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182
assets/scripts/level/UnityDrawSort.ts
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182
assets/scripts/level/UnityDrawSort.ts
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/**
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* Unity 2D 绘制排序(对齐主站 GraphicsSettings + 预制体 SortingOrder + TilemapRenderer Individual)
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*
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* - GraphicsSettings: TransparencySortMode=CustomAxis, axis=(0, 1, -0.26)
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* - TilemapRenderer: SortingOrder=2, Mode=Individual, SortOrder=TopRight → 每格 -(cellX+cellY)
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* - nProp=1, Tilemap/Vehicle=2, Prop=3, Player=4
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* - 仅贴图 WallBlock 可遮挡实体;可行走砖永在实体之下
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* - 砖↔砖:格子深度(南 y 小 → 前,同 y 东 x 大 → 前)→ JumpBlock 抬高 Y → Individual order
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*/
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import { Vec3 } from 'cc';
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import { CommonDefine } from '../core/Define';
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import { cellToWorldCenter } from '../core/GridCoords';
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/** Unity GraphicsSettings.asset m_TransparencySortAxis */
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export const UNITY_TRANSPARENCY_AXIS = { x: 0, y: 1, z: -0.26 } as const;
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/** Unity SpriteRenderer / TilemapRenderer m_SortingOrder */
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export const UNITY_SORTING_ORDER = {
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nProp: 1,
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tilemap: 2,
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vehicle: 2,
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prop: 3,
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player: 4,
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} as const;
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const ORDER_SCALE = 10_000;
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const DEPTH_SCALE = 100;
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/** JumpBlock 行走面比 Baseblock 抬高的最小 Y 差(px),超过则优先比 depthY */
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const TILE_ELEVATION_Y_THRESHOLD = 12;
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export function isWallBlockTileName(tileName: string): boolean {
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return tileName === CommonDefine.BlockWall;
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}
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export function isWalkableTileName(tileName: string): boolean {
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return tileName === CommonDefine.BlockBase || tileName === CommonDefine.BlockJump;
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}
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/** Unity TilemapRenderer Individual + TopRight:baseOrder - (cellX+cellY) */
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export function unityTileIndividualSortingOrder(cellX: number, cellY: number): number {
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return UNITY_SORTING_ORDER.tilemap - cellX - cellY;
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}
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export function unityTransparencyDepth(worldX: number, worldY: number, worldZ = 0): number {
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return worldX * UNITY_TRANSPARENCY_AXIS.x
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+ worldY * UNITY_TRANSPARENCY_AXIS.y
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+ worldZ * UNITY_TRANSPARENCY_AXIS.z;
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}
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export function unityCompositeSortKey(
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sortingOrder: number,
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depthWorldY: number,
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depthWorldZ = 0,
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bias = 0,
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): number {
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const depth = unityTransparencyDepth(0, depthWorldY, depthWorldZ);
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return sortingOrder * ORDER_SCALE + depth * DEPTH_SCALE + bias;
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}
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export function unityCellCenterY(cellX: number, cellY: number): number {
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return cellToWorldCenter(new Vec3(cellX, cellY, 0)).y;
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}
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export interface UnitySortableTile {
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cellX: number;
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cellY: number;
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tileName: string;
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centerY: number;
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depthY: number;
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}
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export interface UnitySortableEntity {
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sortingOrder: number;
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cellX: number;
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cellY: number;
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centerY: number;
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depthY: number;
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isPlayer: boolean;
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isPickable: boolean;
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}
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/** 返回值 > 0 表示 (ax,ay) 应排在 (bx,by) 之后(更靠前) */
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export function compareIsoDrawOrder(ax: number, ay: number, bx: number, by: number): number {
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const ka = ax + ay;
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const kb = bx + by;
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if (ka !== kb) return kb - ka;
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return ax - bx;
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}
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function wallFaceSamples(wallX: number, wallY: number): { x: number; y: number }[] {
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return [{ x: wallX, y: wallY - 1 }, { x: wallX - 1, y: wallY }];
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}
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function compareWallActorIso(
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actor: { x: number; y: number },
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wallX: number,
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wallY: number,
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): number {
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let actorAhead = 0;
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for (const face of wallFaceSamples(wallX, wallY)) {
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const iso = compareIsoDrawOrder(actor.x, actor.y, face.x, face.y);
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if (iso < 0) return iso;
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if (iso > actorAhead) actorAhead = iso;
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}
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return actorAhead;
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}
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/** 返回值 > 0 实体更靠前;< 0 墙应挡住 */
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function compareUnityEntityToWall(
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entity: UnitySortableEntity,
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tile: UnitySortableTile,
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): number {
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const cell = { x: entity.cellX, y: entity.cellY };
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for (const face of wallFaceSamples(tile.cellX, tile.cellY)) {
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if (face.x === cell.x && face.y === cell.y) return 1;
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}
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const tileOrder = unityTileIndividualSortingOrder(tile.cellX, tile.cellY);
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if (tileOrder > entity.sortingOrder) return -1;
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const wallIso = compareWallActorIso(cell, tile.cellX, tile.cellY);
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if (wallIso < 0) {
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if (tile.cellX === cell.x && tile.cellY === cell.y - 1) return -1;
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if (tile.cellY < cell.y) return 1;
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return -1;
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}
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const tileAhead = (tile.cellX + tile.cellY) - (cell.x + cell.y);
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if (wallIso > 0 && tileAhead > 0) return -1;
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if (wallIso > 0) return wallIso;
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const yCmp = Math.round(entity.depthY * DEPTH_SCALE) - Math.round(tile.depthY * DEPTH_SCALE);
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if (yCmp !== 0) return yCmp;
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if (tileAhead !== 0) return -tileAhead;
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return compareIsoDrawOrder(tile.cellX, tile.cellY, cell.x, cell.y);
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}
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/** 砖块格子深度:南侧(cellY 小)更靠前;同行西侧(cellX 小)更靠前 */
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export function compareTileCellDepth(ax: number, ay: number, bx: number, by: number): number {
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if (ay !== by) return by - ay;
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return bx - ax;
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}
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/**
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* 砖↔砖:格子深度优先(下方砖挡上方砖),JumpBlock 抬高再比 depthY。
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*/
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export function compareUnityTileToTile(a: UnitySortableTile, b: UnitySortableTile): number {
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const cellCmp = compareTileCellDepth(a.cellX, a.cellY, b.cellX, b.cellY);
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if (cellCmp !== 0) return cellCmp;
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const yCmp = Math.round(a.depthY * DEPTH_SCALE) - Math.round(b.depthY * DEPTH_SCALE);
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if (Math.abs(yCmp) >= TILE_ELEVATION_Y_THRESHOLD) return yCmp;
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return unityTileIndividualSortingOrder(a.cellX, a.cellY)
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- unityTileIndividualSortingOrder(b.cellX, b.cellY);
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}
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/**
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* 实体 vs 砖块
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* 非 WallBlock 永在实体之下;仅墙砖可遮挡。
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*/
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export function compareUnityEntityToTile(
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entity: UnitySortableEntity,
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tile: UnitySortableTile,
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): number {
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if (!isWallBlockTileName(tile.tileName)) {
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return 1;
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}
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return compareUnityEntityToWall(entity, tile);
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}
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export function compareUnityEntityToEntity(a: UnitySortableEntity, b: UnitySortableEntity): number {
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const keyA = unityCompositeSortKey(a.sortingOrder, a.depthY);
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const keyB = unityCompositeSortKey(b.sortingOrder, b.depthY);
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if (keyA !== keyB) return keyA - keyB;
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const iso = (a.cellX + a.cellY) - (b.cellX + b.cellY);
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if (iso !== 0) return iso;
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if (a.isPlayer && !b.isPlayer) return 1;
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if (b.isPlayer && !a.isPlayer) return -1;
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return 0;
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}
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