@cc-component/cc-core 1.5.5 → 1.5.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -0,0 +1,129 @@
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import { Component } from "cc";
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/**状态机 */
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export function GameState<T extends new (...args: any[]) => Component>(Base: T) {
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return class extends Base {
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private states: { action: (value?: string) => Promise<string>; name: string; state: string }[] = [];
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private nextState: ((value?: string | PromiseLike<string>) => void) | null = null;
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StartGame(): Promise<string> { return Promise.resolve("开始游戏"); };
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GameOver(): Promise<string> { return Promise.resolve("游戏结束"); };
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GameWin(): Promise<string> { return Promise.resolve("游戏胜利"); };
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GameFail(): Promise<string> { return Promise.resolve("游戏失败"); };
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GameClose(): Promise<string> { return Promise.resolve("关闭游戏界面"); };
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protected onLoad(): void {
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this.initStates()
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}
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/**初始化状态 */
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public initStates() {
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this.states = this.registerStates()
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this.addCommonState();
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}
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/**注册状态-可重写 */
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registerStates() {
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return [
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{ action: this.StartGame, name: "开始游戏", state: "StartGame" },
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{ action: this.GameOver, name: "游戏结束", state: "GameOver" },
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{ action: this.GameWin, name: "游戏胜利", state: "GameWin" },
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{ action: this.GameFail, name: "游戏失败", state: "GameFail" },
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{ action: this.GameClose, name: "关闭游戏界面", state: "GameClose" },
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];
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}
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/**运行 */
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public async run() {
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this.statesLog("开始")
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let index = 0;
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const self = this;
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while (index < self.states.length) {
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const currentState = self.states[index];
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this.statesLog(currentState.name)
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// 执行当前状态
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const jumpTarget = await currentState.action.call(self);
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if (jumpTarget) {
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const targetIndex = this.states.findIndex(s => s.state === jumpTarget);
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if (targetIndex !== -1) {
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Logger.debug(`[状态机] 跳转到: ${jumpTarget}`);
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index = targetIndex; // 跳转到目标索引
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} else {
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index++; // 正常顺序执行
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}
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} else {
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index++; // 正常顺序执行
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}
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this.nextState = null;
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}
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this.statesLog("结束")
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}
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statesLog(name: string) {
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Logger.debug(`状态:${name}`);
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}
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/**
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* 在指定方法之后插入新的方法
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* @param afterMethod
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* @param newState
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*/
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public insertState(afterMethod: () => Promise<string>, model: { action: () => Promise<string>; name: string; state: string }, isDown: boolean = true) {
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const index = this.states.findIndex((s) => s.action === afterMethod);
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if (index !== -1) {
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if (isDown) {
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this.states.splice(index + 1, 0, model);
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} else {
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this.states.splice(index, 0, model);
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}
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} else {
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console.error(`没有找到:${String(afterMethod)}`);
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}
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}
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//#region 添加通用状态
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private addCommonState() {
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//插入this.openEndWindow状态后
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//this.insertState(this.openEndWindow, { action: this.activeState, name: "活动", state: "activeState" });
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}
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activeState() {
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return new Promise<void>((res) => {
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res();
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// setTimeout(() => {
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// res();
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// }, 2000);
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});
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}
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/**下一个状态
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* @param stateName 指定的状态方法名称
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*/
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next(stateName?: string) {
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if (this.nextState) {
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this.nextState(stateName);
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this.nextState = null;
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}
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}
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// BaseGameState.ts
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/**
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* 创建一个状态 Promise,并自动绑定 this.nextState
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* 子类只需提供具体的执行逻辑(可选延迟)
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*/
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public promise(
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executor: (next: (value?: string | PromiseLike<string>) => void) => void,
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delay: number = 0
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): Promise<string> {
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return new Promise<string>((res) => {
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this.nextState = res; // 自动绑定
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if (delay > 0) {
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this.scheduleOnce(() => { executor(res); }, delay);
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} else {
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executor(res);
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}
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});
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}
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}
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}
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package/index.ts
CHANGED
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@@ -10,7 +10,7 @@ export * from './assets/core/home/BaseLaunchComponent';
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export * from './assets/core/home/BaseLoading';
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export * from './assets/core/home/ProgessWindow';
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export * from './assets/core/home/BaseModuleConfig';
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export * from './assets/core/home/
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export * from './assets/core/home/GameState';
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export * from './assets/core/home/EffectSingleCase';
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//日志
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package/package.json
CHANGED
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@@ -1,140 +0,0 @@
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1
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import { Component } from "cc";
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/**状态机 */
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export class BaseGameState extends Component {
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private states: { action: (value?: string) => Promise<string>; name: string; state: string }[] = [];
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nextState: ((value?: string | PromiseLike<string>) => void) | null = null;
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private jumpTarget: string | null = null; // 新增:记录要跳转的目标状态名
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StartGame(): Promise<string> { return Promise.resolve("开始游戏"); };
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GameOver(): Promise<string> { return Promise.resolve("游戏结束"); };
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GameWin(): Promise<string> { return Promise.resolve("游戏胜利"); };
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GameFail(): Promise<string> { return Promise.resolve("游戏失败"); };
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GameClose(): Promise<string> { return Promise.resolve("关闭游戏界面"); };
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protected onLoad(): void {
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this.states = this.registerStates()
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this.onInit()
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}
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/**注册状态-可重写 */
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registerStates() {
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return [
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{ action: this.StartGame, name: "开始游戏", state: "StartGame" },
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{ action: this.GameOver, name: "游戏结束", state: "GameOver" },
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{ action: this.GameWin, name: "游戏胜利", state: "GameWin" },
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{ action: this.GameFail, name: "游戏失败", state: "GameFail" },
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{ action: this.GameClose, name: "关闭游戏界面", state: "GameClose" },
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];
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}
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onInit() {
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this.addCommonState();
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}
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/**运行 */
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public async run() {
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let index = 0;
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const self = this;
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while (index < self.states.length) {
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const currentState = self.states[index];
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this.statesLog(currentState.name)
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// 执行当前状态
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const jumpTarget = await currentState.action.call(self);
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if (jumpTarget) {
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const targetIndex = this.states.findIndex(s => s.state === jumpTarget);
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if (targetIndex !== -1) {
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console.log(`[状态机] 跳转到: ${jumpTarget}`);
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index = targetIndex; // 跳转到目标索引
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} else {
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index++; // 正常顺序执行
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}
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} else {
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index++; // 正常顺序执行
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}
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}
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}
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statesLog(name: string) {
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console.log(`状态:${name}`);
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}
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/**
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* 在指定方法之后插入新的方法
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* @param afterMethod
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* @param newState
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*/
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public insertState(afterMethod: () => Promise<string>, model: { action: () => Promise<string>; name: string; state: string }, isDown: boolean = true) {
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const index = this.states.findIndex((s) => s.action === afterMethod);
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if (index !== -1) {
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if (isDown) {
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this.states.splice(index + 1, 0, model);
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} else {
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this.states.splice(index, 0, model);
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}
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} else {
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console.error(`没有找到:${String(afterMethod)}`);
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}
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}
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-
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//#region 添加通用状态
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private addCommonState() {
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//插入this.openEndWindow状态后
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//this.insertState(this.openEndWindow, { action: this.activeState, name: "活动", state: "activeState" });
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}
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activeState() {
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return new Promise<void>((res) => {
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res();
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// setTimeout(() => {
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// res();
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// }, 2000);
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});
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}
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/**
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* 跳转到指定状态(在下一个状态循环时生效)
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* @param stateName 目标状态的 state 字段值(如 "GameClose")
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*/
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public jumpToState(stateName: string): void {
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const target = this.states.find(s => s.state === stateName);
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if (!target) {
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console.error(`[状态机] 未找到状态: ${stateName}`);
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return;
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}
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this.jumpTarget = stateName;
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// 如果当前有 nextState,立即 resolve 以退出当前状态
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if (this.nextState) {
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this.nextState();
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this.nextState = null;
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}
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}
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next() {
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if (this.nextState) {
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this.nextState();
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this.nextState = null;
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}
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}
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// BaseGameState.ts
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-
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/**
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* 创建一个状态 Promise,并自动绑定 this.nextState
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125
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* 子类只需提供具体的执行逻辑(可选延迟)
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*/
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protected promise(
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executor: (next: (value?: string | PromiseLike<string>) => void) => void,
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delay: number = 0
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): Promise<string> {
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return new Promise<string>((res) => {
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this.nextState = res; // 自动绑定
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if (delay > 0) {
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this.scheduleOnce(() => { executor(res); }, delay);
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} else {
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executor(res);
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}
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});
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}
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}
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File without changes
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