Complete Cocos Creator port with level bundles, themes, and tooling.
Adds level prefabs, theme assets, audio, extensions, and deployment scripts for the Unity WebGL migration. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
173
extensions/game-controller-inspector/dist/footer.js
vendored
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173
extensions/game-controller-inspector/dist/footer.js
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'use strict';
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/** AppRoot Inspector:SwitchLevel + 游戏调试(对齐 Unity TestPlayer) */
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function compUuid(dump) {
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if (!dump || !dump.value) return '';
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const u = dump.value.uuid;
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return (u && u.value) ? u.value : (typeof u === 'string' ? u : '');
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}
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function nodeUuid(dump) {
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if (!dump || !dump.value) return '';
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const n = dump.value.node;
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return (n && n.value && n.value.uuid) ? n.value.uuid : '';
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}
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function getMessageProtocolScene(el) {
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let element = el;
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while (element) {
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const root = element.getRootNode && element.getRootNode();
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element = element.parentElement || (root && root.host) || null;
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if (element && element.messageProtocol && element.messageProtocol.scene) {
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return element.messageProtocol.scene;
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}
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}
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return 'scene';
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}
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async function callMethod(contextEl, uuid, name, args) {
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if (!uuid || typeof Editor === 'undefined') return;
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const protocols = [];
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const primary = getMessageProtocolScene(contextEl);
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if (primary) protocols.push(primary);
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if (protocols.indexOf('scene') < 0) protocols.push('scene');
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let lastErr;
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for (let i = 0; i < protocols.length; i++) {
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try {
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await Editor.Message.request(protocols[i], 'execute-component-method', {
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uuid,
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name,
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args: args || [],
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});
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return;
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} catch (e) {
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lastErr = e;
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}
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}
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console.warn('[game-controller-inspector]', name, lastErr);
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}
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async function findGameControllerUuid(nu) {
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if (!nu) return null;
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try {
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const node = await Editor.Message.request('scene', 'query-node', nu);
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for (const c of node?.__comps__ || []) {
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if (c.type === 'GameController' || c.type === '8940aPSKJhGKKIBE/qKnFm7') {
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return c.value.uuid.value;
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}
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}
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} catch (e) {
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console.warn('[game-controller-inspector] query-node failed', e);
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}
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return null;
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}
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async function callGame(contextEl, dump, method, args) {
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const gc = await findGameControllerUuid(nodeUuid(dump));
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if (!gc) {
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console.warn('[game-controller-inspector] 请先点预览 ▶,等关卡加载后再调试');
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return;
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}
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await callMethod(contextEl, gc, method, args);
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}
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function parseStep(raw) {
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const n = parseInt(String(raw || '1'), 10);
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return Number.isNaN(n) || n === 0 ? 1 : n;
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}
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let lastDebugAt = 0;
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function guardDebug(fn) {
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return () => {
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const now = Date.now();
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if (now - lastDebugAt < 350) return;
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lastDebugAt = now;
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fn();
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};
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}
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module.exports = Editor.Panel.define({
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template: `
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<div class="gc-footer">
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<ui-label class="hint">① 预览 ▶ ② GameController 填 inputLevel ③ 点 SwitchLevel</ui-label>
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<div class="row level-nav">
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<ui-button class="btn-prev">上一关</ui-button>
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<ui-button class="btn-next">下一关</ui-button>
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</div>
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<ui-button class="btn-switch blue">SwitchLevel</ui-button>
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<ui-label class="sep">— 游戏调试(须预览运行中)—</ui-label>
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<div class="row">
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<ui-label class="lbl">步数</ui-label>
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<ui-input class="step" value="1"></ui-input>
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</div>
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<div class="row">
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<ui-button class="fwd">前进</ui-button>
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<ui-button class="back">后退</ui-button>
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<ui-button class="jump">跳</ui-button>
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</div>
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<div class="row">
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<ui-button class="rot-l">左转</ui-button>
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<ui-button class="rot-r">右转</ui-button>
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<ui-button class="info">坐标</ui-button>
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</div>
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<div class="row">
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<ui-button class="end">结束输入</ui-button>
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<ui-button class="veh">载具+1</ui-button>
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<ui-button class="reset">重置关卡</ui-button>
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</div>
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</div>
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`,
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style: `
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.gc-footer { margin-top: 6px; }
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.gc-footer .hint, .gc-footer .sep {
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opacity: 0.8;
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font-size: 11px;
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margin: 6px 0;
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display: block;
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}
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.gc-footer .row { display: flex; gap: 4px; margin-bottom: 6px; }
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.gc-footer .lbl { font-size: 11px; align-self: center; min-width: 28px; }
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.gc-footer .step { flex: 1; }
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.gc-footer ui-button { flex: 1; }
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.gc-footer .level-nav { margin-bottom: 4px; }
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.gc-footer .btn-switch { width: 100%; margin-bottom: 4px; }
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`,
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$: {
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hint: '.hint',
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step: '.step',
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btnSwitch: '.btn-switch',
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btnPrev: '.btn-prev',
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btnNext: '.btn-next',
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fwd: '.fwd',
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back: '.back',
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jump: '.jump',
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rotL: '.rot-l',
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rotR: '.rot-r',
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info: '.info',
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end: '.end',
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veh: '.veh',
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reset: '.reset',
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},
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ready() {
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const ctx = () => this.$this || this.$.btnSwitch;
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const step = () => parseStep(this.$.step.value);
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this.$.btnPrev.addEventListener('confirm', guardDebug(() => void callGame(ctx(), this.dump, 'prevLevel', [])));
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this.$.btnNext.addEventListener('confirm', guardDebug(() => void callGame(ctx(), this.dump, 'nextLevel', [])));
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this.$.btnSwitch.addEventListener('confirm', () => {
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void callMethod(ctx(), compUuid(this.dump), 'switchLevelFromBootstrap', []);
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});
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this.$.fwd.addEventListener('confirm', guardDebug(() => void callGame(ctx(), this.dump, 'debugMove', [step()])));
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this.$.back.addEventListener('confirm', guardDebug(() => void callGame(ctx(), this.dump, 'debugMove', [-step()])));
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this.$.jump.addEventListener('confirm', guardDebug(() => void callGame(ctx(), this.dump, 'debugJump', [])));
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this.$.rotL.addEventListener('confirm', guardDebug(() => void callGame(ctx(), this.dump, 'debugRotateLeft', [1])));
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this.$.rotR.addEventListener('confirm', guardDebug(() => void callGame(ctx(), this.dump, 'debugRotateRight', [1])));
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this.$.info.addEventListener('confirm', guardDebug(() => void callGame(ctx(), this.dump, 'debugPlayerInfo', [])));
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this.$.end.addEventListener('confirm', guardDebug(() => void callGame(ctx(), this.dump, 'debugInputEnd', [])));
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this.$.veh.addEventListener('confirm', guardDebug(() => void callGame(ctx(), this.dump, 'debugVehicleMove', [1])));
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this.$.reset.addEventListener('confirm', guardDebug(() => void callGame(ctx(), this.dump, 'debugResetLevel', [])));
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},
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update(dump) {
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if (dump) this.dump = dump;
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},
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});
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