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

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'use strict';
import { getGroupLayerByIndex, fromEuler, hasUIRenderComponent, hasCanvasComponent } from '../common/utlis';
import { UITransform } from "./UITransform";
import { UIOpacity } from "./UIOpacity";
export const NODE = {
"__type__": "cc.Node",
"_name": "New Node",
"_objFlags": 0,
"_parent": null,
"_children": [],
"_active": true,
"_components": [],
"_prefab": null,
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0,
},
"_lrot": {
"__type__": "cc.Quat",
"x": 0,
"y": 0,
"z": 0,
"w": 1,
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 1,
"y": 1,
"z": 1,
},
"_layer": 1073741824,
"_euler": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0,
},
};
export class Node {
static create(name?: string, parentID?: number) {
const node = JSON.parse(JSON.stringify(NODE));
if (name) {
node._name = name;
}
if (parentID) {
node._parent = {
__id__: parentID,
};
}
return node;
}
static addComponents(node: any, componentID: number) {
node._components.push({
__id__: componentID,
});
}
static addChildren(node: any, childID: number) {
node._children.push({
__id__: childID,
});
}
static async migrate(index: number, json2D: any, json3D: any) {
const source = JSON.parse(JSON.stringify(NODE));
const node = json2D[index];
// 先导入 components
if (node._components) {
for (const component of node._components) {
const element = source._components.find((obj: any) => {
return obj.__id__ === component.__id__;
});
if (!element) {
source._components.push(component);
}
}
}
for (const key in node) {
const value = node[key];
if (key === '__type__' || value === undefined || value === null) { continue; }
if (key === '_groupIndex' || key === 'groupIndex') {
let layer = await getGroupLayerByIndex(value);
// 如果是 Canvas 并且 layer 是默认的,就设置为 UI_2D
if (layer === 1 && hasCanvasComponent(node, json2D)) {
layer = 1 << 25;
}
if (!layer) {
console.warn(`The group layer: ${layer} no found. node name: ${node._name}`);
layer = value;
}
source._layer = layer;
}
else if (key === '_color' || key === '_components') {
continue;
}
else if (key === '_trs') {
const trs = value.array;
source._lpos.x = trs[0];
source._lpos.y = trs[1];
source._lpos.z = trs[2];
source._lrot.x = trs[3];
source._lrot.y = trs[4];
source._lrot.z = trs[5];
source._lrot.w = trs[6] === 0 ? 1 : trs[6];
source._lscale.x = trs[7];
source._lscale.y = trs[8];
// 如果不是 3d 节点并且 scale z 是 0就默认设置为 1
if (!node['_is3DNode'] && trs[9] === 0) {
trs[9] = 1;
}
source._lscale.z = trs[9];
}
else if (key === '_eulerAngles') {
source._euler.x = value.x;
source._euler.y = value.y;
source._euler.z = value.z;
}
else if (key === '_contentSize') {
if (hasUIRenderComponent(source, json2D)) {
UITransform.setContentSize(source, index, value, json3D);
}
}
else if (key === '_anchorPoint') {
if (hasUIRenderComponent(source, json2D)) {
UITransform.setAnchorPoint(source, index, value, json3D);
}
}
else if (key === '_opacity') {
if (hasUIRenderComponent(source, json2D)) {
UIOpacity.setOpacity(source, index, value, json3D);
}
}
else {
source[key] = value;
}
}
fromEuler(source._lrot, source._euler.x, source._euler.y, source._euler.z);
return source;
}
static async apply(index: number, json2D: any, json3D: any) {
const source = await Node.migrate(index, json2D, json3D);
json3D.splice(index, 1, source);
return source;
}
}