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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152
extensions/plugin-import-2x/creator/components/Node.ts
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152
extensions/plugin-import-2x/creator/components/Node.ts
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'use strict';
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import { getGroupLayerByIndex, fromEuler, hasUIRenderComponent, hasCanvasComponent } from '../common/utlis';
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import { UITransform } from "./UITransform";
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import { UIOpacity } from "./UIOpacity";
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export const NODE = {
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"__type__": "cc.Node",
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"_name": "New Node",
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"_objFlags": 0,
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"_parent": null,
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"_children": [],
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"_active": true,
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"_components": [],
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"_prefab": null,
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": 0,
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"z": 0,
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},
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"_lrot": {
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"__type__": "cc.Quat",
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"x": 0,
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"y": 0,
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"z": 0,
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"w": 1,
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},
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"_lscale": {
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"__type__": "cc.Vec3",
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"x": 1,
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"y": 1,
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"z": 1,
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},
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"_layer": 1073741824,
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"_euler": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": 0,
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"z": 0,
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},
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};
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export class Node {
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static create(name?: string, parentID?: number) {
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const node = JSON.parse(JSON.stringify(NODE));
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if (name) {
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node._name = name;
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}
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if (parentID) {
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node._parent = {
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__id__: parentID,
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};
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}
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return node;
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}
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static addComponents(node: any, componentID: number) {
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node._components.push({
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__id__: componentID,
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});
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}
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static addChildren(node: any, childID: number) {
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node._children.push({
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__id__: childID,
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});
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}
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static async migrate(index: number, json2D: any, json3D: any) {
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const source = JSON.parse(JSON.stringify(NODE));
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const node = json2D[index];
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// 先导入 components
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if (node._components) {
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for (const component of node._components) {
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const element = source._components.find((obj: any) => {
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return obj.__id__ === component.__id__;
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});
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if (!element) {
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source._components.push(component);
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}
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}
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}
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for (const key in node) {
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const value = node[key];
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if (key === '__type__' || value === undefined || value === null) { continue; }
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if (key === '_groupIndex' || key === 'groupIndex') {
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let layer = await getGroupLayerByIndex(value);
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// 如果是 Canvas 并且 layer 是默认的,就设置为 UI_2D
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if (layer === 1 && hasCanvasComponent(node, json2D)) {
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layer = 1 << 25;
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}
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if (!layer) {
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console.warn(`The group layer: ${layer} no found. node name: ${node._name}`);
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layer = value;
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}
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source._layer = layer;
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}
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else if (key === '_color' || key === '_components') {
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continue;
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}
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else if (key === '_trs') {
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const trs = value.array;
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source._lpos.x = trs[0];
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source._lpos.y = trs[1];
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source._lpos.z = trs[2];
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source._lrot.x = trs[3];
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source._lrot.y = trs[4];
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source._lrot.z = trs[5];
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source._lrot.w = trs[6] === 0 ? 1 : trs[6];
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source._lscale.x = trs[7];
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source._lscale.y = trs[8];
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// 如果不是 3d 节点并且 scale z 是 0,就默认设置为 1
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if (!node['_is3DNode'] && trs[9] === 0) {
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trs[9] = 1;
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}
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source._lscale.z = trs[9];
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}
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else if (key === '_eulerAngles') {
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source._euler.x = value.x;
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source._euler.y = value.y;
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source._euler.z = value.z;
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}
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else if (key === '_contentSize') {
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if (hasUIRenderComponent(source, json2D)) {
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UITransform.setContentSize(source, index, value, json3D);
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}
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}
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else if (key === '_anchorPoint') {
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if (hasUIRenderComponent(source, json2D)) {
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UITransform.setAnchorPoint(source, index, value, json3D);
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}
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}
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else if (key === '_opacity') {
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if (hasUIRenderComponent(source, json2D)) {
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UIOpacity.setOpacity(source, index, value, json3D);
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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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fromEuler(source._lrot, source._euler.x, source._euler.y, source._euler.z);
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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 Node.migrate(index, json2D, json3D);
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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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