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- System.register(["__unresolved_0", "cc", "__unresolved_1", "__unresolved_2", "__unresolved_3", "__unresolved_4", "__unresolved_5", "__unresolved_6", "__unresolved_7", "__unresolved_8"], function (_export, _context) {
- "use strict";
- var _reporterNs, _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, _decorator, Node, Vec3, ProgressBar, UIOpacity, tween, Label, PhysicsSystem, geometry, NodeSpace, Quat, easing, SkeletalAnimation, ResUtil, PoolManager, Game, Utils, Player, BaseExp, userIns, GunBase, _dec, _dec2, _dec3, _dec4, _dec5, _dec6, _dec7, _class, _class2, _descriptor, _descriptor2, _descriptor3, _descriptor4, _descriptor5, _descriptor6, _crd, ccclass, property, Enemy;
- 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); } }
- 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); }); }; }
- 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 }); }
- 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; }
- 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.'); }
- function _reportPossibleCrUseOfResUtil(extras) {
- _reporterNs.report("ResUtil", "../../utils/ResUtil", _context.meta, extras);
- }
- function _reportPossibleCrUseOfPoolManager(extras) {
- _reporterNs.report("PoolManager", "../../core/manager/PoolManager", _context.meta, extras);
- }
- function _reportPossibleCrUseOfGame(extras) {
- _reporterNs.report("Game", "../../game/Game", _context.meta, extras);
- }
- function _reportPossibleCrUseOfUtils(extras) {
- _reporterNs.report("Utils", "../../utils/Utils", _context.meta, extras);
- }
- function _reportPossibleCrUseOfPlayer(extras) {
- _reporterNs.report("Player", "../player/Player", _context.meta, extras);
- }
- function _reportPossibleCrUseOfBaseExp(extras) {
- _reporterNs.report("BaseExp", "../../core/base/BaseExp", _context.meta, extras);
- }
- function _reportPossibleCrUseOfuserIns(extras) {
- _reporterNs.report("userIns", "../../data/UserData", _context.meta, extras);
- }
- function _reportPossibleCrUseOfGunBase(extras) {
- _reporterNs.report("GunBase", "../base/GunBase", _context.meta, extras);
- }
- return {
- setters: [function (_unresolved_) {
- _reporterNs = _unresolved_;
- }, function (_cc) {
- _cclegacy = _cc.cclegacy;
- __checkObsolete__ = _cc.__checkObsolete__;
- __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
- _decorator = _cc._decorator;
- Node = _cc.Node;
- Vec3 = _cc.Vec3;
- ProgressBar = _cc.ProgressBar;
- UIOpacity = _cc.UIOpacity;
- tween = _cc.tween;
- Label = _cc.Label;
- PhysicsSystem = _cc.PhysicsSystem;
- geometry = _cc.geometry;
- NodeSpace = _cc.NodeSpace;
- Quat = _cc.Quat;
- easing = _cc.easing;
- SkeletalAnimation = _cc.SkeletalAnimation;
- }, function (_unresolved_2) {
- ResUtil = _unresolved_2.ResUtil;
- }, function (_unresolved_3) {
- PoolManager = _unresolved_3.PoolManager;
- }, function (_unresolved_4) {
- Game = _unresolved_4.Game;
- }, function (_unresolved_5) {
- Utils = _unresolved_5.Utils;
- }, function (_unresolved_6) {
- Player = _unresolved_6.Player;
- }, function (_unresolved_7) {
- BaseExp = _unresolved_7.BaseExp;
- }, function (_unresolved_8) {
- userIns = _unresolved_8.userIns;
- }, function (_unresolved_9) {
- GunBase = _unresolved_9.GunBase;
- }],
- execute: function () {
- _crd = true;
- _cclegacy._RF.push({}, "5abcfOgUyRGS6wKMns5W55C", "Enemy", undefined);
- __checkObsolete__(['_decorator', 'Component', 'Node', 'Tween', 'Vec3', 'ProgressBar', 'UIOpacity', 'tween', 'Label', 'PhysicsSystem', 'geometry', 'NodeSpace', 'Quat', 'easing', 'SkeletalAnimation']);
- ({
- ccclass,
- property
- } = _decorator);
- _export("Enemy", Enemy = (_dec = ccclass('Enemy'), _dec2 = property({
- type: Node,
- tooltip: "展示敌人的节点"
- }), _dec3 = property({
- type: ProgressBar,
- tooltip: "敌人血量"
- }), _dec4 = property({
- type: Node,
- tooltip: "创建枪的位置"
- }), _dec5 = property({
- type: Node,
- tooltip: "创建盾牌的位置"
- }), _dec6 = property({
- type: Node,
- tooltip: "敌人受伤节点"
- }), _dec7 = property({
- type: SkeletalAnimation,
- tooltip: "人物动画节点"
- }), _dec(_class = (_class2 = class Enemy extends (_crd && BaseExp === void 0 ? (_reportPossibleCrUseOfBaseExp({
- error: Error()
- }), BaseExp) : BaseExp) {
- constructor() {
- super(...arguments);
- _initializerDefineProperty(this, "enemyNode", _descriptor, this);
- _initializerDefineProperty(this, "hpBar", _descriptor2, this);
- _initializerDefineProperty(this, "gun_pos", _descriptor3, this);
- _initializerDefineProperty(this, "shieldPos", _descriptor4, this);
- _initializerDefineProperty(this, "hurtNumNode", _descriptor5, this);
- _initializerDefineProperty(this, "skeletalAnim", _descriptor6, this);
- this.oTween = void 0;
- //敌人透明变化
- this.defaultSpeed = 0;
- this.speed = 0;
- this.isDead = false;
- //拥有的枪
- this.gun = null;
- //拥有的盾可以是空
- this.shield = null;
- //当前金币的值
- this.goldCount = 0;
- //敌人行走的路径
- this.pathList = [];
- //玩家
- this.player = null;
- //运动方向
- this.moveDir = new Vec3();
- //设置的血量
- this.totalHP = 0;
- //是否是没打死逃逸
- this.escape = false;
- //敌人数据
- this.data = null;
- //是否能锁定攻击对象了
- this.isCanLock = false;
- //是否是在开火
- this.isFire = false;
- //枪旋转角度
- this.angle = 0;
- //新增警戒状态属性
- this.isAlert = false;
- //附近最近的掩体节点
- this.currentCover = null;
- }
- onLoad() {
- this.shieldPos.active = false;
- this.gun_pos.active = false;
- this.hurtNumNode.active = false;
- }
- /**
- * 初始化数据
- */
- init(data) {
- var _this = this;
- return _asyncToGenerator(function* () {
- _this.player = (_crd && Game === void 0 ? (_reportPossibleCrUseOfGame({
- error: Error()
- }), Game) : Game).I.player.getComponent(_crd && Player === void 0 ? (_reportPossibleCrUseOfPlayer({
- error: Error()
- }), Player) : Player);
- _this.isAlert = false;
- _this.data = _this.enemyData(data);
- _this.isDead = false;
- _this.escape = false; //设置血量
- _this.totalHP = data.hp; //敌人速度
- var s = data.speed * 100;
- _this.speed = s;
- _this.defaultSpeed = s; //设置枪的数据
- yield _this.createGun(); //恢复初始雪条
- _this.hpBar.progress = 1;
- _this.hpBar.node.active = true;
- _this.endFire();
- })();
- }
- /**
- * 把武器的参数带到敌人身上
- */
- enemyData(data) {
- if (!data) return; //主武器id
- var mainWeaponID = data.enemy_weapon_id_1;
- var hp = (_crd && Utils === void 0 ? (_reportPossibleCrUseOfUtils({
- error: Error()
- }), Utils) : Utils).clone(data).hp;
- var gunData = (_crd && userIns === void 0 ? (_reportPossibleCrUseOfuserIns({
- error: Error()
- }), userIns) : userIns).enemyWeaponTable.find(e => e.id == mainWeaponID); //副武器 盾上的血量
- var secondWeaponID = data.enemy_weapon_id_2;
- if (secondWeaponID != 0) {
- var sData = (_crd && userIns === void 0 ? (_reportPossibleCrUseOfuserIns({
- error: Error()
- }), userIns) : userIns).enemyWeaponTable.find(e => e.id == secondWeaponID);
- if (sData && sData.hp > 0) {
- data.hp += hp + sData.shield_hp;
- }
- }
- return Object.assign(data, gunData);
- }
- /**
- * 创建英雄所拥有的枪
- */
- createGun() {
- var _this2 = this;
- return _asyncToGenerator(function* () {
- _this2.data.bulletSpeed = 750;
- _this2.removeGun(); //敌人主武器
- var mainWeaponID = _this2.data.enemy_weapon_id_1;
- var mData = (_crd && userIns === void 0 ? (_reportPossibleCrUseOfuserIns({
- error: Error()
- }), userIns) : userIns).enemyWeaponTable.find(e => e.id == mainWeaponID);
- var gunNode = yield (_crd && ResUtil === void 0 ? (_reportPossibleCrUseOfResUtil({
- error: Error()
- }), ResUtil) : ResUtil).loadGunRes("enemy/" + mData.gun_prb_name, _this2.enemyNode);
- gunNode.active = true;
- gunNode.parent = _this2.node;
- gunNode.worldPosition = _this2.gun_pos.worldPosition;
- _this2.gun = gunNode.getComponent(_crd && GunBase === void 0 ? (_reportPossibleCrUseOfGunBase({
- error: Error()
- }), GunBase) : GunBase);
- gunNode.eulerAngles = new Vec3(0, -180, 0);
- _this2.gun.init(_this2.data, _this2); //敌人附武器
- var secondWeaponID = _this2.data.enemy_weapon_id_2;
- if (secondWeaponID != 0) {
- var sData = (_crd && userIns === void 0 ? (_reportPossibleCrUseOfuserIns({
- error: Error()
- }), userIns) : userIns).enemyWeaponTable.find(e => e.id == secondWeaponID);
- var shieldNode = yield (_crd && ResUtil === void 0 ? (_reportPossibleCrUseOfResUtil({
- error: Error()
- }), ResUtil) : ResUtil).loadGunRes("enemy/" + sData.gun_prb_name, _this2.enemyNode);
- shieldNode.active = true;
- shieldNode.parent = _this2.node;
- shieldNode.worldPosition = _this2.shieldPos.worldPosition;
- shieldNode.eulerAngles = new Vec3(0, -180, 0);
- _this2.shield = gunNode.getComponent(_crd && GunBase === void 0 ? (_reportPossibleCrUseOfGunBase({
- error: Error()
- }), GunBase) : GunBase);
- _this2.shield.init(_this2.data, _this2);
- }
- })();
- }
- /**
- * 移除枪回收武器的时候调用
- */
- removeGun() {
- if (this.gun) {
- this.gun.endFire();
- (_crd && PoolManager === void 0 ? (_reportPossibleCrUseOfPoolManager({
- error: Error()
- }), PoolManager) : PoolManager).putNode(this.gun.node);
- this.gun = null;
- }
- if (this.shield) {
- (_crd && PoolManager === void 0 ? (_reportPossibleCrUseOfPoolManager({
- error: Error()
- }), PoolManager) : PoolManager).putNode(this.shield.node);
- this.shield = null;
- }
- this.isFire = false;
- }
- /**
- * 扣掉血
- * @param hp 血
- * @param pData 英雄数据
- */
- subHP(hp, pData) {
- if ((_crd && Game === void 0 ? (_reportPossibleCrUseOfGame({
- error: Error()
- }), Game) : Game).I.isPause || this.isDead || hp == null || this.totalHP <= 0) {
- return;
- }
- this.totalHP -= hp; //这种是伤害超级高直接死亡了
- if (hp > this.totalHP) {
- this.escape = false;
- this.showHurt((_crd && Utils === void 0 ? (_reportPossibleCrUseOfUtils({
- error: Error()
- }), Utils) : Utils).numberToString(hp));
- this.recycle();
- return;
- } //敌人死亡
- if (this.totalHP <= 0 && !this.isDead) {
- //audioMgr.playDieAudios();
- this.escape = false;
- this.recycle();
- } else {
- //进度条和单独扣血
- this.hpBar.progress = this.totalHP / this.data.hp;
- this.showHurt((_crd && Utils === void 0 ? (_reportPossibleCrUseOfUtils({
- error: Error()
- }), Utils) : Utils).numberToString(hp));
- }
- }
- /**
- * 开始敌人移动,面向玩家行走
- */
- walk() {
- if (this.isDead || !this.player) return;
- if (!this.isAlert) {
- var playerPos = this.player.node.getWorldPosition();
- var enemyPos = this.node.getWorldPosition(); //创建射线对象修复类型错误
- var ray = new geometry.Ray();
- ray.o = enemyPos;
- ray.d = playerPos.subtract(enemyPos).normalize(); //修正物理检测参数
- if (PhysicsSystem.instance.raycast(ray, 1 << 0, 2)) {
- var randomDir = Math.random() > 0.5 ? 1 : -1; //修改为正确的参数格式
- var quat = new Quat();
- Quat.fromAxisAngle(quat, Vec3.UP, 45 * randomDir * Math.PI / 180);
- this.node.rotate(quat, NodeSpace.WORLD);
- } //this.skeletalAnim.play("walk");
- //使用定时器持续移动
- this.schedule(() => {
- var distance = Vec3.distance(this.node.worldPosition, (_crd && Game === void 0 ? (_reportPossibleCrUseOfGame({
- error: Error()
- }), Game) : Game).I.buildEnemys.ambush.worldPosition);
- if (distance < 10) {
- this.isAlert = true;
- this.walk();
- return;
- }
- var moveVec = this.node.forward.negative().multiplyScalar(this.speed * 0.016);
- this.node.position = this.node.position.add(moveVec);
- }, 0.1);
- } else if (!this.currentCover) {
- var nearestCover = this.findNearestCover();
- if (nearestCover) {
- this.currentCover = nearestCover; //生成Z轴随机偏移(-18到+18)
- var targetPos = nearestCover.worldPosition.clone();
- targetPos.z += Math.random() * 36 - 18; //移动到掩体位置 直接使用缓动动画移动到掩体
- tween(this.node).to(2, {
- worldPosition: targetPos
- }, {
- easing: easing.quadOut,
- onStart: () => {
- this.speed = this.defaultSpeed * 1.5; //加速移动
- },
- onComplete: () => {
- //this.skeletalAnim.play("stand_idle0");
- this.beginFire(); //到达后开始攻击
- this.currentCover = nearestCover;
- }
- }).start();
- }
- }
- }
- /**
- * 寻找最近的掩体节点
- */
- findNearestCover() {
- var minDistance = Infinity;
- var nearestCover = null; //假设掩体节点存放在
- (_crd && Game === void 0 ? (_reportPossibleCrUseOfGame({
- error: Error()
- }), Game) : Game).I.buildEnemys.crossover.children.forEach(cover => {
- var distance = Vec3.distance(this.node.position, cover.position);
- if (distance < minDistance) {
- minDistance = distance;
- nearestCover = cover;
- }
- });
- return nearestCover;
- }
- /**
- * 开始攻击
- */
- beginFire() {
- if (this.player != null && !this.player.isDead && this.gun) {
- this.isFire = true;
- this.gun.fire();
- }
- }
- /**
- * 结束攻击
- */
- endFire() {
- this.gun.endFire();
- this.isFire = false;
- }
- /**
- * 回收敌人节点
- * @param f 是否是游戏进行中的正常回收 程序主动回收不参数个数统计和加分这些
- * @returns
- */
- recycle(f) {
- if (f === void 0) {
- f = true;
- }
- if (!this.node || this.isDead) {
- return;
- }
- ;
- this.removeGun();
- this.totalHP = 0;
- this.isDead = true;
- this.hpBar.node.active = false;
- var death = function (inite) {
- this.node.getComponent(UIOpacity).opacity = 255;
- (_crd && PoolManager === void 0 ? (_reportPossibleCrUseOfPoolManager({
- error: Error()
- }), PoolManager) : PoolManager).putNode(this.node);
- if (inite) {
- (_crd && Game === void 0 ? (_reportPossibleCrUseOfGame({
- error: Error()
- }), Game) : Game).I.buildEnemys.subtractEnemy(this);
- }
- }.bind(this, f);
- if (this.oTween) {
- var _this$oTween;
- (_this$oTween = this.oTween) == null || _this$oTween.stop();
- }
- ;
- if (f) {
- //修改透明度
- var op = this.node.getComponent(UIOpacity);
- this.oTween = tween(op).delay(0.4).to(0.15, {
- opacity: 0
- }).call(() => {
- death();
- }).start();
- } else {
- death();
- }
- }
- /**
- * 展示敌人受到的伤害
- * @param hpStr
- */
- showHurt(hpStr) {
- if ((_crd && Game === void 0 ? (_reportPossibleCrUseOfGame({
- error: Error()
- }), Game) : Game).I.isGameOver || this.isDead) return; //创建3D伤害数字
- var n = (_crd && PoolManager === void 0 ? (_reportPossibleCrUseOfPoolManager({
- error: Error()
- }), PoolManager) : PoolManager).getNode(this.hurtNumNode, this.hurtNumNode.parent);
- n.getComponent(Label).string = hpStr;
- var oPos = this.hpBar.node.position.clone();
- n.position = oPos;
- var oScale = this.hurtNumNode.scale.clone();
- n.scale = oScale;
- n.getComponent(UIOpacity).opacity = 255;
- var bezier = [];
- var num = 100;
- var forward = (_crd && Utils === void 0 ? (_reportPossibleCrUseOfUtils({
- error: Error()
- }), Utils) : Utils).getRandomFloat(0, 1) > 0.5;
- if (forward) {
- bezier = [new Vec3(-(10 / num) + oPos.x, 30 / num + oPos.y), new Vec3(-40 / num + oPos.x, 40 / num + oPos.y), new Vec3(-60 / num + oPos.x, oPos.y)];
- } else {
- bezier = [new Vec3(10 / num + oPos.x, 30 / num + oPos.y), new Vec3(40 / num + oPos.x, 40 / num + oPos.y), new Vec3(60 / num + oPos.x, oPos.y)];
- }
- n.position = new Vec3(bezier[2].x, bezier[2].y - 80 / num, oPos.z); //贝塞尔曲线坐标函数
- var twoBezier = (t, p1, cp, p2) => {
- var x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
- var y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
- return new Vec3(x, y, oPos.z);
- };
- var time = 0.65;
- tween(n).parallel(tween().to(time, {
- scale: new Vec3(oScale.x * 0.4, oScale.y * 0.4, oScale.z * 0.4)
- }), tween().to(time, bezier[2], {
- onUpdate: (target, ratio) => {
- if (n.parent) {
- var pos = twoBezier(ratio, bezier[0], bezier[1], bezier[2]);
- n.position = new Vec3(pos.x, pos.y - 80 / num, oPos.z);
- }
- }
- })).call(function () {
- tween(this.getComponent(UIOpacity)).to(0.15, {
- opacity: 0
- }).call(() => {
- (_crd && PoolManager === void 0 ? (_reportPossibleCrUseOfPoolManager({
- error: Error()
- }), PoolManager) : PoolManager).putNode(this);
- }).start();
- }.bind(n)).start();
- }
- /**
- * 计算是否命中玩家
- * @returns 返回命中状态
- */
- calculateIsHit() {
- var isGuaranteedHit = false; //获取射击的精准度
- var data = this.getDifficultyData(); //生成0-1随机数用于命中判定 根据precision范围确定命中逻辑
- var random = Math.random();
- if (data.precision < 0) {
- //负值100%不命中
- isGuaranteedHit = false;
- } else if (data.precision > 1) {
- //超过1 100%命中
- isGuaranteedHit = true;
- } else {
- //正常范围:随机判定
- isGuaranteedHit = random <= data.precision;
- }
- return isGuaranteedHit;
- }
- /**
- * 轻松杀敌增加游戏难度 只有单其他附加因素 例如:连杀等叠加状态 给敌人增加血
- */
- addDiffHP() {
- if (!this.node || this.isDead || (_crd && Game === void 0 ? (_reportPossibleCrUseOfGame({
- error: Error()
- }), Game) : Game).I.isGameOver || this.isDead) {
- return;
- }
- ;
- var data = this.getDifficultyData();
- if (data.hp_ratio > 0) {
- this.totalHP = this.data.hp * (1 + data.hp_ratio);
- }
- }
- /**
- * 敌人的射击的精准度 获得难度数据
- */
- getDifficultyData() {
- //获取基础精准度(玩家预设值)
- var precision = (_crd && userIns === void 0 ? (_reportPossibleCrUseOfuserIns({
- error: Error()
- }), userIns) : userIns).getCurLevelData().precision;
- var diff = {
- precision: precision,
- //增加或减少的精准度 0-100%
- hp_ratio: 0,
- //增加或减少的血量 0-100%
- reaction_time: 0 //增加或减少的反应时间 0-100%
- };
- var each = Math.floor((_crd && Game === void 0 ? (_reportPossibleCrUseOfGame({
- error: Error()
- }), Game) : Game).I.buildEnemys.getCurKillNum() / 3); //连杀3个敌人的次数 AI精准度增加1%
- diff.precision += each * 0.01;
- if ((_crd && userIns === void 0 ? (_reportPossibleCrUseOfuserIns({
- error: Error()
- }), userIns) : userIns).isContinuePass) {
- //1、连续通关 AI生命值增加15% 精准度增加1%
- diff.hp_ratio += 0.15;
- diff.precision += 0.01;
- } else {
- //2、通关失败 下一局 AI精准度下降5% AI反应时间增加0.5s
- diff.precision -= 0.05;
- diff.reaction_time += 0.5;
- }
- return diff;
- }
- }, (_descriptor = _applyDecoratedDescriptor(_class2.prototype, "enemyNode", [_dec2], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function initializer() {
- return null;
- }
- }), _descriptor2 = _applyDecoratedDescriptor(_class2.prototype, "hpBar", [_dec3], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function initializer() {
- return null;
- }
- }), _descriptor3 = _applyDecoratedDescriptor(_class2.prototype, "gun_pos", [_dec4], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function initializer() {
- return null;
- }
- }), _descriptor4 = _applyDecoratedDescriptor(_class2.prototype, "shieldPos", [_dec5], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function initializer() {
- return null;
- }
- }), _descriptor5 = _applyDecoratedDescriptor(_class2.prototype, "hurtNumNode", [_dec6], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function initializer() {
- return null;
- }
- }), _descriptor6 = _applyDecoratedDescriptor(_class2.prototype, "skeletalAnim", [_dec7], {
- configurable: true,
- enumerable: true,
- writable: true,
- initializer: function initializer() {
- return null;
- }
- })), _class2)) || _class));
- _cclegacy._RF.pop();
- _crd = false;
- }
- };
- });
- //# sourceMappingURL=15bb36ce702430379830fc326ef5f50b0caa01f1.js.map
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