Adds level prefabs, theme assets, audio, extensions, and deployment scripts for the Unity WebGL migration. Co-authored-by: Cursor <cursoragent@cursor.com>
89 lines
2.9 KiB
TypeScript
89 lines
2.9 KiB
TypeScript
import { Vec3 } from 'cc';
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import { CELL_PIXEL } from './GridConstants';
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/**
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* 与 Unity Grid 一致:CellLayout Isometric Z-as-Y,CellSize (1, 0.5, 1)。
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* 缩放后 halfW=CELL/2, halfH=CELL/4。
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*/
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const HALF_W = CELL_PIXEL * 0.5;
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const HALF_H = CELL_PIXEL * 0.25;
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if (!Number.isFinite(HALF_W) || HALF_W <= 0) {
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console.error('[GridCoords] CELL_PIXEL 无效,请检查 GridConstants 模块加载');
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}
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export function cellToWorld(cell: Vec3): Vec3 {
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const x = cell.x;
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const y = cell.y;
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return new Vec3((x - y) * HALF_W, (x + y) * HALF_H, 0);
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}
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/** Unity Tilemap tileAnchor (0.5,0.5):精灵 pivot 对齐格子中心 */
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export function cellToWorldCenter(cell: Vec3): Vec3 {
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const w = cellToWorld(cell);
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return new Vec3(w.x, w.y + HALF_H, 0);
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}
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export function worldToCell(world: Vec3): Vec3 {
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const cx = (world.y / HALF_H + world.x / HALF_W) * 0.5;
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const cy = (world.y / HALF_H - world.x / HALF_W) * 0.5;
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return new Vec3(Math.round(cx), Math.round(cy), 0);
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}
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/** 输入为世界坐标下的格子中心(与 Tilemap tileAnchor 一致) */
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export function worldCenterToCell(world: Vec3): Vec3 {
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return worldToCell(new Vec3(world.x, world.y - HALF_H, world.z));
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}
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/** 世界坐标吸附到最近格子中心 */
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export function snapWorldToCellCenter(world: Vec3, out?: Vec3): Vec3 {
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const cell = worldToCell(world);
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const snapped = cellToWorld(cell);
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if (out) {
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out.set(snapped);
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return out;
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}
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return snapped;
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}
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export function formatCellKey(x: number, y: number): string {
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return `${x},${y}`;
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}
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export function parseCellKey(key: string): { x: number; y: number } | null {
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const parts = key.split(',');
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if (parts.length !== 2) return null;
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const x = parseInt(parts[0], 10);
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const y = parseInt(parts[1], 10);
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if (Number.isNaN(x) || Number.isNaN(y)) return null;
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return { x, y };
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}
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/** 烘焙瓦片节点名 g_1_0 / b_-2_1 → 格子坐标 */
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export function parseTileNodeName(name: string | undefined | null): { layer: 'ground' | 'border'; x: number; y: number } | null {
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if (!name) return null;
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const m = name.match(/^([gb])_(-?\d+)_(-?\d+)$/);
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if (!m) return null;
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return {
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layer: m[1] === 'g' ? 'ground' : 'border',
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x: parseInt(m[2], 10),
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y: parseInt(m[3], 10),
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};
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}
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export function tileNodeName(layer: 'ground' | 'border', x: number, y: number): string {
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const p = layer === 'ground' ? 'g' : 'b';
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return `${p}_${x}_${y}`;
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}
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export function getHalfCellSize(): { halfW: number; halfH: number } {
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return { halfW: HALF_W, halfH: HALF_H };
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}
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/** 等距绘制深度(连续值,移动插值用;与 compareIsoDrawOrder 配套) */
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export function isoDrawDepthFromWorld(world: Vec3): { x: number; y: number } {
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const cx = (world.y / HALF_H + world.x / HALF_W) * 0.5;
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const cy = (world.y / HALF_H - world.x / HALF_W) * 0.5;
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return { x: cx, y: cy };
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}
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