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:
2026-06-16 15:30:58 +08:00
parent cba5105908
commit d393302388
6248 changed files with 17322729 additions and 11036 deletions

View File

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