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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# Unity 关卡 Prefab 结构说明(以 Level3 为例)
## 两套数据源
| 来源 | 文件 | 内容 |
|------|------|------|
| 逻辑配置 | `Assets/Scripts/Core/Levels600.cs` | `spawns`(玩家/道具坐标)、`boundary``levelPath` |
| 地图视觉 | `Assets/Prefabs/Level/Level3.prefab` | `Ground` / `Border` 两层 **Tilemap** |
运行时 `GameManager.CreateNewLevel`
1. Addressables 加载 `levelPath` → 实例化 `Level3` 预制体(含 Grid + Tilemap
2. 再按 `spawns` 实例化 `Player.prefab``Prop.prefab` 等到关卡根节点
**玩家/道具不在 Prefab 里**,只在 `Levels*.cs``spawns` 中定义。
## Level3.prefab 层级
```
Level3
├── Grid # cellSize (1, 0.5),等距/菱形格
├── Border # Tilemap — 墙/障碍 → GridType.Block
└── Ground # Tilemap — 可走地块 → GridType.Across / Jump
```
### 第 3 关格子(从 Prefab 解析)
- **Ground8 格)**`(-3,0)…(4,0)` 一字横排,`Baseblock` → 可走 `Across`
- **Border22 格)**:底部一排 + 左右墙 + 顶部墙,围成通道
`Levels600.cs` 中 spawns 一致:
- Player `(0,0)` North
- Prop `(-3,0)``(4,0)` 在通道两端
## Cocos 侧对应
`tools/export_unity_levels.py --prefab-dir` 会把 Prefab Tilemap 写入:
- `LevelConfig.ground`: `"x,y" → "Baseblock" | "JumpBlock"`
- `LevelConfig.border`: `"x,y" → true`
`GameManager` 按这些稀疏格子绘制地形并计算 `CalculateGridType`(与 Unity `Border.HasTile` / `Ground.GetTile` 一致)。
## 重新导出命令
```bash
python3 tools/export_unity_levels.py \
--input "/path/to/主站/Assets/Scripts/Core/Levels600.cs" \
--output assets/scripts/level/levels-20.generated.ts \
--prefab-dir "/path/to/主站/Assets/Prefabs/Level" \
--limit 20 --export-const LEVELS_20
```