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>
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'use strict';
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import { ImporterBase } from "../common/base";
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import { ModelLightmapSettings } from "./ModelLightmapSettings";
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export const MESHRENDERER = {
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"__type__": "cc.MeshRenderer",
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"_name": "",
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"_objFlags": 0,
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"node": null,
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"_enabled": true,
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"__prefab": null,
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"_materials": [],
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"_visFlags": 0,
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"lightmapSettings": null,
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"_mesh": null,
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"_shadowCastingMode": 0,
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"_shadowReceivingMode": 1,
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"_enableMorph": true,
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};
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export class MeshRenderer {
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static create() {
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return JSON.parse(JSON.stringify(MESHRENDERER));
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}
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static async migrate(index: any, json2D: any) {
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const json = json2D[index];
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const source = JSON.parse(JSON.stringify(MESHRENDERER));
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for (const key in json) {
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const value = json[key];
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if (key === '__type__' || value === undefined || value === null) { continue; }
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if (key === '_materials') {
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source._materials = [];
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for (let i = 0; i < value.length; ++i) {
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let material = value[0];
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if (material) {
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material = {
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__uuid__: await ImporterBase.getUuid(material.__uuid__),
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};
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source._materials.push(material);
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}
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}
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}
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else if (key === '_receiveShadows') {
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// 1 = ON, 0 = OFF
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source._shadowReceivingMode = value === 'true' ? 1 : 0;
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}
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else if (key === '_mesh') {
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source._mesh = {
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__uuid__: await ImporterBase.getUuid(value.__uuid__),
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};
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}
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else {
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source[key] = value;
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}
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}
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return source;
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}
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static async apply(index: number, json2D: any, json3D: any) {
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const source = await MeshRenderer.migrate(index, json2D);
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const modelLightmapSettings = ModelLightmapSettings.create();
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json3D.push(modelLightmapSettings);
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source.lightmapSettings = {
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__id__: json3D.length - 1,
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};
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json3D.splice(index, 1, source);
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return source;
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}
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}
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