woso_javan 1 ay önce
ebeveyn
işleme
88972cf776

+ 0 - 245
temp/programming/packer-driver/targets/editor/chunks/35/35e1ec569835604b56888b5882a6558aad1177b5.js

@@ -1,245 +0,0 @@
-System.register(["cc"], function (_export, _context) {
-  "use strict";
-
-  var _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, Vec2, v2, Rect, GameUtil, _crd;
-
-  _export("GameUtil", void 0);
-
-  return {
-    setters: [function (_cc) {
-      _cclegacy = _cc.cclegacy;
-      __checkObsolete__ = _cc.__checkObsolete__;
-      __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
-      Vec2 = _cc.Vec2;
-      v2 = _cc.v2;
-      Rect = _cc.Rect;
-    }],
-    execute: function () {
-      _crd = true;
-
-      _cclegacy._RF.push({}, "c41c2anOIRLkbHSc6iWasZv", "GameUtil", undefined);
-
-      /** 游戏工具类 */
-      __checkObsolete__(['Vec2', 'Node', 'v2', 'PolygonCollider2D', 'Rect', 'CircleCollider2D']);
-
-      _export("GameUtil", GameUtil = class GameUtil {
-        /** 转换成hh:mm格式*/
-        // static formatToTimeString(totalSeconds: number): string {
-        //     const minutes = Math.floor(totalSeconds / 60);
-        //     const seconds = totalSeconds % 60;
-        //     const formattedMinutes = String(minutes).padStart(2, '0');
-        //     const formattedSeconds = String(seconds).padStart(2, '0');
-        //     return `${formattedMinutes}:${formattedSeconds}`;
-        // }
-
-        /** 重量单位转换*/
-        static formatWeight(weight) {
-          if (weight < 1000) {
-            return `${weight}KG`;
-          } // 等于或超过1000时,转换为吨(T),保留两位小数并向下取整
-
-
-          const inTons = Math.floor(weight / 1000 * 100) / 100;
-          return `${inTons}T`;
-        }
-        /**
-         * 将 16 进制颜色转换为 RGBA 格式
-         * @param hex - 16 进制颜色字符串 (#FFE73A 或 FFE73A)
-         * @param alpha - 可选的透明度值(范围 0~255,默认 255)
-         * @returns Color - 包含 r, g, b, a 的对象
-         */
-
-
-        static hexToRGBA(hex, alpha = 255) {
-          // 去掉可能存在的 '#' 前缀
-          hex = hex.replace(/^#/, ''); // 如果是简写格式 (如 #F7A),转换为完整格式 (FF77AA)
-
-          if (hex.length === 3) {
-            hex = hex.split('').map(char => char + char).join('');
-          } // 转换为 r, g, b
-
-
-          const r = parseInt(hex.substring(0, 2), 16);
-          const g = parseInt(hex.substring(2, 4), 16);
-          const b = parseInt(hex.substring(4, 6), 16); // 返回 RGBA 颜色对象
-
-          return {
-            r,
-            g,
-            b,
-            a: alpha
-          };
-        }
-        /** 获取节点的世界坐标并转换为 Vec2*/
-
-
-        static getWorldPositionAsVec2(node) {
-          const worldPosition = node.getWorldPosition().clone(); // 获取世界坐标
-
-          return v2(worldPosition.x, worldPosition.y); // 转换为 Vec2
-        }
-        /** 射线检测
-         * @param fromNode 起始节点
-         * @param rayLength 射线长度
-         * @return 射线结束点的世界坐标 (作为 Vec2)
-        */
-
-
-        static calculateRayEnd(fromNode, rayLength) {
-          const rotation = fromNode.angle; // 根据角度计算方向向量
-
-          let direction = v2(0, 0);
-
-          if (rotation === -90) {
-            direction = v2(1, 0); // 朝右
-          } else if (rotation === 0) {
-            direction = v2(0, 1); // 朝上
-          } else if (rotation === 90) {
-            direction = v2(-1, 0); // 朝左
-          } else if (rotation === 180) {
-            direction = v2(0, -1); // 朝下
-          } else {
-            const adjustedAngle = rotation - 90;
-            direction = v2(-Math.cos(adjustedAngle * (Math.PI / 180)), Math.sin(-adjustedAngle * (Math.PI / 180)));
-          } // 计算射线起点坐标
-
-
-          const objs = this.getWorldPositionAsVec2(fromNode);
-          const obje = objs.add(direction.multiplyScalar(rayLength));
-          return obje;
-        }
-        /**
-         * 判断两个 AABB 是否相交
-         */
-
-
-        static isAABBIntersecting(rect1, rect2) {
-          return !(rect1.xMax < rect2.xMin || rect1.xMin > rect2.xMax || rect1.yMax < rect2.yMin || rect1.yMin > rect2.yMax);
-        }
-        /**
-         * 检查点是否在多边形内
-         * @param point 点的坐标
-         * @param polygonPoints 多边形的顶点数组
-         * @returns 是否在多边形内
-         */
-
-
-        static isPointInPolygon(point, polygonPoints) {
-          let isInside = false;
-
-          for (let i = 0, j = polygonPoints.length - 1; i < polygonPoints.length; j = i++) {
-            const xi = polygonPoints[i].x,
-                  yi = polygonPoints[i].y;
-            const xj = polygonPoints[j].x,
-                  yj = polygonPoints[j].y;
-            const intersect = yi > point.y !== yj > point.y && point.x < (xj - xi) * (point.y - yi) / (yj - yi) + xi;
-            if (intersect) isInside = !isInside;
-          }
-
-          return isInside;
-        }
-        /**
-         * 检查圆是否与线段相交
-         * @param circleCenter 圆心坐标
-         * @param radius 圆的半径
-         * @param lineStart 线段起点
-         * @param lineEnd 线段终点
-         * @returns 是否相交
-         */
-
-
-        static isCircleIntersectingLine(circleCenter, radius, lineStart, lineEnd) {
-          const lineDir = lineEnd.subtract(lineStart);
-          const toCircle = circleCenter.subtract(lineStart);
-          const projection = toCircle.dot(lineDir.normalize());
-          const closestPoint = lineStart.add(lineDir.normalize().multiplyScalar(projection));
-          const distance = circleCenter.subtract(closestPoint).length();
-          return distance <= radius;
-        }
-        /**
-         * 获取圆形碰撞器的 AABB(轴对齐边界框)
-         */
-
-
-        static getCircleAABB(circleCollider) {
-          const radius = circleCollider.radius;
-          const center = circleCollider.worldPosition;
-          const minX = center.x - radius;
-          const minY = center.y - radius;
-          const size = radius * 2;
-          return new Rect(minX, minY, size, size);
-        }
-        /**
-         * 获取多边形碰撞器的 AABB(轴对齐边界框)
-         */
-
-
-        static getPolygonAABB(polygonCollider) {
-          const points = polygonCollider.worldPoints;
-          let minX = points[0].x;
-          let maxX = points[0].x;
-          let minY = points[0].y;
-          let maxY = points[0].y;
-
-          for (let i = 1; i < points.length; i++) {
-            const p = points[i];
-            if (p.x < minX) minX = p.x;
-            if (p.x > maxX) maxX = p.x;
-            if (p.y < minY) minY = p.y;
-            if (p.y > maxY) maxY = p.y;
-          }
-
-          return new Rect(minX, minY, maxX - minX, maxY - minY);
-        }
-        /**
-         * 判断多边形与圆是否相交
-         * @param polygonCollider 多边形碰撞器
-         * @param circleCollider 圆形碰撞器
-         * @returns 是否相交
-         */
-
-
-        static isPolygonAndCircleIntersecting(polygonCollider, circleCollider) {
-          // 1. AABB 检测
-          // const polygonAABB = this.getPolygonAABB(polygonCollider);
-          // const circleAABB = this.getCircleAABB(circleCollider);
-          // if (!this.isAABBIntersecting(polygonAABB, circleAABB)) {
-          //     return false;
-          // }
-          // 2. 精确检测
-          const circleCenter = new Vec2(circleCollider.node.worldPosition.x, circleCollider.node.worldPosition.y); // 圆心
-
-          const radius = circleCollider.radius; // 检查圆心是否在多边形内部
-
-          if (this.isPointInPolygon(circleCenter, polygonCollider.worldPoints)) {
-            return true;
-          } // 检查圆是否与多边形的边相交
-
-
-          const points = polygonCollider.worldPoints;
-
-          for (let i = 0; i < points.length; i++) {
-            const start = points[i];
-            const end = points[(i + 1) % points.length];
-
-            if (this.isCircleIntersectingLine(circleCenter, radius, start, end)) {
-              return true;
-            }
-          }
-
-          return false;
-        }
-
-        static delay(seconds) {
-          return new Promise(resolve => setTimeout(resolve, seconds * 1000));
-        }
-
-      });
-
-      _cclegacy._RF.pop();
-
-      _crd = false;
-    }
-  };
-});
-//# sourceMappingURL=35e1ec569835604b56888b5882a6558aad1177b5.js.map

Dosya farkı çok büyük olduğundan ihmal edildi
+ 0 - 0
temp/programming/packer-driver/targets/editor/chunks/35/35e1ec569835604b56888b5882a6558aad1177b5.js.map


+ 0 - 249
temp/programming/packer-driver/targets/preview/chunks/35/35e1ec569835604b56888b5882a6558aad1177b5.js

@@ -1,249 +0,0 @@
-System.register(["cc"], function (_export, _context) {
-  "use strict";
-
-  var _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, Vec2, v2, Rect, GameUtil, _crd;
-
-  _export("GameUtil", void 0);
-
-  return {
-    setters: [function (_cc) {
-      _cclegacy = _cc.cclegacy;
-      __checkObsolete__ = _cc.__checkObsolete__;
-      __checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
-      Vec2 = _cc.Vec2;
-      v2 = _cc.v2;
-      Rect = _cc.Rect;
-    }],
-    execute: function () {
-      _crd = true;
-
-      _cclegacy._RF.push({}, "c41c2anOIRLkbHSc6iWasZv", "GameUtil", undefined);
-
-      /** 游戏工具类 */
-      __checkObsolete__(['Vec2', 'Node', 'v2', 'PolygonCollider2D', 'Rect', 'CircleCollider2D']);
-
-      _export("GameUtil", GameUtil = class GameUtil {
-        /** 转换成hh:mm格式*/
-        // static formatToTimeString(totalSeconds: number): string {
-        //     const minutes = Math.floor(totalSeconds / 60);
-        //     const seconds = totalSeconds % 60;
-        //     const formattedMinutes = String(minutes).padStart(2, '0');
-        //     const formattedSeconds = String(seconds).padStart(2, '0');
-        //     return `${formattedMinutes}:${formattedSeconds}`;
-        // }
-
-        /** 重量单位转换*/
-        static formatWeight(weight) {
-          if (weight < 1000) {
-            return weight + "KG";
-          } // 等于或超过1000时,转换为吨(T),保留两位小数并向下取整
-
-
-          var inTons = Math.floor(weight / 1000 * 100) / 100;
-          return inTons + "T";
-        }
-        /**
-         * 将 16 进制颜色转换为 RGBA 格式
-         * @param hex - 16 进制颜色字符串 (#FFE73A 或 FFE73A)
-         * @param alpha - 可选的透明度值(范围 0~255,默认 255)
-         * @returns Color - 包含 r, g, b, a 的对象
-         */
-
-
-        static hexToRGBA(hex, alpha) {
-          if (alpha === void 0) {
-            alpha = 255;
-          }
-
-          // 去掉可能存在的 '#' 前缀
-          hex = hex.replace(/^#/, ''); // 如果是简写格式 (如 #F7A),转换为完整格式 (FF77AA)
-
-          if (hex.length === 3) {
-            hex = hex.split('').map(char => char + char).join('');
-          } // 转换为 r, g, b
-
-
-          var r = parseInt(hex.substring(0, 2), 16);
-          var g = parseInt(hex.substring(2, 4), 16);
-          var b = parseInt(hex.substring(4, 6), 16); // 返回 RGBA 颜色对象
-
-          return {
-            r,
-            g,
-            b,
-            a: alpha
-          };
-        }
-        /** 获取节点的世界坐标并转换为 Vec2*/
-
-
-        static getWorldPositionAsVec2(node) {
-          var worldPosition = node.getWorldPosition().clone(); // 获取世界坐标
-
-          return v2(worldPosition.x, worldPosition.y); // 转换为 Vec2
-        }
-        /** 射线检测
-         * @param fromNode 起始节点
-         * @param rayLength 射线长度
-         * @return 射线结束点的世界坐标 (作为 Vec2)
-        */
-
-
-        static calculateRayEnd(fromNode, rayLength) {
-          var rotation = fromNode.angle; // 根据角度计算方向向量
-
-          var direction = v2(0, 0);
-
-          if (rotation === -90) {
-            direction = v2(1, 0); // 朝右
-          } else if (rotation === 0) {
-            direction = v2(0, 1); // 朝上
-          } else if (rotation === 90) {
-            direction = v2(-1, 0); // 朝左
-          } else if (rotation === 180) {
-            direction = v2(0, -1); // 朝下
-          } else {
-            var adjustedAngle = rotation - 90;
-            direction = v2(-Math.cos(adjustedAngle * (Math.PI / 180)), Math.sin(-adjustedAngle * (Math.PI / 180)));
-          } // 计算射线起点坐标
-
-
-          var objs = this.getWorldPositionAsVec2(fromNode);
-          var obje = objs.add(direction.multiplyScalar(rayLength));
-          return obje;
-        }
-        /**
-         * 判断两个 AABB 是否相交
-         */
-
-
-        static isAABBIntersecting(rect1, rect2) {
-          return !(rect1.xMax < rect2.xMin || rect1.xMin > rect2.xMax || rect1.yMax < rect2.yMin || rect1.yMin > rect2.yMax);
-        }
-        /**
-         * 检查点是否在多边形内
-         * @param point 点的坐标
-         * @param polygonPoints 多边形的顶点数组
-         * @returns 是否在多边形内
-         */
-
-
-        static isPointInPolygon(point, polygonPoints) {
-          var isInside = false;
-
-          for (var i = 0, j = polygonPoints.length - 1; i < polygonPoints.length; j = i++) {
-            var xi = polygonPoints[i].x,
-                yi = polygonPoints[i].y;
-            var xj = polygonPoints[j].x,
-                yj = polygonPoints[j].y;
-            var intersect = yi > point.y !== yj > point.y && point.x < (xj - xi) * (point.y - yi) / (yj - yi) + xi;
-            if (intersect) isInside = !isInside;
-          }
-
-          return isInside;
-        }
-        /**
-         * 检查圆是否与线段相交
-         * @param circleCenter 圆心坐标
-         * @param radius 圆的半径
-         * @param lineStart 线段起点
-         * @param lineEnd 线段终点
-         * @returns 是否相交
-         */
-
-
-        static isCircleIntersectingLine(circleCenter, radius, lineStart, lineEnd) {
-          var lineDir = lineEnd.subtract(lineStart);
-          var toCircle = circleCenter.subtract(lineStart);
-          var projection = toCircle.dot(lineDir.normalize());
-          var closestPoint = lineStart.add(lineDir.normalize().multiplyScalar(projection));
-          var distance = circleCenter.subtract(closestPoint).length();
-          return distance <= radius;
-        }
-        /**
-         * 获取圆形碰撞器的 AABB(轴对齐边界框)
-         */
-
-
-        static getCircleAABB(circleCollider) {
-          var radius = circleCollider.radius;
-          var center = circleCollider.worldPosition;
-          var minX = center.x - radius;
-          var minY = center.y - radius;
-          var size = radius * 2;
-          return new Rect(minX, minY, size, size);
-        }
-        /**
-         * 获取多边形碰撞器的 AABB(轴对齐边界框)
-         */
-
-
-        static getPolygonAABB(polygonCollider) {
-          var points = polygonCollider.worldPoints;
-          var minX = points[0].x;
-          var maxX = points[0].x;
-          var minY = points[0].y;
-          var maxY = points[0].y;
-
-          for (var i = 1; i < points.length; i++) {
-            var p = points[i];
-            if (p.x < minX) minX = p.x;
-            if (p.x > maxX) maxX = p.x;
-            if (p.y < minY) minY = p.y;
-            if (p.y > maxY) maxY = p.y;
-          }
-
-          return new Rect(minX, minY, maxX - minX, maxY - minY);
-        }
-        /**
-         * 判断多边形与圆是否相交
-         * @param polygonCollider 多边形碰撞器
-         * @param circleCollider 圆形碰撞器
-         * @returns 是否相交
-         */
-
-
-        static isPolygonAndCircleIntersecting(polygonCollider, circleCollider) {
-          // 1. AABB 检测
-          // const polygonAABB = this.getPolygonAABB(polygonCollider);
-          // const circleAABB = this.getCircleAABB(circleCollider);
-          // if (!this.isAABBIntersecting(polygonAABB, circleAABB)) {
-          //     return false;
-          // }
-          // 2. 精确检测
-          var circleCenter = new Vec2(circleCollider.node.worldPosition.x, circleCollider.node.worldPosition.y); // 圆心
-
-          var radius = circleCollider.radius; // 检查圆心是否在多边形内部
-
-          if (this.isPointInPolygon(circleCenter, polygonCollider.worldPoints)) {
-            return true;
-          } // 检查圆是否与多边形的边相交
-
-
-          var points = polygonCollider.worldPoints;
-
-          for (var i = 0; i < points.length; i++) {
-            var start = points[i];
-            var end = points[(i + 1) % points.length];
-
-            if (this.isCircleIntersectingLine(circleCenter, radius, start, end)) {
-              return true;
-            }
-          }
-
-          return false;
-        }
-
-        static delay(seconds) {
-          return new Promise(resolve => setTimeout(resolve, seconds * 1000));
-        }
-
-      });
-
-      _cclegacy._RF.pop();
-
-      _crd = false;
-    }
-  };
-});
-//# sourceMappingURL=35e1ec569835604b56888b5882a6558aad1177b5.js.map

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