45d1460837428fe18c596b991ff37e1552687324.js 17 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"], function (_export, _context) {
  2. "use strict";
  3. var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, _decorator, Component, director, Game, game, JsonAsset, Node, screen, sys, GameConfig, GameQueryConfig, oops, version, AudioManager, EventMessage, message, resLoader, StorageManager, StorageSecuritySimple, TimerManager, GameManager, LayerManager, _dec, _dec2, _class, _descriptor, _descriptor2, _crd, property, isInited, Root;
  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 _reportPossibleCrUseOfGameConfig(extras) {
  8. _reporterNs.report("GameConfig", "../module/config/GameConfig", _context.meta, extras);
  9. }
  10. function _reportPossibleCrUseOfGameQueryConfig(extras) {
  11. _reporterNs.report("GameQueryConfig", "../module/config/GameQueryConfig", _context.meta, extras);
  12. }
  13. function _reportPossibleCrUseOfoops(extras) {
  14. _reporterNs.report("oops", "./Oops", _context.meta, extras);
  15. }
  16. function _reportPossibleCrUseOfversion(extras) {
  17. _reporterNs.report("version", "./Oops", _context.meta, extras);
  18. }
  19. function _reportPossibleCrUseOfAudioManager(extras) {
  20. _reporterNs.report("AudioManager", "./common/audio/AudioManager", _context.meta, extras);
  21. }
  22. function _reportPossibleCrUseOfEventMessage(extras) {
  23. _reporterNs.report("EventMessage", "./common/event/EventMessage", _context.meta, extras);
  24. }
  25. function _reportPossibleCrUseOfmessage(extras) {
  26. _reporterNs.report("message", "./common/event/MessageManager", _context.meta, extras);
  27. }
  28. function _reportPossibleCrUseOfresLoader(extras) {
  29. _reporterNs.report("resLoader", "./common/loader/ResLoader", _context.meta, extras);
  30. }
  31. function _reportPossibleCrUseOfStorageManager(extras) {
  32. _reporterNs.report("StorageManager", "./common/storage/StorageManager", _context.meta, extras);
  33. }
  34. function _reportPossibleCrUseOfStorageSecuritySimple(extras) {
  35. _reporterNs.report("StorageSecuritySimple", "./common/storage/StorageSecuritySimple", _context.meta, extras);
  36. }
  37. function _reportPossibleCrUseOfTimerManager(extras) {
  38. _reporterNs.report("TimerManager", "./common/timer/TimerManager", _context.meta, extras);
  39. }
  40. function _reportPossibleCrUseOfGameManager(extras) {
  41. _reporterNs.report("GameManager", "./game/GameManager", _context.meta, extras);
  42. }
  43. function _reportPossibleCrUseOfLayerManager(extras) {
  44. _reporterNs.report("LayerManager", "./gui/layer/LayerManager", _context.meta, extras);
  45. }
  46. return {
  47. setters: [function (_unresolved_) {
  48. _reporterNs = _unresolved_;
  49. }, function (_cc) {
  50. _cclegacy = _cc.cclegacy;
  51. __checkObsolete__ = _cc.__checkObsolete__;
  52. __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
  53. _decorator = _cc._decorator;
  54. Component = _cc.Component;
  55. director = _cc.director;
  56. Game = _cc.Game;
  57. game = _cc.game;
  58. JsonAsset = _cc.JsonAsset;
  59. Node = _cc.Node;
  60. screen = _cc.screen;
  61. sys = _cc.sys;
  62. }, function (_unresolved_2) {
  63. GameConfig = _unresolved_2.GameConfig;
  64. }, function (_unresolved_3) {
  65. GameQueryConfig = _unresolved_3.GameQueryConfig;
  66. }, function (_unresolved_4) {
  67. oops = _unresolved_4.oops;
  68. version = _unresolved_4.version;
  69. }, function (_unresolved_5) {
  70. AudioManager = _unresolved_5.AudioManager;
  71. }, function (_unresolved_6) {
  72. EventMessage = _unresolved_6.EventMessage;
  73. }, function (_unresolved_7) {
  74. message = _unresolved_7.message;
  75. }, function (_unresolved_8) {
  76. resLoader = _unresolved_8.resLoader;
  77. }, function (_unresolved_9) {
  78. StorageManager = _unresolved_9.StorageManager;
  79. }, function (_unresolved_10) {
  80. StorageSecuritySimple = _unresolved_10.StorageSecuritySimple;
  81. }, function (_unresolved_11) {
  82. TimerManager = _unresolved_11.TimerManager;
  83. }, function (_unresolved_12) {
  84. GameManager = _unresolved_12.GameManager;
  85. }, function (_unresolved_13) {
  86. LayerManager = _unresolved_13.LayerManager;
  87. }],
  88. execute: function () {
  89. _crd = true;
  90. _cclegacy._RF.push({}, "90b9cOmlmBCnpCpEpgvdrQr", "Root", undefined);
  91. /*
  92. * @Author: dgflash
  93. * @Date: 2021-07-03 16:13:17
  94. * @LastEditors: dgflash
  95. * @LastEditTime: 2023-08-28 10:02:57
  96. */
  97. __checkObsolete__(['_decorator', 'Component', 'director', 'Game', 'game', 'JsonAsset', 'Node', 'screen', 'sys']);
  98. ({
  99. property
  100. } = _decorator);
  101. isInited = false;
  102. /** 框架显示层根节点 */
  103. _export("Root", Root = (_dec = property({
  104. type: Node,
  105. tooltip: "游戏层"
  106. }), _dec2 = property({
  107. type: Node,
  108. tooltip: "界面层"
  109. }), (_class = class Root extends Component {
  110. constructor(...args) {
  111. super(...args);
  112. /** 游戏层节点 */
  113. _initializerDefineProperty(this, "game", _descriptor, this);
  114. // 可使用多摄像机自定义二维或三维游戏场景
  115. /** 界面层节点 */
  116. _initializerDefineProperty(this, "gui", _descriptor2, this);
  117. /** 框架常驻节点 */
  118. this.persist = null;
  119. }
  120. onLoad() {
  121. if (!isInited) {
  122. isInited = true; // 注:这里是规避cc3.8在编辑器模式下运行时,关闭游戏会两次初始化报错
  123. console.log(`Oops Framework v${_crd && version === void 0 ? (_reportPossibleCrUseOfversion({
  124. error: Error()
  125. }), version) : version}`);
  126. this.enabled = false;
  127. this.iniStart();
  128. this.loadConfig().then();
  129. }
  130. }
  131. async loadConfig() {
  132. // 创建持久根节点
  133. this.persist = new Node("OopsFrameworkPersistNode");
  134. director.addPersistRootNode(this.persist); // 资源管理模块
  135. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  136. error: Error()
  137. }), oops) : oops).res = _crd && resLoader === void 0 ? (_reportPossibleCrUseOfresLoader({
  138. error: Error()
  139. }), resLoader) : resLoader;
  140. const config_name = "config";
  141. const config = await (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  142. error: Error()
  143. }), oops) : oops).res.loadAsync(config_name, JsonAsset);
  144. if (config) {
  145. // oops.config.btc = new BuildTimeConstants();
  146. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  147. error: Error()
  148. }), oops) : oops).config.query = new (_crd && GameQueryConfig === void 0 ? (_reportPossibleCrUseOfGameQueryConfig({
  149. error: Error()
  150. }), GameQueryConfig) : GameQueryConfig)();
  151. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  152. error: Error()
  153. }), oops) : oops).config.game = new (_crd && GameConfig === void 0 ? (_reportPossibleCrUseOfGameConfig({
  154. error: Error()
  155. }), GameConfig) : GameConfig)(config); // 设置默认资源包
  156. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  157. error: Error()
  158. }), oops) : oops).res.defaultBundleName = (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  159. error: Error()
  160. }), oops) : oops).config.game.bundleDefault;
  161. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  162. error: Error()
  163. }), oops) : oops).res.init((_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  164. error: Error()
  165. }), oops) : oops).config.game.data.bundle); // 本地存储模块
  166. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  167. error: Error()
  168. }), oops) : oops).storage = new (_crd && StorageManager === void 0 ? (_reportPossibleCrUseOfStorageManager({
  169. error: Error()
  170. }), StorageManager) : StorageManager)();
  171. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  172. error: Error()
  173. }), oops) : oops).storage.init(new (_crd && StorageSecuritySimple === void 0 ? (_reportPossibleCrUseOfStorageSecuritySimple({
  174. error: Error()
  175. }), StorageSecuritySimple) : StorageSecuritySimple)()); // oops.storage.init(new StorageSecurityCrypto);
  176. // 全局消息
  177. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  178. error: Error()
  179. }), oops) : oops).message = _crd && message === void 0 ? (_reportPossibleCrUseOfmessage({
  180. error: Error()
  181. }), message) : message; // 创建音频模块
  182. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  183. error: Error()
  184. }), oops) : oops).audio = this.persist.addComponent(_crd && AudioManager === void 0 ? (_reportPossibleCrUseOfAudioManager({
  185. error: Error()
  186. }), AudioManager) : AudioManager);
  187. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  188. error: Error()
  189. }), oops) : oops).audio.load(); // 创建时间模块
  190. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  191. error: Error()
  192. }), oops) : oops).timer = this.persist.addComponent(_crd && TimerManager === void 0 ? (_reportPossibleCrUseOfTimerManager({
  193. error: Error()
  194. }), TimerManager) : TimerManager); // 游戏场景管理
  195. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  196. error: Error()
  197. }), oops) : oops).game = new (_crd && GameManager === void 0 ? (_reportPossibleCrUseOfGameManager({
  198. error: Error()
  199. }), GameManager) : GameManager)(this.game); // 游戏界面管理
  200. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  201. error: Error()
  202. }), oops) : oops).gui = new (_crd && LayerManager === void 0 ? (_reportPossibleCrUseOfLayerManager({
  203. error: Error()
  204. }), LayerManager) : LayerManager)();
  205. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  206. error: Error()
  207. }), oops) : oops).gui.mobileSafeArea = (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  208. error: Error()
  209. }), oops) : oops).config.game.mobileSafeArea; //@ts-ignore
  210. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  211. error: Error()
  212. }), oops) : oops).gui.initLayer(this.gui); // 网络模块
  213. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  214. error: Error()
  215. }), oops) : oops).http.server = (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  216. error: Error()
  217. }), oops) : oops).config.game.httpServer; // Http 服务器地址
  218. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  219. error: Error()
  220. }), oops) : oops).http.timeout = (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  221. error: Error()
  222. }), oops) : oops).config.game.httpTimeout; // Http 请求超时时间
  223. // 初始化每秒传输帧数
  224. game.frameRate = (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  225. error: Error()
  226. }), oops) : oops).config.game.frameRate;
  227. this.enabled = true;
  228. this.init();
  229. this.run();
  230. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  231. error: Error()
  232. }), oops) : oops).res.release(config_name);
  233. } else {
  234. this.loadConfig().then();
  235. }
  236. }
  237. update(dt) {
  238. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  239. error: Error()
  240. }), oops) : oops).ecs.execute(dt);
  241. }
  242. /** 初始化开始 */
  243. iniStart() {}
  244. /** 初始化游戏界面 */
  245. initGui() {}
  246. /** 初始化游戏业务模块 */
  247. initEcsSystem() {}
  248. /** 加载完引擎配置文件后执行 */
  249. run() {}
  250. init() {
  251. this.initGui();
  252. this.initEcsSystem();
  253. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  254. error: Error()
  255. }), oops) : oops).ecs.init(); // 游戏显示事件
  256. game.on(Game.EVENT_SHOW, this.onShow, this); // 游戏隐藏事件
  257. game.on(Game.EVENT_HIDE, this.onHide, this); // 游戏尺寸修改事件
  258. if (!sys.isMobile) {
  259. screen.on("window-resize", () => {
  260. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  261. error: Error()
  262. }), oops) : oops).message.dispatchEvent((_crd && EventMessage === void 0 ? (_reportPossibleCrUseOfEventMessage({
  263. error: Error()
  264. }), EventMessage) : EventMessage).GAME_RESIZE);
  265. }, this);
  266. screen.on("fullscreen-change", () => {
  267. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  268. error: Error()
  269. }), oops) : oops).message.dispatchEvent((_crd && EventMessage === void 0 ? (_reportPossibleCrUseOfEventMessage({
  270. error: Error()
  271. }), EventMessage) : EventMessage).GAME_FULL_SCREEN);
  272. }, this);
  273. }
  274. screen.on("orientation-change", () => {
  275. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  276. error: Error()
  277. }), oops) : oops).message.dispatchEvent((_crd && EventMessage === void 0 ? (_reportPossibleCrUseOfEventMessage({
  278. error: Error()
  279. }), EventMessage) : EventMessage).GAME_ORIENTATION);
  280. }, this);
  281. }
  282. onShow() {
  283. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  284. error: Error()
  285. }), oops) : oops).timer.load(); // 处理回到游戏时减去逝去时间
  286. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  287. error: Error()
  288. }), oops) : oops).audio.resumeAll(); // 恢复所有暂停的音乐播放
  289. director.resume(); // 恢复暂停场景的游戏逻辑,如果当前场景没有暂停将没任何事情发生
  290. game.resume(); // 恢复游戏主循环。包含:游戏逻辑,渲染,事件处理,背景音乐和所有音效
  291. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  292. error: Error()
  293. }), oops) : oops).message.dispatchEvent((_crd && EventMessage === void 0 ? (_reportPossibleCrUseOfEventMessage({
  294. error: Error()
  295. }), EventMessage) : EventMessage).GAME_SHOW);
  296. }
  297. onHide() {
  298. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  299. error: Error()
  300. }), oops) : oops).timer.save(); // 处理切到后台后记录切出时间
  301. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  302. error: Error()
  303. }), oops) : oops).audio.pauseAll(); // 暂停所有音乐播放
  304. director.pause(); // 暂停正在运行的场景,该暂停只会停止游戏逻辑执行,但是不会停止渲染和 UI 响应。 如果想要更彻底得暂停游戏,包含渲染,音频和事件
  305. game.pause(); // 暂停游戏主循环。包含:游戏逻辑、渲染、输入事件派发(Web 和小游戏平台除外)
  306. (_crd && oops === void 0 ? (_reportPossibleCrUseOfoops({
  307. error: Error()
  308. }), oops) : oops).message.dispatchEvent((_crd && EventMessage === void 0 ? (_reportPossibleCrUseOfEventMessage({
  309. error: Error()
  310. }), EventMessage) : EventMessage).GAME_HIDE);
  311. }
  312. }, (_descriptor = _applyDecoratedDescriptor(_class.prototype, "game", [_dec], {
  313. configurable: true,
  314. enumerable: true,
  315. writable: true,
  316. initializer: function () {
  317. return null;
  318. }
  319. }), _descriptor2 = _applyDecoratedDescriptor(_class.prototype, "gui", [_dec2], {
  320. configurable: true,
  321. enumerable: true,
  322. writable: true,
  323. initializer: function () {
  324. return null;
  325. }
  326. })), _class)));
  327. _cclegacy._RF.pop();
  328. _crd = false;
  329. }
  330. };
  331. });
  332. //# sourceMappingURL=45d1460837428fe18c596b991ff37e1552687324.js.map