Adds level prefabs, theme assets, audio, extensions, and deployment scripts for the Unity WebGL migration. Co-authored-by: Cursor <cursoragent@cursor.com>
473 lines
16 KiB
TypeScript
473 lines
16 KiB
TypeScript
import { Node, UITransform, Vec3, Layers, Sprite } from 'cc';
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import { cellToWorldCenter, parseTileNodeName } from '../core/GridCoords';
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import { CommonDefine } from '../core/Define';
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import { GameManager } from '../manager/GameManager';
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import { getTilePivot } from '../visual/TilePivots';
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import { getTileDrawSize, resolveTilePixelSize } from '../visual/TileSizes';
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import { LevelConfig } from './LevelTypes';
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import { getLevelRuntimeContext } from './LevelRuntimeContext';
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const UI_LAYER = Layers.Enum.UI_2D;
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/**
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* 遮挡分类(仅在关卡加载时按格子坐标排序一次)
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* - walkable : Baseblock / JumpBlock,永不在 actor 之上
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* - wall : Border / WallBlock,与 actor 按 iso 深度比较
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* - actor : 角色 / 载具
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* - pickable : 可拾取物(Prop),永不在墙砖/路径砖之下;玩家仍在其上
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* - scenery : 其它
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*/
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type DrawKind = 'walkable' | 'wall' | 'actor' | 'pickable' | 'scenery';
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const DRAW_RANK = {
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groundProp: 10,
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groundTile: 20,
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borderTile: 22,
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vehicle: 28,
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coin: 30,
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propDecor: 30,
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player: 40,
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} as const;
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interface DrawEntry {
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node: Node;
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x: number;
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y: number;
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rank: number;
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kind: DrawKind;
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}
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function safeNodeName(node: Node | null | undefined): string {
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return (node?.isValid ? node.name : '') || '';
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}
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function isPlayerEntityName(name: string | undefined | null): boolean {
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if (!name) return false;
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return name === 'Player' || /^Player[AB]\d$/.test(name);
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}
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function isVehicleEntityName(name: string | undefined | null): boolean {
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if (!name) return false;
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return name === 'Vehicle' || /^Vehicle[AB]\d$/.test(name);
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}
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function isCoinEntityName(name: string | undefined | null): boolean {
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if (!name) return false;
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return name === 'Prop' || name.startsWith('Prop_');
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}
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function isActorEntity(node: Node): boolean {
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return isPlayerEntityName(safeNodeName(node))
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|| isVehicleEntityName(safeNodeName(node));
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}
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/** 可拾取金币 / 道具(PropController) */
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function isPickableProp(node: Node): boolean {
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if (!node?.isValid) return false;
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if (node.getComponent('PropController')) return true;
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return isCoinEntityName(safeNodeName(node));
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}
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function isEntityDrawNode(node: Node): boolean {
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const n = safeNodeName(node);
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if (!n) return false;
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return isActorEntity(node) || isPickableProp(node)
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|| n === 'PropDecor' || n.startsWith('PropDecor_');
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}
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function isWalkablePathTile(tileName: string): boolean {
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return tileName === CommonDefine.BlockBase || tileName === CommonDefine.BlockJump;
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}
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function isWallTileName(tileName: string): boolean {
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return tileName === 'WallBlock' || tileName === 'kuai11';
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}
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function resolveGroundTileName(cellX: number, cellY: number, config?: LevelConfig): string {
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return config?.ground?.[`${cellX},${cellY}`] ?? CommonDefine.BlockBase;
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}
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function classifyTileKind(
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parsed: { layer: 'ground' | 'border'; x: number; y: number },
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config?: LevelConfig,
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): DrawKind {
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if (parsed.layer === 'border') return 'wall';
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const name = resolveGroundTileName(parsed.x, parsed.y, config);
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if (isWalkablePathTile(name)) return 'walkable';
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if (isWallTileName(name)) return 'wall';
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return 'scenery';
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}
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function classifyEntityKind(node: Node): DrawKind {
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if (isPickableProp(node)) return 'pickable';
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if (isActorEntity(node)) return 'actor';
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return 'scenery';
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}
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export interface EntityDrawOrderOptions {
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/** @deprecated 保留字段避免旧调用报错 */
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preferVehicleOverPlayer?: boolean;
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}
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function entityRank(node: Node): number {
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const n = safeNodeName(node);
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if (isPlayerEntityName(n)) return DRAW_RANK.player;
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if (isVehicleEntityName(n)) return DRAW_RANK.vehicle;
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if (isCoinEntityName(n)) return DRAW_RANK.coin;
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if (n === 'PropDecor' || n.startsWith('PropDecor_')) return DRAW_RANK.propDecor;
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return DRAW_RANK.groundProp;
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}
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function tileRank(kind: DrawKind, layer: 'ground' | 'border'): number {
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if (kind === 'walkable') return DRAW_RANK.groundTile;
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if (kind === 'wall') return DRAW_RANK.borderTile;
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return layer === 'border' ? DRAW_RANK.borderTile : DRAW_RANK.groundTile;
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}
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/** 等距深度:返回值 > 0 表示 a 应排在 b 之后(更靠前) */
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export function compareIsoDrawOrder(cellX: number, cellY: number, otherX: number, otherY: number): number {
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const ka = cellX + cellY;
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const kb = otherX + otherY;
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if (ka !== kb) return kb - ka;
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return otherX - cellX;
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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(actor: DrawEntry, wall: DrawEntry): number {
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let actorAhead = 0;
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for (const face of wallFaceSamples(wall.x, wall.y)) {
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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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function compareDrawEntries(a: DrawEntry, b: DrawEntry): number {
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if (a.kind === 'walkable' && b.kind === 'actor') return -1;
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if (b.kind === 'walkable' && a.kind === 'actor') return 1;
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// 可拾取物:永远在墙砖/路径砖/载具之上;玩家仍在其上
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if (a.kind === 'pickable' && b.kind === 'actor') {
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return isPlayerEntityName(safeNodeName(b.node)) ? -1 : 1;
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}
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if (a.kind === 'actor' && b.kind === 'pickable') {
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return isPlayerEntityName(safeNodeName(a.node)) ? 1 : -1;
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}
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if (a.kind === 'pickable' && b.kind !== 'pickable') return 1;
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if (b.kind === 'pickable' && a.kind !== 'pickable') return -1;
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if (a.kind === 'actor' && b.kind === 'wall') {
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const wallIso = compareWallActorIso(a, b);
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if (wallIso !== 0) return wallIso;
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}
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if (a.kind === 'wall' && b.kind === 'actor') {
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const wallIso = compareWallActorIso(b, a);
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if (wallIso !== 0) return -wallIso;
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}
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const iso = compareIsoDrawOrder(a.x, a.y, b.x, b.y);
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if (iso !== 0) return iso;
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return a.rank - b.rank;
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}
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/** 实体所在关卡根(Ground/Border/Tiles 的父节点,不是 Tiles 容器本身) */
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export function resolveLevelDrawRoot(from: Node): Node | null {
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let cur: Node | null = from;
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while (cur?.isValid) {
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if (cur.getChildByName('Ground') || cur.getChildByName('Border') || cur.getChildByName('Tiles')) {
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return cur;
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}
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if (/^Level_\d+/.test(cur.name)) return cur;
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cur = cur.parent;
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}
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return null;
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}
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/** 实体逻辑格(仅 spawn / committed,移动中不重算) */
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function getEntityLogicCell(node: Node): { x: number; y: number } {
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const propCtrl = node.getComponent('PropController') as { getSpawnCell?: () => Vec3 | null } | null;
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const propCell = propCtrl?.getSpawnCell?.();
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if (propCell) return { x: propCell.x, y: propCell.y };
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const m = /^Prop_(-?\d+)_(-?\d+)$/.exec(safeNodeName(node));
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if (m) return { x: Number(m[1]), y: Number(m[2]) };
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const vehicle = node.getComponent('VehicleController') as {
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getPlayer?: () => { getCommittedCell?: () => Vec3 | null; getSpawnCell?: () => Vec3 | null } | null;
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} | null;
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const rider = vehicle?.getPlayer?.() ?? null;
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if (rider) {
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const riderCell = rider.getCommittedCell?.() ?? rider.getSpawnCell?.();
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if (riderCell) return { x: riderCell.x, y: riderCell.y };
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}
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const mov = node.getComponent('Movement') as {
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getCommittedCell?: () => Vec3 | null;
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getSpawnCell?: () => Vec3 | null;
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} | null;
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if (mov) {
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const cell = mov.getCommittedCell?.() ?? mov.getSpawnCell?.();
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if (cell) return { x: cell.x, y: cell.y };
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}
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const gm = GameManager.instance;
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if (gm) {
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const c = gm.worldToCell(node.position);
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return { x: c.x, y: c.y };
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}
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return { x: 0, y: 0 };
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}
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/** 关卡内实体(可能在 levelRoot 或 Tiles 下) */
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export function forEachLevelEntityNode(levelRoot: Node, fn: (node: Node) => void) {
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if (!levelRoot?.isValid) return;
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for (const ch of levelRoot.children) {
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if (ch?.isValid && isEntityDrawNode(ch)) fn(ch);
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}
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const tiles = levelRoot.getChildByName('Tiles');
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if (!tiles?.isValid) return;
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for (const ch of tiles.children) {
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if (ch?.isValid && isEntityDrawNode(ch)) fn(ch);
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}
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}
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export function findLevelChildByName(levelRoot: Node, name: string): Node | null {
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if (!levelRoot?.isValid) return null;
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const direct = levelRoot.getChildByName(name);
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if (direct) return direct;
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return levelRoot.getChildByName('Tiles')?.getChildByName(name) ?? null;
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}
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function resolveLevelConfig(): LevelConfig | undefined {
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return getLevelRuntimeContext()?.getCurLevel()
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?? GameManager.instance?.getCurLevel?.()
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?? undefined;
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}
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function collectTileEntries(levelRoot: Node, tilesRoot: Node, seen: Set<Node>): DrawEntry[] {
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const config = resolveLevelConfig();
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const entries: DrawEntry[] = [];
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const pushTile = (node: Node, parsed: { layer: 'ground' | 'border'; x: number; y: number }) => {
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if (seen.has(node)) return;
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seen.add(node);
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const kind = classifyTileKind(parsed, config);
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entries.push({
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node,
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x: parsed.x,
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y: parsed.y,
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rank: tileRank(kind, parsed.layer),
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kind,
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});
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};
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forEachTileChild(levelRoot, pushTile);
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for (const ch of tilesRoot.children) {
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if (!ch?.isValid || seen.has(ch)) continue;
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const parsed = parseTileNodeName(ch.name);
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if (parsed) pushTile(ch, parsed);
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}
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return entries;
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}
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function collectEntityEntries(levelRoot: Node, tilesRoot: Node, seen: Set<Node>): DrawEntry[] {
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const entries: DrawEntry[] = [];
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const pushEntity = (node: Node | null | undefined) => {
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if (!node?.isValid || seen.has(node) || !isEntityDrawNode(node)) return;
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seen.add(node);
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const cell = getEntityLogicCell(node);
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entries.push({
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node,
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x: cell.x,
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y: cell.y,
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rank: entityRank(node),
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kind: classifyEntityKind(node),
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});
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};
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for (const ch of levelRoot.children) pushEntity(ch);
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for (const ch of tilesRoot.children) pushEntity(ch);
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return entries;
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}
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function applyDrawOrder(tilesRoot: Node, entries: DrawEntry[]) {
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const sorted = entries.slice().sort(compareDrawEntries);
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const inSort = new Set<Node>();
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for (const { node } of sorted) {
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if (!node.isValid) continue;
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inSort.add(node);
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if (isEntityDrawNode(node)) ensureEntityUILayer(node);
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if (node.parent !== tilesRoot) {
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const lp = node.position.clone();
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node.parent = tilesRoot;
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node.setPosition(lp);
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}
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}
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for (let i = 0; i < sorted.length; i++) {
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const node = sorted[i].node;
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if (!node.isValid) continue;
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if (node.getSiblingIndex() !== i) node.setSiblingIndex(i);
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}
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let tail = sorted.length;
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for (const ch of [...tilesRoot.children]) {
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if (!ch.isValid || inSort.has(ch)) continue;
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if (ch.getSiblingIndex() !== tail) ch.setSiblingIndex(tail);
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tail++;
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}
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}
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function finalizeLevelRootOrder(levelRoot: Node, tilesRoot: Node) {
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for (const name of ['Ground', 'Border'] as const) {
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const layer = levelRoot.getChildByName(name);
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if (layer && layer.children.length === 0) {
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layer.setSiblingIndex(0);
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}
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}
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tilesRoot.setSiblingIndex(levelRoot.children.length - 1);
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}
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/**
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* 关卡加载 / 重置时按格子坐标排序一次;移动过程中不再改 sibling。
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*/
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export function sortIsoTiles(levelRoot: Node) {
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if (!levelRoot?.isValid) return;
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const tilesRoot = ensureTilesRoot(levelRoot);
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const seen = new Set<Node>();
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const tileEntries = collectTileEntries(levelRoot, tilesRoot, seen);
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const entityEntries = collectEntityEntries(levelRoot, tilesRoot, seen);
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applyDrawOrder(tilesRoot, [...tileEntries, ...entityEntries]);
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finalizeLevelRootOrder(levelRoot, tilesRoot);
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}
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/** @deprecated 与 sortIsoTiles 相同 */
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export function refreshIsoEntityDrawOrder(levelRoot: Node) {
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sortIsoTiles(levelRoot);
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}
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/** @deprecated 与 sortIsoTiles 相同 */
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export function refreshIsoDrawOrder(levelRoot: Node) {
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sortIsoTiles(levelRoot);
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}
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/** @deprecated 与 sortIsoTiles 相同 */
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export function refreshIsoDrawOrderImmediate(levelRoot: Node) {
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sortIsoTiles(levelRoot);
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}
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export function bringEntityNodesToFront(levelRoot: Node, _opts?: EntityDrawOrderOptions) {
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sortIsoTiles(levelRoot);
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}
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export function ensureEntityUILayer(node: Node) {
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const walk = (n: Node) => {
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n.layer = UI_LAYER;
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for (const ch of n.children) walk(ch);
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};
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walk(node);
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}
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function ensureTilesRoot(levelRoot: Node): Node {
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let tilesRoot = levelRoot.getChildByName('Tiles');
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if (!tilesRoot) {
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tilesRoot = new Node('Tiles');
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tilesRoot.layer = UI_LAYER;
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tilesRoot.parent = levelRoot;
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setupLayerContainer(tilesRoot);
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}
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tilesRoot.setSiblingIndex(levelRoot.children.length - 1);
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return tilesRoot;
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}
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const TILE_LAYER_NAMES = ['Ground', 'Border', 'Tiles'] as const;
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function forEachTileChild(levelRoot: Node, fn: (node: Node, parsed: { layer: 'ground' | 'border'; x: number; y: number }) => void) {
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for (const layerName of TILE_LAYER_NAMES) {
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const layer = levelRoot.getChildByName(layerName);
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if (!layer) continue;
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for (const ch of layer.children) {
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if (!ch?.isValid || !ch.active) continue;
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const parsed = parseTileNodeName(ch.name);
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if (!parsed) continue;
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fn(ch, parsed);
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}
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}
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}
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export function alignTileNode(node: Node, cellX: number, cellY: number, tileName: string, theme?: string) {
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const w = cellToWorldCenter(new Vec3(cellX, cellY, 0));
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let ui = node.getComponent(UITransform);
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if (!ui) ui = node.addComponent(UITransform);
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const spr = node.getComponent(Sprite);
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const source = resolveTilePixelSize(tileName, spr?.spriteFrame ?? null, theme);
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const draw = getTileDrawSize(tileName, source.width, source.height, theme);
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const pivot = getTilePivot(tileName, theme);
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ui.setContentSize(draw.width, draw.height);
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ui.setAnchorPoint(pivot.x, pivot.y);
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node.setPosition(w.x, w.y, 0);
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node.setScale(1, 1, 1);
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}
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export function setupLayerContainer(layer: Node) {
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let ui = layer.getComponent(UITransform);
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if (!ui) ui = layer.addComponent(UITransform);
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ui.setAnchorPoint(0, 0);
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ui.setContentSize(1, 1);
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layer.setPosition(0, 0, 0);
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}
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function tileNameFromConfig(
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layer: 'ground' | 'border',
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key: string,
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config: LevelConfig,
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): string {
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if (layer === 'ground') {
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return config.ground?.[key] ?? CommonDefine.BlockBase;
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}
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let v = config.border?.[key];
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if (v === true || v === undefined) return 'WallBlock';
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if (typeof v === 'string') return v;
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return 'WallBlock';
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}
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export function layoutLevelTiles(levelRoot: Node, config: LevelConfig) {
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if (!levelRoot?.isValid) return;
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const theme = config.theme;
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const ground = levelRoot.getChildByName('Ground');
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const border = levelRoot.getChildByName('Border');
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if (ground) {
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setupLayerContainer(ground);
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for (const ch of ground.children) {
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const parsed = parseTileNodeName(ch.name);
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if (!parsed || parsed.layer !== 'ground') continue;
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const key = `${parsed.x},${parsed.y}`;
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alignTileNode(ch, parsed.x, parsed.y, tileNameFromConfig('ground', key, config), theme);
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}
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}
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if (border) {
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setupLayerContainer(border);
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for (const ch of border.children) {
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const parsed = parseTileNodeName(ch.name);
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if (!parsed || parsed.layer !== 'border') continue;
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const key = `${parsed.x},${parsed.y}`;
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alignTileNode(ch, parsed.x, parsed.y, tileNameFromConfig('border', key, config), theme);
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}
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}
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const tilesRoot = levelRoot.getChildByName('Tiles');
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if (tilesRoot) {
|
||
setupLayerContainer(tilesRoot);
|
||
for (const ch of tilesRoot.children) {
|
||
const parsed = parseTileNodeName(ch.name);
|
||
if (!parsed) continue;
|
||
const key = `${parsed.x},${parsed.y}`;
|
||
const layer = parsed.layer;
|
||
alignTileNode(ch, parsed.x, parsed.y, tileNameFromConfig(layer, key, config), theme);
|
||
}
|
||
}
|
||
sortIsoTiles(levelRoot);
|
||
}
|