dec(_class = (_class2 = class CCComp extends (_crd && GameComponent === void 0 ? (_reportPossibleCrUseOfGameComponent({ error: Error() }), GameComponent) : GameComponent) { constructor() { super(...arguments); this.canRecycle = void 0; this.ent = void 0; } }, _class2.tid = -1, _class2.compName = void 0, _class2)) || _class)); _cclegacy._RF.pop(); _crd = false; } }; }); //# sourceMappingURL=450a894938f0564dfd49e9bf1f40b930fec15d26.js.map