图层修改

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-07-14 16:02:20 +08:00
parent ff1542c24f
commit ae75fce80b
5121 changed files with 17930 additions and 16467861 deletions

View File

@@ -30,6 +30,14 @@ LAYER_DEFAULT = 1073741824
LAYER_UI_2D = 33554432 # 编辑器 2D 视图可见(对齐 SpriteSplash.prefab
CELL = 100
# themes-database.json id → textures/ 子目录(与 ThemeDatabase.getThemeTextureFolder 一致)
THEME_TEXTURE_FOLDER: dict[str, str] = {
"redarmy": "redArmy",
"redArmy": "redArmy",
}
def resolve_level_map_data_type() -> str:
"""从 Creator 编译产物读取 LevelMapData 的 __type___RF.push 第二参数)。"""
chunk = Path("temp/programming/packer-driver/targets/preview/chunks/bb/bbf6a3729c922dc4638933a67da37eeb23e90aee.js")
@@ -74,19 +82,27 @@ def theme_from_cfg(cfg: dict, override: str) -> str:
return "silu"
def texture_folder_for_theme(theme: str) -> str:
return THEME_TEXTURE_FOLDER.get(theme, theme)
def ground_sprite_path(theme: str, tile_name: str) -> str:
key = tile_name if tile_name in ("Baseblock", "JumpBlock") else "Baseblock"
return f"textures/{theme}/{key}"
# Ground 仅地砖
key = "JumpBlock" if tile_name == "JumpBlock" else "Baseblock"
return f"textures/{texture_folder_for_theme(theme)}/{key}"
def border_sprite_path(theme: str, tile_val) -> str:
# Border 仅墙砖/墙饰;地砖名回退 WallBlock
if tile_val is True or tile_val is None:
name = "WallBlock"
elif isinstance(tile_val, str):
name = tile_val
name = tile_val.strip() or "WallBlock"
if name in ("Baseblock", "JumpBlock"):
name = "WallBlock"
else:
name = "WallBlock"
return f"textures/{theme}/{name}"
return f"textures/{texture_folder_for_theme(theme)}/{name}"
def read_sprite_size(project: Path, texture_path: str) -> tuple[int, int]:
@@ -390,12 +406,12 @@ def build_prefab(level_id: int, cfg: dict, project: Path, theme: str = "") -> li
val = border[key]
if val is True or val is None:
bname = "WallBlock"
elif isinstance(val, str):
bname = val
elif isinstance(val, str) and val.strip() and val.strip() not in ("Baseblock", "JumpBlock"):
bname = val.strip()
else:
bname = "WallBlock"
spr_wall = read_sprite_uuid(project, border_sprite_path(theme, border[key]))
wall_path = border_sprite_path(theme, border[key])
wall_path = border_sprite_path(theme, bname)
spr_wall = read_sprite_uuid(project, wall_path)
border_tiles.append(
b.tile(f"b_{x}_{y}", -1, x, y, spr_wall, bname, read_sprite_size(project, wall_path))
)
@@ -404,7 +420,8 @@ def build_prefab(level_id: int, cfg: dict, project: Path, theme: str = "") -> li
for key in sorted(ground.keys()):
xs, ys = key.split(",")
x, y = int(xs), int(ys)
tile_name = ground[key]
raw = ground[key]
tile_name = "JumpBlock" if raw == "JumpBlock" else "Baseblock"
gpath = ground_sprite_path(theme, tile_name)
spr = read_sprite_uuid(project, gpath)
ground_tiles.append(
@@ -455,6 +472,7 @@ def main():
ap.add_argument("--out-dir", required=True)
ap.add_argument("--limit", type=int, default=0)
ap.add_argument("--level-id", type=int, default=0, help="只烘焙指定关卡0=全部")
ap.add_argument("--min-level-id", type=int, default=0, help="只烘焙 levelID >= 此值的关卡")
ap.add_argument("--max-level-id", type=int, default=0, help="只烘焙 levelID <= 此值的关卡")
ap.add_argument("--rebuild-index", action="store_true", help="仅重建 tools/level-prefab-index.json不烘焙 prefab")
ap.add_argument("--theme", default="", help="贴图主题 silu/sanxing/snow/…,空则从关卡 theme 字段读取")
@@ -467,7 +485,7 @@ def main():
levels = db["levels"]
ids = sorted(int(k) for k in levels.keys())
if args.rebuild_index and args.level_id == 0 and args.max_level_id == 0 and args.limit == 0:
if args.rebuild_index and args.level_id == 0 and args.min_level_id == 0 and args.max_level_id == 0 and args.limit == 0:
index = rebuild_index_from_disk(out)
index_path = write_prefab_index(project, out, index)
uuid_path = write_prefab_uuid_index(project, out)
@@ -476,8 +494,10 @@ def main():
if args.level_id > 0:
ids = [args.level_id] if str(args.level_id) in levels else []
elif args.max_level_id > 0:
ids = [i for i in ids if i <= args.max_level_id]
elif args.min_level_id > 0 or args.max_level_id > 0:
lo = args.min_level_id if args.min_level_id > 0 else min(ids) if ids else 0
hi = args.max_level_id if args.max_level_id > 0 else max(ids) if ids else 0
ids = [i for i in ids if lo <= i <= hi]
elif args.limit > 0:
ids = ids[: args.limit]

View File

@@ -0,0 +1,399 @@
#!/usr/bin/env python3
"""Convert C++ game code (int main / void functions) to Python style."""
import re
from typing import Optional
def _remove_comments(code: str) -> str:
return re.sub(r'//[^\n]*', '', code)
def _find_matching_brace(code: str, open_pos: int) -> int:
depth = 0
for i in range(open_pos, len(code)):
if code[i] == '{':
depth += 1
elif code[i] == '}':
depth -= 1
if depth == 0:
return i
return -1
def _find_matching_paren(code: str, open_pos: int) -> int:
depth = 0
for i in range(open_pos, len(code)):
if code[i] == '(':
depth += 1
elif code[i] == ')':
depth -= 1
if depth == 0:
return i
return -1
def _parse_for_header(header: str) -> Optional[str]:
header = re.sub(r'\s+', ' ', header.strip())
m = re.match(
r'for\s*\(\s*int\s+(\w+)\s*=\s*([^;]+);\s*(\w+)\s*([<>=!]+)\s*([^;]+);\s*(\w+)\+\+\s*\)',
header,
)
if m:
var, start, _, op, end, _ = m.groups()
return _range_for(var, start.strip(), op, end.strip(), 1)
m = re.match(
r'for\s*\(\s*int\s+(\w+)\s*=\s*([^;]+);\s*(\w+)\s*([<>=!]+)\s*([^;]+);\s*(\w+)\s*=\s*(\w+)\s*([+\-])\s*(\d+)\s*\)',
header,
)
if m:
var, start, _, op, end, _, _, sign, step = m.groups()
step_n = int(step) if sign == '+' else -int(step)
return _range_for(var, start.strip(), op, end.strip(), step_n)
m = re.match(
r'for\s*\(\s*int\s+(\w+)\s*=\s*([^;]+);\s*(\w+)\s*([<>=!]+)\s*([^;]+);\s*(\w+)\+=\s*(\d+)\s*\)',
header,
)
if m:
var, start, _, op, end, _, step = m.groups()
return _range_for(var, start.strip(), op, end.strip(), int(step))
m = re.match(
r'for\s*\(\s*int\s+(\w+)\s*=\s*([^;]+);\s*(\w+)\s*([<>=!]+)\s*([^;]+);\s*(\w+)-=\s*(\d+)\s*\)',
header,
)
if m:
var, start, _, op, end, _, step = m.groups()
return _range_for(var, start.strip(), op, end.strip(), -int(step))
m = re.match(
r'for\s*\(\s*int\s+(\w+)\s*=\s*([^;]+);\s*(\w+)\s*([<>=!]+)\s*([^;]+);\s*(\w+)\s*=\s*(\w+)\s*-\s*(\d+)\s*\)',
header,
)
if m:
var, start, _, op, end, _, _, step = m.groups()
return _range_for(var, start.strip(), op, end.strip(), -int(step))
m = re.match(
r'for\s*\(\s*int\s+(\w+)\s*=\s*([^;]+);\s*(\w+)\s*([<>=!]+)\s*([^;]+);\s*(\w+)--\s*\)',
header,
)
if m:
var, start, _, op, end, _ = m.groups()
return _range_for(var, start.strip(), op, end.strip(), -1)
m = re.match(
r'for\s*\(\s*int\s+(\w+)\s*=\s*([^;]+);\s*(\w+)\s*([<>=!]+)\s*([^;]+);\s*(\w+)\s*\*=\s*(\d+)\s*\)',
header,
)
if m:
var, start, _, op, end, _, mult = m.groups()
return f'WHILE|{var}|{start.strip()}|{op}|{end.strip()}|{var} *= {mult}'
m = re.match(
r'for\s*\(\s*int\s+(\w+)\s*=\s*([^;]+);\s*(\w+)\s*([<>=!]+)\s*([^;]+);\s*(\w+)\s*=\s*\1\s*\*\s*(\d+)\s*\)',
header,
)
if m:
var, start, _, op, end, _, mult = m.groups()
return f'WHILE|{var}|{start.strip()}|{op}|{end.strip()}|{var} *= {mult}'
m = re.match(
r'for\s*\(\s*int\s+(\w+)\s*=\s*([^;]+);\s*(\w+)\s*([<>=!]+)\s*([^;]+);\s*(\w+)\s*/=\s*(\d+)\s*\)',
header,
)
if m:
var, start, _, op, end, _, div = m.groups()
return f'WHILE|{var}|{start.strip()}|{op}|{end.strip()}|{var} //= {div}'
m = re.match(
r'for\s*\(\s*int\s+(\w+)\s*=\s*([^;]+);\s*(\w+)\s*([<>=!]+)\s*([^;]+);\s*(\w+)\s*=\s*\1\s*/\s*(\d+)\s*\)',
header,
)
if m:
var, start, _, op, end, _, div = m.groups()
return f'WHILE|{var}|{start.strip()}|{op}|{end.strip()}|{var} //= {div}'
return None
def _add_one(expr: str) -> str:
expr = expr.strip()
if re.fullmatch(r'-?\d+', expr):
return str(int(expr) + 1)
return f'{expr} + 1'
def _sub_one(expr: str) -> str:
expr = expr.strip()
if re.fullmatch(r'-?\d+', expr):
return str(int(expr) - 1)
return f'{expr} - 1'
def _range_for(var: str, start: str, op: str, end: str, step: int) -> str:
if step == 1:
if op == '<':
if start == '0':
return f'for {var} in range({end}):'
return f'for {var} in range({start}, {end}):'
if op == '<=':
return f'for {var} in range({start}, {_add_one(end)}):'
if step == -1:
if op == '>':
return f'for {var} in range({start}, {end}, -1):'
if op == '>=':
return f'for {var} in range({start}, {_sub_one(end)}, -1):'
if step > 1 and op == '<':
return f'for {var} in range({start}, {end}, {step}):'
if step < -1:
if op == '>=':
return f'for {var} in range({start}, {_sub_one(end)}, {step}):'
if op == '>':
return f'for {var} in range({start}, {end}, {step}):'
return f'# UNCONVERTED FOR: {var} {start} {op} {end} step={step}'
def _split_args(s: str) -> list[str]:
parts, cur, depth = [], [], 0
for c in s:
if c in '([':
depth += 1
elif c in ')]':
depth -= 1
elif c == ',' and depth == 0:
parts.append(''.join(cur).strip())
cur = []
continue
cur.append(c)
if cur:
parts.append(''.join(cur).strip())
return parts
def _format_rhs(expr: str) -> str:
expr = expr.strip().rstrip(';')
m = re.match(r'(\w+)\((.*)\)$', expr)
if m:
fn, args = m.group(1), m.group(2)
if not args.strip():
return f'{fn}()'
parts = _split_args(args)
return f'{fn}({", ".join(_format_rhs(p) for p in parts)})'
expr = re.sub(r'\s+', '', expr)
tokens = re.split(r'(==|!=|<=|>=|[+\-*/=<>])', expr)
parts = []
for t in tokens:
if not t:
continue
if t in '+-*/=<>!':
parts.append(f' {t} ')
elif t in ('==', '!=', '<=', '>='):
parts.append(f' {t} ')
else:
parts.append(t)
result = ''.join(parts)
result = re.sub(r'\s+', ' ', result).strip()
result = re.sub(r'^-\s+(\d)', r'-\1', result)
result = re.sub(r'-\s+(\w)', r'-\1', result)
result = re.sub(r'\(\s*-\s+(\w)', r'(-\1', result)
return result
def _format_stmt(stmt: str) -> str:
stmt = stmt.strip().rstrip(';')
m = re.match(r'int\s+(\w+)\s*=\s*(.+)', stmt)
if m:
return f'{m.group(1)} = {_format_rhs(m.group(2))}'
m = re.match(r'(\w+)\s*=\s*(.+)', stmt)
if m and not stmt.startswith(('if ', 'for ', 'void ', 'return')):
return f'{m.group(1)} = {_format_rhs(m.group(2))}'
return _format_rhs(stmt)
def _skip_ws(code: str) -> str:
return code.lstrip(' \t\n\r')
def _convert_block(code: str, indent: int = 0) -> list[str]:
lines: list[str] = []
code = code.strip()
pad = ' ' * indent
while code:
code = _skip_ws(code)
if not code:
break
# void function
m = re.match(r'void\s+(\w+)\s*\(([^)]*)\)\s*\{', code)
if m:
fn, params = m.group(1), m.group(2).strip()
if params:
names = [p.strip().split()[-1] for p in params.split(',') if p.strip()]
lines.append(f'def {fn}({", ".join(names)}):')
else:
lines.append(f'def {fn}():')
ob = code.index('{', m.start())
cb = _find_matching_brace(code, ob)
lines.extend(_convert_block(code[ob + 1:cb], indent + 1))
lines.append('')
code = code[cb + 1:]
continue
# int main()
m = re.match(r'int\s+main\s*\(\s*\)\s*\{', code)
if m:
ob = code.index('{', m.start())
cb = _find_matching_brace(code, ob)
lines.extend(_convert_block(code[ob + 1:cb], indent))
code = code[cb + 1:]
continue
# for loop
m = re.match(r'for\s*\(', code)
if m:
cp = _find_matching_paren(code, m.end() - 1)
header = code[m.start():cp + 1]
rest = _skip_ws(code[cp + 1:])
if rest.startswith('{'):
cb = _find_matching_brace(rest, 0)
body = rest[1:cb]
py_for = _parse_for_header(header)
if py_for and py_for.startswith('WHILE|'):
_, var, start, op, end, inc = py_for.split('|')
lines.append(pad + f'{var} = {start}')
lines.append(pad + f'while {var} {op} {end}:')
lines.extend(_convert_block(body, indent + 1))
lines.append(pad + f' {inc}')
elif py_for:
lines.append(pad + py_for)
lines.extend(_convert_block(body, indent + 1))
else:
lines.append(pad + (py_for or f'# {header}'))
lines.extend(_convert_block(body, indent + 1))
code = rest[cb + 1:]
continue
# if / else if / else
m = re.match(r'if\s*\(', code)
if m:
cp = _find_matching_paren(code, m.end() - 1)
cond = code[m.end():cp].strip()
rest = _skip_ws(code[cp + 1:])
if rest.startswith('{'):
cb = _find_matching_brace(rest, 0)
if_body = rest[1:cb]
lines.append(pad + f'if {_format_rhs(cond)}:')
lines.extend(_convert_block(if_body, indent + 1))
code = _skip_ws(rest[cb + 1:])
if code.startswith('else if'):
sub_lines, code = _convert_if_chain(code, indent, is_elif=True)
lines.extend(sub_lines)
elif code.startswith('else'):
if code.startswith('else {'):
ecb = _find_matching_brace(code, code.index('{'))
lines.append(pad + 'else:')
lines.extend(_convert_block(code[code.index('{') + 1:ecb], indent + 1))
code = code[ecb + 1:]
elif code.startswith('else if'):
pass # handled above
continue
# return
m = re.match(r'return\s+0\s*;', code)
if m:
code = code[m.end():]
continue
# statement until ;
semi = -1
depth = 0
for j, c in enumerate(code):
if c in '{(':
depth += 1
elif c in '})':
depth -= 1
elif c == ';' and depth == 0:
semi = j
break
if semi >= 0:
stmt = code[:semi].strip()
if stmt and not re.match(r'return\s+0', stmt):
lines.append(pad + _format_stmt(stmt))
code = code[semi + 1:]
continue
# trailing statement without semicolon
stmt = code.strip()
if stmt and not re.match(r'return\s+0', stmt):
lines.append(pad + _format_stmt(stmt))
break
return lines
def _convert_if_chain(code: str, indent: int, is_elif: bool = False) -> tuple[list[str], str]:
lines: list[str] = []
pad = ' ' * indent
prefix = 'elif' if is_elif else 'if'
while True:
code = _skip_ws(code)
if code.startswith('else if'):
code = code[7:].lstrip()
prefix = 'elif'
elif code.startswith('if'):
code = code[2:].lstrip()
elif code.startswith('else'):
if code.startswith('else {'):
cb = _find_matching_brace(code, code.index('{'))
lines.append(pad + 'else:')
lines.extend(_convert_block(code[code.index('{') + 1:cb], indent + 1))
return lines, code[cb + 1:]
break
else:
break
if not code.startswith('('):
break
cp = _find_matching_paren(code, 0)
cond = code[1:cp].strip()
rest = _skip_ws(code[cp + 1:])
if not rest.startswith('{'):
break
cb = _find_matching_brace(rest, 0)
lines.append(pad + f'{prefix} {_format_rhs(cond)}:')
lines.extend(_convert_block(rest[1:cb], indent + 1))
code = _skip_ws(rest[cb + 1:])
if code.startswith('else if'):
prefix = 'elif'
code = code[4:].lstrip() # 'else if' -> ' if' wait
code = 'if' + code[2:] if code.startswith(' if') else code
continue
if code.startswith('else {'):
cb2 = _find_matching_brace(code, code.index('{'))
lines.append(pad + 'else:')
lines.extend(_convert_block(code[code.index('{') + 1:cb2], indent + 1))
return lines, code[cb2 + 1:]
return lines, code
return lines, code
def cpp_to_python(cpp_code: str) -> str:
if not cpp_code or not str(cpp_code).strip():
return ''
code = _remove_comments(str(cpp_code))
lines = _convert_block(code, 0)
return '\n'.join(lines).strip()
if __name__ == '__main__':
import sys
print(cpp_to_python(sys.stdin.read()))

0
tools/deploy-local.sh Executable file → Normal file
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0
tools/deploy-to-001code.sh Executable file → Normal file
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0
tools/export_all.sh Executable file → Normal file
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@@ -30,6 +30,7 @@ from export_unity_levels import (
VDIR_RE,
kind_from_path,
parse_spawns,
infer_theme_from_level,
build_border_cache,
)
from export_unity_prefab_maps import parse_level_prefab
@@ -50,10 +51,12 @@ def parse_level_block(chunk: str, lid: int) -> dict:
path_m = LEVEL_PATH_RE.search(chunk)
level_path = path_m.group(1) if path_m else f"Assets/Prefabs/Level/Level{lid}.prefab"
ext_id = normalize_level_id(lid)
spawns, spawn_paths = parse_spawns(chunk)
return {
"levelID": ext_id,
"boundary": {"x": bx, "y": by},
"spawns": parse_spawns(chunk),
"spawns": spawns,
"theme": infer_theme_from_level(ext_id, spawn_paths),
"unityPrefab": level_path.replace("\\", "/"),
"cocosPrefab": prefab_resource_path(ext_id),
}
@@ -124,6 +127,8 @@ def strip_internal(L: dict) -> dict:
out["ground"] = L["ground"]
if L.get("border"):
out["border"] = L["border"]
if L.get("theme"):
out["theme"] = L["theme"]
return out
@@ -131,6 +136,9 @@ def main():
ap = argparse.ArgumentParser()
ap.add_argument("--unity-root", required=True, help="Unity 项目根目录(含 Assets")
ap.add_argument("--output", required=True, help="输出 levels-database.json")
ap.add_argument("--merge-into", default="", help="合并到已有 JSON保留范围外关卡")
ap.add_argument("--min-level-id", type=int, default=0, help="仅导出 levelID >= 此值")
ap.add_argument("--max-level-id", type=int, default=0, help="仅导出 levelID <= 此值")
ap.add_argument("--limit", type=int, default=0, help="仅导出前 N 个关卡(调试用)")
ap.add_argument("--skip-prefab-maps", action="store_true", help="不解析 Unity prefab 瓦片(快,地图由 Cocos 预制体承担)")
args = ap.parse_args()
@@ -145,10 +153,14 @@ def main():
print("Parsing Levels*.cs …")
levels = parse_all_levels_cs(core)
ids = sorted(levels.keys())
if args.min_level_id > 0:
ids = [i for i in ids if i >= args.min_level_id]
if args.max_level_id > 0:
ids = [i for i in ids if i <= args.max_level_id]
if args.limit > 0:
ids = ids[: args.limit]
levels = {k: levels[k] for k in ids}
print(f"Level definitions: {len(levels)}")
levels = {k: levels[k] for k in ids}
print(f"Level definitions: {len(levels)} ({ids[0] if ids else '?'}-{ids[-1] if ids else '?'})")
from_prefab = 0
from_ring = 0
@@ -165,18 +177,56 @@ def main():
else:
from_ring += 1
payload = {
"version": 1,
"generatedAt": datetime.now(timezone.utc).isoformat(),
"source": "Unity Levels*.cs + Assets/Prefabs/Level/*.prefab",
"stats": {
"total": len(levels),
"withPrefabTilemap": from_prefab,
"withBoundaryRing": from_ring,
},
"levelIdBase": LEVEL_ID_BASE,
"levels": {str(levels[lid]["levelID"]): strip_internal(levels[lid]) for lid in ids},
}
exported = {str(levels[lid]["levelID"]): strip_internal(levels[lid]) for lid in ids}
if args.merge_into:
merge_path = Path(args.merge_into)
if merge_path.is_file():
print(f"Merging into {merge_path}")
base = json.loads(merge_path.read_text(encoding="utf-8"))
base_levels = base.get("levels", {})
base_levels.update(exported)
payload = {
**base,
"version": 2,
"generatedAt": datetime.now(timezone.utc).isoformat(),
"source": "Unity Levels*.cs + Assets/Prefabs/Level/*.prefab (merged)",
"stats": {
"total": len(base_levels),
"withPrefabTilemap": from_prefab,
"withBoundaryRing": from_ring,
"exportedRange": len(exported),
},
"levelIdBase": LEVEL_ID_BASE,
"levels": base_levels,
}
else:
print(f"warn: merge target missing, writing export only: {merge_path}", file=sys.stderr)
payload = {
"version": 2,
"generatedAt": datetime.now(timezone.utc).isoformat(),
"source": "Unity Levels*.cs + Assets/Prefabs/Level/*.prefab",
"stats": {
"total": len(exported),
"withPrefabTilemap": from_prefab,
"withBoundaryRing": from_ring,
},
"levelIdBase": LEVEL_ID_BASE,
"levels": exported,
}
else:
payload = {
"version": 2,
"generatedAt": datetime.now(timezone.utc).isoformat(),
"source": "Unity Levels*.cs + Assets/Prefabs/Level/*.prefab",
"stats": {
"total": len(exported),
"withPrefabTilemap": from_prefab,
"withBoundaryRing": from_ring,
},
"levelIdBase": LEVEL_ID_BASE,
"levels": exported,
}
out = Path(args.output)
out.parent.mkdir(parents=True, exist_ok=True)

View File

@@ -25,7 +25,7 @@ DIR = {
}
LEVEL_RE = re.compile(
r"\{(\d+),new Level\(\)\{LevelID\s*=\s*\d+,spawns\s*=\s*new List<Spawn>\(\)\{",
r"\{\s*(\d+)\s*,\s*new Level\(\)\s*\{\s*LevelID\s*=\s*\d+\s*,\s*spawns\s*=\s*new List<Spawn>\(\)\s*\{",
re.MULTILINE,
)
@@ -34,7 +34,7 @@ SPAWN_RE = re.compile(
re.MULTILINE,
)
POS_RE = re.compile(r"position\s*=\s*new Vector3Int\((-?\d+),(-?\d+),0\)")
POS_RE = re.compile(r"position\s*=\s*new Vector3Int\((-?\d+),(-?\d+),-?\d+\)")
PATH_RE = re.compile(r'path\s*=\s*"?([^",\s]+)"?')
PDIR_RE = re.compile(r"playerDirection\s*=\s*(Direction\.\w+)")
VDIR_RE = re.compile(r"vehicleDirection\s*=\s*(Direction\.\w+)")
@@ -49,21 +49,51 @@ def kind_from_path(path: str) -> str:
return "vehicle"
if "enemy" in p:
return "enemy"
if "prop" in p:
if "prop" in p or "nrop" in p:
return "prop"
return "prop_decor"
def prop_placement_from_path(path: str) -> str | None:
if "nprop" in path.lower():
pl = path.lower()
if "nprop" in pl or "nrop" in pl:
return "ground"
if "prop" in path.lower():
if "prop" in pl:
return "block"
return None
def parse_spawns(block: str) -> list[dict]:
spawns = []
def infer_theme_from_level(level_id: int, spawn_paths: list[str]) -> str:
"""按主站关卡批次分配主题道具路径可覆盖snow/sanxing"""
if 91601 <= level_id <= 91900:
return "silu"
if 91901 <= level_id <= 92200:
return "redarmy"
if 92201 <= level_id <= 92500:
return "numMan"
if 92501 <= level_id <= 92800:
return "chinese"
if 92801 <= level_id <= 93100:
return "snow"
if 93101 <= level_id <= 93700:
return "sanxing"
joined = " ".join(spawn_paths).lower()
if "prop_sanxing" in joined or "nprop_sanxing" in joined:
return "sanxing"
if "prop_snow" in joined or "nprop_snow" in joined:
return "snow"
if "chinese" in joined or "panda" in joined:
return "chinese"
if "redarmy" in joined or "red_army" in joined:
return "redarmy"
if "numman" in joined:
return "numMan"
return "silu"
def parse_spawns(block: str) -> tuple[list[dict], list[str]]:
spawns: list[dict] = []
paths: list[str] = []
for m in SPAWN_RE.finditer(block):
body = m.group(1)
pm = POS_RE.search(body)
@@ -71,6 +101,8 @@ def parse_spawns(block: str) -> list[dict]:
continue
path_m = PATH_RE.search(body)
path = path_m.group(1) if path_m else ""
if path:
paths.append(path)
item: dict = {
"x": int(pm.group(1)),
"y": int(pm.group(2)),
@@ -86,7 +118,7 @@ def parse_spawns(block: str) -> list[dict]:
if vdir:
item["vehicleDirection"] = vdir.group(1)
spawns.append(item)
return spawns
return spawns, paths
def ring_border_key(bx: int, by: int) -> str:
@@ -105,12 +137,13 @@ def parse_file(text: str) -> dict[int, dict]:
bx, by = (10, 10)
if bound:
bx, by = int(bound.group(1)), int(bound.group(2))
spawns = parse_spawns(chunk)
spawns, spawn_paths = parse_spawns(chunk)
levels[lid] = {
"levelID": lid,
"boundary": {"x": bx, "y": by},
"borderKey": ring_border_key(bx, by),
"spawns": spawns,
"theme": infer_theme_from_level(lid, spawn_paths),
}
return levels

View File

@@ -1,12 +1,32 @@
#!/usr/bin/env python3
"""从 Unity Level{N}.prefab 解析 TilemapGround / Border格子数据。"""
"""从 Unity Level{N}.prefab 解析 TilemapGround / Border格子数据。
层级锁定:
- Baseblock / JumpBlock → ground地砖属性
- WallBlock / 墙饰 → border墙砖属性
不再用死板的 tileIndex==1 → JumpBlock。
"""
from __future__ import annotations
import re
from functools import lru_cache
from pathlib import Path
GROUND_TILES = frozenset({"Baseblock", "JumpBlock"})
BORDER_DECOR = frozenset(
{
"WallBlock",
"kuai11",
"Decor23",
"素材切图-23",
"素材切图2-23",
"小游戏素材红色_03",
}
)
def parse_tilemap_layer(text: str, layer_name: str) -> dict[str, int]:
"""返回格子 → 该 Tilemap 本地 m_TileIndex。"""
parts = re.split(r"(?=--- !u!1 &)", text)
for part in parts:
if f"m_Name: {layer_name}" not in part or "Tilemap:" not in part:
@@ -22,7 +42,84 @@ def parse_tilemap_layer(text: str, layer_name: str) -> dict[str, int]:
return {}
def parse_level_prefab(prefab_path: Path) -> dict:
def _tilemap_part(text: str, layer_name: str) -> str | None:
parts = re.split(r"(?=--- !u!1 &)", text)
for part in parts:
if f"m_Name: {layer_name}" not in part or "Tilemap:" not in part:
continue
return part
return None
def _tile_asset_guids(tilemap_part: str) -> list[str | None]:
"""按 m_TileAssetArray 顺序解析 guid空槽为 None"""
assets: list[str | None] = []
in_arr = False
for line in tilemap_part.splitlines():
if "m_TileAssetArray:" in line:
in_arr = True
continue
if in_arr and ("m_TileSpriteArray" in line or "m_AnimationFrameRate" in line):
break
if not in_arr:
continue
if "guid:" in line:
m = re.search(r"guid: ([a-f0-9]+)", line)
assets.append(m.group(1) if m else None)
elif "m_Data: {fileID: 0}" in line:
assets.append(None)
return assets
@lru_cache(maxsize=1)
def _guid_to_tile_name(unity_texture_root: str) -> dict[str, str]:
root = Path(unity_texture_root)
out: dict[str, str] = {}
if not root.is_dir():
return out
for meta in root.rglob("*.asset.meta"):
try:
text = meta.read_text(encoding="utf-8", errors="ignore")
except OSError:
continue
m = re.search(r"^guid: ([a-f0-9]+)", text, re.M)
if m:
out[m.group(1)] = meta.name.replace(".asset.meta", "")
return out
def tile_asset_names(text: str, layer_name: str, unity_texture_root: Path | None = None) -> list[str | None]:
part = _tilemap_part(text, layer_name)
if not part:
return []
guids = _tile_asset_guids(part)
if unity_texture_root is None:
# 默认prefab 所在工程 Assets/Texture
return [None] * len(guids)
mapping = _guid_to_tile_name(str(unity_texture_root))
return [mapping.get(g) if g else None for g in guids]
def normalize_ground_tile(name: str | None) -> str:
return "JumpBlock" if name == "JumpBlock" else "Baseblock"
def normalize_border_tile(name: str | None) -> str:
if not name or name in GROUND_TILES:
return "WallBlock"
if name in BORDER_DECOR:
return name
# 其它墙饰保留文件名,禁止地砖名漏到墙层
return name
def _resolve_name(assets: list[str | None], tile_index: int) -> str | None:
if 0 <= tile_index < len(assets):
return assets[tile_index]
return None
def parse_level_prefab(prefab_path: Path, unity_texture_root: Path | None = None) -> dict:
if not prefab_path.is_file():
return {}
text = prefab_path.read_text(encoding="utf-8")
@@ -30,8 +127,35 @@ def parse_level_prefab(prefab_path: Path) -> dict:
b_raw = parse_tilemap_layer(text, "Border")
if not g_raw and not b_raw:
return {}
ground = {
k: ("JumpBlock" if ti == 1 else "Baseblock") for k, ti in g_raw.items()
}
border = {k: True for k in b_raw}
if unity_texture_root is None:
# Level91601.prefab → …/Assets/Prefabs/Level → …/Assets/Texture
unity_texture_root = prefab_path.resolve().parents[2] / "Texture"
g_assets = tile_asset_names(text, "Ground", unity_texture_root)
b_assets = tile_asset_names(text, "Border", unity_texture_root)
ground: dict[str, str] = {}
border: dict[str, str] = {}
# 按瓦片类型归层层级固定地砖→Ground墙/饰→Border
for key, ti in g_raw.items():
name = _resolve_name(g_assets, ti)
if name in GROUND_TILES:
ground[key] = normalize_ground_tile(name)
else:
border[key] = normalize_border_tile(name)
for key, ti in b_raw.items():
name = _resolve_name(b_assets, ti)
if name in GROUND_TILES:
ground[key] = normalize_ground_tile(name)
else:
border[key] = normalize_border_tile(name)
# 同格冲突:墙优先(不可走)
for key in list(ground.keys()):
if key in border:
del ground[key]
return {"ground": ground, "border": border}

View File

@@ -0,0 +1,68 @@
#!/usr/bin/env bash
# 从 Unity 主站导入 9160193430 关卡(地图 + spawns + 主题 + 烘焙预制体)
set -euo pipefail
ROOT="$(cd "$(dirname "$0")/.." && pwd)"
UNITY_ROOT="${UNITY_ROOT:-/Users/liuyufei/tfrh/主站文件/主站}"
DB="$ROOT/assets/level-data/levels-database.json"
PREFAB_OUT="$ROOT/assets/bundle-level-prefabs/level-prefabs"
MIN_ID=91601
MAX_ID=93430
cd "$ROOT"
echo "==> [1/5] 导出 Unity 关卡 JSON (${MIN_ID}-${MAX_ID})"
python3 tools/export_all_levels.py \
--unity-root "$UNITY_ROOT" \
--output "$DB" \
--merge-into "$DB" \
--min-level-id "$MIN_ID" \
--max-level-id "$MAX_ID"
echo "==> [2/5] 导入主题贴图silu/snow/sanxing/chinese/redArmy/numMan"
python3 tools/import_unity_textures.py \
--unity-root "$UNITY_ROOT" \
--themes silu,snow,sanxing,chinese,redArmy,numMan || true
echo "==> [3/5] 修复砖块 meta + 主题调色板"
python3 tools/fix_tile_texture_metas.py || true
python3 tools/build_theme_palettes.py --unity-root "$UNITY_ROOT" || true
python3 tools/sync_theme_nprop_ground.py 2>/dev/null || true
echo "==> [4/5] 烘焙 Cocos 关卡预制体 (${MIN_ID}-${MAX_ID})"
python3 tools/bake_cocos_level_prefabs.py \
--db "$DB" \
--out-dir "$PREFAB_OUT" \
--min-level-id "$MIN_ID" \
--max-level-id "$MAX_ID"
echo "==> [5/5] 校验"
python3 - <<'PY'
import json
from pathlib import Path
from collections import Counter
db = json.loads(Path("assets/level-data/levels-database.json").read_text())
themes = Counter()
empty = 0
missing = 0
kinds = Counter()
for lid in range(91601, 93431):
L = db["levels"].get(str(lid))
if not L:
missing += 1
continue
if not L.get("spawns"):
empty += 1
themes[L.get("theme", "?")] += 1
for s in L.get("spawns") or []:
kinds[s.get("kind", "?")] += 1
prefabs = list(Path("assets/bundle-level-prefabs/level-prefabs").glob("Level*.prefab"))
in_range = [p for p in prefabs if 91601 <= int(p.stem.replace("Level", "")) <= 93430]
print(f"missing: {missing}/1830")
print(f"spawns empty: {empty}/1830")
print(f"themes: {dict(themes)}")
print(f"spawn kinds: {dict(kinds)}")
print(f"prefabs in range: {len(in_range)}/1830")
PY
echo "Done."

File diff suppressed because it is too large Load Diff

View File

@@ -95,4 +95,6 @@ def touch_database(db_path: Path, level_ids: list[int] | None = None) -> None:
data["levels"][key] = sync_level_entry(data["levels"][key], lid)
update_db_stats(data)
data["generatedAt"] = datetime.now(timezone.utc).isoformat()
db_path.write_text(json.dumps(data, ensure_ascii=False, indent=2), encoding="utf-8")
tmp = db_path.with_suffix(db_path.suffix + ".tmp")
tmp.write_text(json.dumps(data, ensure_ascii=False, indent=2), encoding="utf-8")
tmp.replace(db_path)

0
tools/package-for-project.sh Executable file → Normal file
View File

0
tools/sync-level-db.sh Executable file → Normal file
View File

0
tools/sync-main-site-level-db.sh Executable file → Normal file
View File

0
tools/sync-reference-from-unity.sh Executable file → Normal file
View File

0
tools/sync-unity-package-to-static.sh Executable file → Normal file
View File

View File

@@ -1,156 +1,142 @@
#!/usr/bin/env node
/**
* 自测 Unity 绘制排序(与 UnityDrawSort.ts 对齐)
* 自测等距 frontKey 排序(与 UnityDrawSort.ts 对齐)
* 运行: node tools/verify-unity-draw-sort.mjs
*/
const UNITY_SORTING_ORDER = { nProp: 1, tilemap: 2, vehicle: 2, prop: 3, player: 4 };
const ORDER_SCALE = 10_000;
const DEPTH_SCALE = 100;
const TILE_ELEVATION_Y_THRESHOLD = 12;
const HALF_W = 50;
const HALF_H = 25;
const CELL = 100;
const RANK_FLOOR = 0;
const RANK_PICKABLE = 20;
const RANK_VEHICLE = 30;
const RANK_PLAYER = 35;
const RANK_WALL = 40;
function cellToWorldCenter(x, y) {
const wx = (x - y) * HALF_W;
const wy = (x + y) * HALF_H + HALF_H;
return { x: wx, y: wy };
}
function unityTileIndividualSortingOrder(cellX, cellY) {
return UNITY_SORTING_ORDER.tilemap - cellX - cellY;
}
function compareTileCellDepth(ax, ay, bx, by) {
if (ay !== by) return by - ay;
return bx - ax;
}
function compareUnityTileToTile(a, b) {
const cellCmp = compareTileCellDepth(a.cellX, a.cellY, b.cellX, b.cellY);
if (cellCmp !== 0) return cellCmp;
const yCmp = Math.round(a.depthY * DEPTH_SCALE) - Math.round(b.depthY * DEPTH_SCALE);
if (Math.abs(yCmp) >= TILE_ELEVATION_Y_THRESHOLD) return yCmp;
return unityTileIndividualSortingOrder(a.cellX, a.cellY)
- unityTileIndividualSortingOrder(b.cellX, b.cellY);
}
function tileInFrontOfTile(front, back, depthFront = 0, depthBack = 0) {
const a = { cellX: front.x, cellY: front.y, depthY: depthFront };
const b = { cellX: back.x, cellY: back.y, depthY: depthBack };
return compareUnityTileToTile(a, b) > 0;
}
function compareIsoDrawOrder(ax, ay, bx, by) {
const ka = ax + ay;
const kb = bx + by;
if (ka !== kb) return kb - ka;
return ax - bx;
}
function wallFaceSamples(wallX, wallY) {
return [{ x: wallX, y: wallY - 1 }, { x: wallX - 1, y: wallY }];
}
function compareWallActorIso(actor, wallX, wallY) {
let actorAhead = 0;
for (const face of wallFaceSamples(wallX, wallY)) {
const iso = compareIsoDrawOrder(actor.x, actor.y, face.x, face.y);
if (iso < 0) return iso;
if (iso > actorAhead) actorAhead = iso;
}
return actorAhead;
}
function compareUnityEntityToWall(entity, tile) {
const cell = { x: entity.cellX, y: entity.cellY };
for (const face of wallFaceSamples(tile.cellX, tile.cellY)) {
if (face.x === cell.x && face.y === cell.y) return 1;
}
const tileOrder = unityTileIndividualSortingOrder(tile.cellX, tile.cellY);
if (tileOrder > entity.sortingOrder) return -1;
const wallIso = compareWallActorIso(cell, tile.cellX, tile.cellY);
if (wallIso < 0) {
if (tile.cellX === cell.x && tile.cellY === cell.y - 1) return -1;
if (tile.cellY < cell.y) return 1;
return -1;
}
const tileAhead = (tile.cellX + tile.cellY) - (cell.x + cell.y);
if (wallIso > 0 && tileAhead > 0) return -1;
if (wallIso > 0) return wallIso;
const yCmp = Math.round(entity.depthY * DEPTH_SCALE) - Math.round(tile.depthY * DEPTH_SCALE);
if (yCmp !== 0) return yCmp;
if (tileAhead !== 0) return -tileAhead;
return compareIsoDrawOrder(tile.cellX, tile.cellY, cell.x, cell.y);
}
function compareUnityEntityToTile(entity, tile) {
if (tile.tileName !== 'WallBlock') return 1;
return compareUnityEntityToWall(entity, tile);
function frontKey(x, y, rank) {
return -(x + y) * CELL + rank;
}
function entityInFrontOfTile(entity, tile) {
return compareUnityEntityToTile(entity, tile) > 0;
const eRank = entity.isPickable ? RANK_PICKABLE : (entity.isPlayer ? RANK_PLAYER : RANK_VEHICLE);
let eKey = frontKey(entity.cellX, entity.cellY, eRank);
// 贴墙立面抬升
const faces = [
{ x: tile.cellX, y: tile.cellY - 1 },
{ x: tile.cellX - 1, y: tile.cellY },
];
const onFace = faces.some((f) => f.x === entity.cellX && f.y === entity.cellY);
const tKey = frontKey(tile.cellX, tile.cellY, tile.tileName === 'WallBlock' ? RANK_WALL : RANK_FLOOR);
if (tile.tileName === 'WallBlock' && onFace) eKey = Math.max(eKey, tKey + 1);
return eKey > tKey;
}
function walkableUnderPlayer(playerCell, tileCell) {
return entityInFrontOfTile(
{ sortingOrder: 4, cellX: playerCell.x, cellY: playerCell.y, centerY: 0, depthY: 0 },
{ cellX: tileCell.x, cellY: tileCell.y, tileName: 'Baseblock', centerY: 0, depthY: 0 },
);
}
function playerBottomY(cellX, cellY) {
return cellToWorldCenter(cellX, cellY).y - 0.35 * 90;
}
function wallFrontY(cellX, cellY) {
const c = cellToWorldCenter(cellX, cellY);
return Math.max(c.y, c.y + (1 - 0.67) * 115);
function tileInFrontOfTile(a, b) {
return frontKey(a.x, a.y, RANK_FLOOR) > frontKey(b.x, b.y, RANK_FLOOR);
}
const cases = [
{
name: '砖↔砖:斜向路径 (0,-2)(0,-1)→(0,0)→(1,0) 下方逐格遮挡',
pass: tileInFrontOfTile({ x: 0, y: -2 }, { x: 0, y: -1 })
&& tileInFrontOfTile({ x: 0, y: -1 }, { x: 0, y: 0 })
&& tileInFrontOfTile({ x: 0, y: 0 }, { x: 1, y: 0 }),
name: '砖:南 (0,-2) 挡北 (0,-1)',
pass: tileInFrontOfTile({ x: 0, y: -2 }, { x: 0, y: -1 }),
},
{
name: '砖↔砖:对角路径 (0,-3)→(1,-2)→(2,-1)→(3,0) 下方逐格遮挡',
pass: tileInFrontOfTile({ x: 0, y: -3 }, { x: 1, y: -2 })
&& tileInFrontOfTile({ x: 1, y: -2 }, { x: 2, y: -1 })
&& tileInFrontOfTile({ x: 2, y: -1 }, { x: 3, y: 0 }),
},
{
name: '砖↔砖:南侧 (0,-1) 挡住北侧 (0,0)',
pass: tileInFrontOfTile({ x: 0, y: -1 }, { x: 0, y: 0 }),
},
{
name: '砖↔砖:东南 (2,-2) 挡住西北 (0,-1)',
pass: tileInFrontOfTile({ x: 2, y: -2 }, { x: 0, y: -1 }),
},
{
name: '91614 出生 (0,-1) 不被北侧墙 (0,0) 挡住',
pass: entityInFrontOfTile(
{ sortingOrder: 4, cellX: 0, cellY: -1, centerY: 0, depthY: 0 },
{ cellX: 0, cellY: 0, tileName: 'WallBlock', centerY: 0, depthY: 0 },
name: '北墙 (-1,1) 挡住中心角色 (0,0)',
pass: !entityInFrontOfTile(
{ cellX: 0, cellY: 0 },
{ cellX: -1, cellY: 1, tileName: 'WallBlock' },
),
},
{
name: '跨格路径砖:南侧 (0,-2) 不挡北侧角色 (0,-1)',
pass: entityInFrontOfTile(
{ sortingOrder: 4, cellX: 0, cellY: -1, centerY: 0, depthY: 0 },
{ cellX: 0, cellY: -2, tileName: 'Baseblock', centerY: 0, depthY: 100 },
name: '东墙 (1,-1) 挡住中心角色 (0,0)(同对角立面)',
pass: !entityInFrontOfTile(
{ cellX: 0, cellY: 0 },
{ cellX: 1, cellY: -1, tileName: 'WallBlock' },
),
},
{
name: '91614 真实Y出生 (0,-1) 在 (0,0) 墙前',
pass: entityInFrontOfTile(
{ sortingOrder: 4, cellX: 0, cellY: -1, centerY: 0, depthY: playerBottomY(0, -1) },
{ cellX: 0, cellY: 0, tileName: 'WallBlock', centerY: 0, depthY: wallFrontY(0, 0) },
name: '南 tip 墙 (-1,-3) 挡住金币 (0,-3)',
pass: !entityInFrontOfTile(
{ cellX: 0, cellY: -3, isPickable: true },
{ cellX: -1, cellY: -3, tileName: 'WallBlock' },
),
},
{
name: '金币 (0,-3) 在东后墙 (1,-3) 之前(屏上金币更靠前)',
pass: entityInFrontOfTile(
{ cellX: 0, cellY: -3, isPickable: true },
{ cellX: -1, cellY: -2, tileName: 'Baseblock' },
) && entityInFrontOfTile(
{ cellX: 0, cellY: -3, isPickable: true },
{ cellX: 1, cellY: -3, tileName: 'WallBlock' },
),
},
{
name: '贴南墙立面 (0,-1) 露在墙 (0,0) 前',
pass: entityInFrontOfTile(
{ cellX: 0, cellY: -1 },
{ cellX: 0, cellY: 0, tileName: 'WallBlock' },
),
},
{
name: '南墙 (0,-1) 挡住角色 (0,0)',
pass: !entityInFrontOfTile(
{ cellX: 0, cellY: 0 },
{ cellX: 0, cellY: -1, tileName: 'WallBlock' },
),
},
{
name: '左墙 (-6,-2) 挡住角色 (-4,-3)',
pass: !entityInFrontOfTile(
{ cellX: -4, cellY: -3 },
{ cellX: -6, cellY: -2, tileName: 'WallBlock' },
),
},
{
name: '载具朝前钉起点:相对南侧地砖仍被挡',
pass: !entityInFrontOfTile(
{ cellX: 0, cellY: 0, isPlayer: false },
{ cellX: 0, cellY: -1, tileName: 'Baseblock' },
),
},
{
name: '载具朝后用落点:从(0,0)→(1,0) 比钉起点更靠后(继续被下方砖挡)',
pass: (() => {
const floor = { cellX: 0, cellY: -1, tileName: 'Baseblock' };
// 起点更靠前,相对该南侧砖「不挡得那么死」;落点更靠后应仍被挡住
const startKeyWins = entityInFrontOfTile(
{ cellX: 0, cellY: 0, isPlayer: false },
floor,
);
const landOccluded = !entityInFrontOfTile(
{ cellX: 1, cellY: 0, isPlayer: false },
floor,
);
return !startKeyWins && landOccluded;
})(),
},
{
name: '角色朝前用落点:从(0,1)→(0,0) 途中露前',
pass: (() => {
const from = { cellX: 0, cellY: 1 };
const to = { cellX: 0, cellY: 0 };
const wall = { cellX: 1, cellY: 0, tileName: 'WallBlock' };
return !entityInFrontOfTile(from, wall) && entityInFrontOfTile(to, wall);
})(),
},
{
name: '同格:角色永远盖过载具',
pass: frontKey(0, 0, RANK_PLAYER) > frontKey(0, 0, RANK_VEHICLE),
},
{
name: '南侧地砖可挡住同侧偏后的实体(下方地砖应遮挡载具)',
pass: !entityInFrontOfTile(
{ cellX: 0, cellY: 0 },
{ cellX: 0, cellY: -1, tileName: 'Baseblock' },
),
},
{
name: '人物与载具同格 frontKey 条带一致(主题无关)',
pass: Math.floor(frontKey(2, -1, RANK_PLAYER) / 100) === Math.floor(frontKey(2, -1, RANK_VEHICLE) / 100),
},
];
let failed = 0;
@@ -159,7 +145,6 @@ for (const c of cases) {
console.log(`${ok ? '✓' : '✗'} ${c.name}`);
if (!ok) failed++;
}
if (failed > 0) {
console.error(`\n${failed} case(s) failed`);
process.exit(1);