Adds level prefabs, theme assets, audio, extensions, and deployment scripts for the Unity WebGL migration. Co-authored-by: Cursor <cursoragent@cursor.com>
503 lines
19 KiB
TypeScript
503 lines
19 KiB
TypeScript
import {
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_decorator, Button, Component, director, find,
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Label, Node, Sprite, SpriteFrame, UITransform, view, AudioSource, Color, Layers,
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tween, Tween, Vec3, Widget,
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} from 'cc';
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import { EventManager, EventType } from '../core/EventManager';
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import { GameManager } from '../manager/GameManager';
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import { ViewController } from '../controller/ViewController';
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import { LineGridRenderer } from '../gameplay/LineGridRenderer';
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import { Movement } from '../gameplay/Movement';
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import { GameAudio } from '../audio/GameAudio';
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import { loadThemeCharacterPortrait, loadUIIcon, UIIconKey } from './UIStyleAssets';
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import {
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getThemeHudIconScale, getThemePortraitFlipX, getThemePortraitScale,
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} from '../theme/ThemeRegistry';
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import { DESIGN_HEIGHT, DESIGN_WIDTH } from '../core/GridConstants';
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import { syncEmbeddedCamerasOrtho } from '../core/EmbeddedView';
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import { spriteOriginalSize } from '../visual/EntityDisplayRefs';
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const { ccclass } = _decorator;
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type IconSlot = { node: Node; sprite: Sprite };
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type BtnLayout = { node: Node };
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/** Unity UIMain/Right:VerticalLayout spacing=20, padding right=20 top=20, 按钮 165×165 */
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const UNITY_BTN = 165;
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const UNITY_SPACING = 20;
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const UNITY_PAD_RIGHT = 20;
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const UNITY_PAD_TOP = 20;
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/** Unity UIMain/ImageBall:左上角角色肖像 194×194,距左 40、距顶 28 */
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const UNITY_PORTRAIT = 194;
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const UNITY_PAD_LEFT = 40;
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const UNITY_PAD_TOP_PORTRAIT = 28;
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const REF_WIDTH = 2560;
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const scaleUi = (v: number) => v * (DESIGN_WIDTH / REF_WIDTH);
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const BTN_SIZE = Math.round(scaleUi(UNITY_BTN));
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const BTN_SPACING = Math.round(scaleUi(UNITY_SPACING));
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const PAD_RIGHT = Math.round(scaleUi(UNITY_PAD_RIGHT));
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const PAD_TOP = Math.round(scaleUi(UNITY_PAD_TOP));
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const PORTRAIT_SIZE = Math.round(scaleUi(UNITY_PORTRAIT));
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const PAD_LEFT = Math.round(scaleUi(UNITY_PAD_LEFT));
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const PAD_TOP_PORTRAIT = Math.round(scaleUi(UNITY_PAD_TOP_PORTRAIT));
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/** 点击时短暂放大再回弹 */
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const BTN_POP_SCALE = 1.14;
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const BTN_POP_UP = 0.07;
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const BTN_POP_DOWN = 0.13;
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const HUD_LAYER = Layers.Enum.UI_3D;
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/** 左上角肖像等比缩放系数(统一高度优先,与 Unity ImageBall 194 框一致) */
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function portraitUniformScale(sf: SpriteFrame, scaleMul = 1): number {
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const max = PORTRAIT_SIZE * scaleMul;
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const { width: ow, height: oh } = spriteOriginalSize(sf);
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return Math.min(max / ow, max / oh);
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}
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/** 对齐 Unity UIMain:右侧 6 个圆形功能按钮(HUD 相机固定,不随关卡缩放) */
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@ccclass('UIMain')
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export class UIMain extends Component {
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private static readonly SPEEDS = [1, 2, 4];
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private speedIndex = 0;
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private audioMute = false;
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private textVisible = false;
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private nodePlaySpeed: IconSlot | null = null;
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private nodeAudio: IconSlot | null = null;
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private portraitSprite: Sprite | null = null;
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private textLabel: Label | null = null;
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private uiBuilt = false;
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private readonly buttons: BtnLayout[] = [];
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/** 忽略过期的异步贴图回调,避免重置关卡时 HUD 闪一下 */
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private hudStyleGen = 0;
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static ensure(parent: Node): UIMain {
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parent.getChildByName('UIMain')?.destroy();
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const root = new Node('UIMain');
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root.parent = parent;
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root.layer = HUD_LAYER;
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return root.addComponent(UIMain);
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}
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static findInstance(): UIMain | null {
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const scene = director.getScene();
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if (!scene) return null;
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for (const rootName of ['UIOverlay', 'GameRoot', 'Canvas']) {
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const ui = scene.getChildByName(rootName)?.getChildByName('UIMain')?.getComponent(UIMain);
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if (ui) return ui;
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}
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return null;
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}
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setMuted(mute: boolean) {
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if (this.audioMute === mute) return;
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this.audioMute = mute;
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this.applyAudioVolume();
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void this.setAudioIcon(this.resolveHudTheme());
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}
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onLoad() {
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const speed = UIMain.SPEEDS[this.speedIndex];
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GameManager.instance?.setGameSpeed(speed);
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Movement.setSpeedMultiplier(speed);
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this.buildUI();
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EventManager.register(EventType.LevelInit, this.onLevelInit);
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}
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onDestroy() {
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view.off('canvas-resize', this.layoutPanel, this);
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EventManager.remove(EventType.LevelInit, this.onLevelInit);
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}
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SetText(str: string) { this.setText(str); }
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SetTextActive(active: string) { this.setTextActive(active); }
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setText(str: string) {
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if (this.textLabel) {
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this.textLabel.string = str;
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if (this.textLabel.node.parent) {
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this.textLabel.node.parent.active = this.textVisible && str.length > 0;
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}
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}
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}
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setTextActive(active: string) {
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this.textVisible = active === 'true';
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if (this.textLabel?.node.parent) {
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this.textLabel.node.parent.active = this.textVisible && (this.textLabel.string?.length ?? 0) > 0;
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}
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}
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refreshStyle(uiStyle?: string) {
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const style = uiStyle ?? this.resolveHudTheme();
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const gen = ++this.hudStyleGen;
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void this.setPlaySpeedSprite(style, gen);
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void this.setAudioIcon(style, gen);
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const keys: UIIconKey[] = ['navigation', 'revert', 'zoomIn', 'zoomOut'];
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const names = ['NodeNavigation', 'NodeRevert', 'NodeZoomIn', 'NodeZoomOut'];
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names.forEach((name, i) => {
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const slot = this.node.getChildByName(name)?.getChildByName('Icon')?.getComponent(Sprite);
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if (!slot) return;
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void loadUIIcon(style, keys[i]).then((sf) => {
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if (gen !== this.hudStyleGen || !sf || !slot.isValid) return;
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slot.spriteFrame = sf;
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});
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});
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this.applyHudIconScale(style);
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void this.refreshThemePortrait(style, gen);
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}
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/** Unity redArmy 等主题的按钮图标缩放 */
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private applyHudIconScale(themeId?: string) {
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const { x, y } = getThemeHudIconScale(themeId);
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for (const { node } of this.buttons) {
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const icon = node.getChildByName('Icon');
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if (icon?.isValid) icon.setScale(x, y, 1);
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}
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}
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private buildUI() {
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if (this.uiBuilt) {
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this.layoutPanel();
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return;
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}
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this.uiBuilt = true;
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const rootUi = this.node.getComponent(UITransform) ?? this.node.addComponent(UITransform);
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rootUi.setAnchorPoint(1, 1);
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this.setupButtonColumnWidget();
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const specs: { name: string; onClick: () => void }[] = [
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{ name: 'NodeNavigation', onClick: () => this.onToggleLineGrid() },
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{ name: 'NodeRevert', onClick: () => this.onRevertGame() },
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{ name: 'NodePlaySpeed', onClick: () => this.onPlaySpeedChange() },
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{ name: 'NodeZoomIn', onClick: () => this.onZoomIn() },
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{ name: 'NodeZoomOut', onClick: () => this.onZoomOut() },
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{ name: 'NodeAudio', onClick: () => this.onAudioMute() },
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];
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this.buttons.length = 0;
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for (const spec of specs) {
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const slot = this.ensureIconButton(spec.name, spec.onClick);
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if (spec.name === 'NodePlaySpeed') this.nodePlaySpeed = slot;
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if (spec.name === 'NodeAudio') this.nodeAudio = slot;
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}
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this.buildTextArea();
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this.buildThemePortrait();
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this.node.setSiblingIndex(this.node.parent!.children.length - 1);
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this.layoutPanel();
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view.on('canvas-resize', this.layoutPanel, this);
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this.refreshStyle(this.resolveHudTheme());
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}
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/** HUD 贴图始终跟当前关卡主题,避免倍速/音量误用 uiStyle 默认 silu */
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private resolveHudTheme(): string | undefined {
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return GameManager.instance?.getCurLevel()?.theme ?? GameManager.instance?.uiStyle;
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}
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private syncOverlaySize() {
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const vis = view.getVisibleSize();
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const overlay = this.node.parent;
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const ui = overlay?.getComponent(UITransform);
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if (!ui) return;
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if (ui.contentSize.width !== vis.width || ui.contentSize.height !== vis.height) {
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ui.setContentSize(vis.width, vis.height);
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}
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this.ensureOverlayWidget(overlay);
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}
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private ensureOverlayWidget(overlay: Node) {
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const widget = overlay.getComponent(Widget) ?? overlay.addComponent(Widget);
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widget.isAlignTop = true;
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widget.isAlignBottom = true;
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widget.isAlignLeft = true;
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widget.isAlignRight = true;
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widget.top = 0;
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widget.bottom = 0;
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widget.left = 0;
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widget.right = 0;
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widget.alignMode = Widget.AlignMode.ON_WINDOW_RESIZE;
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widget.updateAlignment();
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}
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private setupButtonColumnWidget() {
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const widget = this.node.getComponent(Widget) ?? this.node.addComponent(Widget);
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widget.isAlignRight = true;
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widget.isAlignTop = true;
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widget.right = PAD_RIGHT;
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widget.top = PAD_TOP;
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widget.alignMode = Widget.AlignMode.ON_WINDOW_RESIZE;
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}
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private setupPortraitWidget(portrait: Node) {
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const widget = portrait.getComponent(Widget) ?? portrait.addComponent(Widget);
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widget.isAlignTop = true;
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widget.isAlignLeft = true;
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widget.top = PAD_TOP_PORTRAIT;
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widget.left = PAD_LEFT;
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widget.alignMode = Widget.AlignMode.ON_WINDOW_RESIZE;
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}
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private layoutPanel = () => {
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syncEmbeddedCamerasOrtho();
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this.syncOverlaySize();
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const count = this.buttons.length;
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const totalHeight = count > 0
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? count * BTN_SIZE + (count - 1) * BTN_SPACING
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: 0;
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const rootUi = this.node.getComponent(UITransform)!;
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rootUi.setContentSize(BTN_SIZE, totalHeight);
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const btnX = -BTN_SIZE * 0.5;
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for (let i = 0; i < count; i++) {
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const y = -BTN_SIZE * 0.5 - i * (BTN_SIZE + BTN_SPACING);
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this.buttons[i].node.setPosition(btnX, y, 0);
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}
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this.node.getComponent(Widget)?.updateAlignment();
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const h = view.getVisibleSize().height || DESIGN_HEIGHT;
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const texts = this.node.parent?.getChildByName('NodeTexts');
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if (texts) texts.setPosition(0, -h * 0.5 + 36, 0);
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const portrait = this.portraitSprite?.node.parent
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?? this.node.parent?.getChildByName('ImageBall');
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portrait?.getComponent(Widget)?.updateAlignment();
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};
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private ensureIconButton(name: string, onClick: () => void): IconSlot {
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let btnNode = this.node.getChildByName(name);
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if (!btnNode) {
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btnNode = new Node(name);
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btnNode.parent = this.node;
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}
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btnNode.layer = HUD_LAYER;
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btnNode.active = true;
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const ui = btnNode.getComponent(UITransform) ?? btnNode.addComponent(UITransform);
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ui.setContentSize(BTN_SIZE, BTN_SIZE);
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ui.setAnchorPoint(0.5, 0.5);
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let iconNode = btnNode.getChildByName('Icon');
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if (!iconNode) {
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iconNode = new Node('Icon');
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iconNode.parent = btnNode;
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}
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iconNode.layer = HUD_LAYER;
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const iconUi = iconNode.getComponent(UITransform) ?? iconNode.addComponent(UITransform);
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iconUi.setContentSize(BTN_SIZE, BTN_SIZE);
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const sprite = iconNode.getComponent(Sprite) ?? iconNode.addComponent(Sprite);
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sprite.sizeMode = Sprite.SizeMode.CUSTOM;
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const btn = btnNode.getComponent(Button) ?? btnNode.addComponent(Button);
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btn.transition = Button.Transition.NONE;
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btn.target = iconNode;
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btnNode.off(Button.EventType.CLICK);
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btnNode.on(Button.EventType.CLICK, () => {
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GameAudio.resumeAll();
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this.playClickPop(btnNode);
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onClick();
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}, this);
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this.buttons.push({ node: btnNode });
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return { node: btnNode, sprite };
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}
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/** 点击反馈:只缩放 Icon,避免整颗按钮放大遮挡下方倍速键 */
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private playClickPop(target: Node) {
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if (!target.isValid) return;
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const popTarget = target.getChildByName('Icon') ?? target;
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const { x, y } = getThemeHudIconScale(this.resolveHudTheme());
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const base = new Vec3(x, y, 1);
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Tween.stopAllByTarget(popTarget);
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popTarget.setScale(base);
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const pop = new Vec3(x * BTN_POP_SCALE, y * BTN_POP_SCALE, 1);
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tween(popTarget)
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.to(BTN_POP_UP, { scale: pop }, { easing: 'quadOut' })
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.to(BTN_POP_DOWN, { scale: base }, { easing: 'backOut' })
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.start();
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}
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/** 对齐 Unity UIMain/ImageBall:关卡主题角色待机贴图 */
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private buildThemePortrait() {
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const overlay = this.node.parent;
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if (!overlay) return;
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let portrait = overlay.getChildByName('ImageBall');
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if (!portrait) {
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portrait = new Node('ImageBall');
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portrait.parent = overlay;
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}
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portrait.layer = HUD_LAYER;
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portrait.active = true;
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portrait.getComponent(Sprite)?.destroy();
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const ui = portrait.getComponent(UITransform) ?? portrait.addComponent(UITransform);
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ui.setAnchorPoint(0, 1);
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let icon = portrait.getChildByName('Portrait');
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if (!icon) {
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icon = new Node('Portrait');
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icon.parent = portrait;
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}
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icon.layer = HUD_LAYER;
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const iconUi = icon.getComponent(UITransform) ?? icon.addComponent(UITransform);
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iconUi.setAnchorPoint(0, 1);
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const sprite = icon.getComponent(Sprite) ?? icon.addComponent(Sprite);
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sprite.sizeMode = Sprite.SizeMode.TRIMMED;
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this.portraitSprite = sprite;
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this.setupPortraitWidget(portrait);
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}
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private applyPortraitSprite(sf: SpriteFrame, themeId?: string) {
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if (!this.portraitSprite?.isValid) return;
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const icon = this.portraitSprite.node;
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const container = icon.parent;
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if (!container?.isValid) return;
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const theme = themeId ?? this.resolveHudTheme();
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const s = portraitUniformScale(sf, getThemePortraitScale(theme));
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const { width: ow, height: oh } = spriteOriginalSize(sf);
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const flipX = getThemePortraitFlipX(theme);
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const dispW = Math.round(ow * s);
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const dispH = Math.round(oh * s);
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const iconUi = icon.getComponent(UITransform) ?? icon.addComponent(UITransform);
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this.portraitSprite.spriteFrame = sf;
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if (flipX) {
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// 绕右缘翻转,避免 scaleX<0 时贴图画到屏幕左侧外
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iconUi.setAnchorPoint(1, 1);
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icon.setPosition(dispW, 0, 0);
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icon.setScale(-s, s, 1);
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} else {
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iconUi.setAnchorPoint(0, 1);
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icon.setPosition(0, 0, 0);
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icon.setScale(s, s, 1);
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}
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const containerUi = container.getComponent(UITransform) ?? container.addComponent(UITransform);
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containerUi.setAnchorPoint(0, 1);
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containerUi.setContentSize(dispW, dispH);
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container.getComponent(Widget)?.updateAlignment();
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}
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private async refreshThemePortrait(themeId?: string, gen = this.hudStyleGen) {
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if (!this.portraitSprite) return;
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const gm = GameManager.instance;
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const theme = themeId ?? gm?.getCurLevel()?.theme ?? gm?.uiStyle;
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const options = gm?.getEntityVisualOptions() ?? { theme };
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const sf = await loadThemeCharacterPortrait({ ...options, theme: options.theme ?? theme });
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if (gen !== this.hudStyleGen || !sf || !this.portraitSprite?.isValid) return;
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this.applyPortraitSprite(sf, theme);
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}
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private buildTextArea() {
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let texts = this.node.parent?.getChildByName('NodeTexts');
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if (!texts) {
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texts = new Node('NodeTexts');
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texts.parent = this.node.parent!;
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texts.layer = HUD_LAYER;
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texts.addComponent(UITransform).setContentSize(400, 48);
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texts.active = false;
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const labelNode = new Node('Text1');
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labelNode.parent = texts;
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labelNode.addComponent(UITransform).setContentSize(400, 48);
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this.textLabel = labelNode.addComponent(Label);
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this.textLabel.fontSize = 22;
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this.textLabel.color = new Color(255, 240, 200);
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this.textLabel.horizontalAlign = Label.HorizontalAlign.CENTER;
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} else {
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this.textLabel = texts.getChildByName('Text1')?.getComponent(Label) ?? null;
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}
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}
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private onToggleLineGrid() {
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const entrance = this.resolveLevelEntrance();
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if (!entrance) {
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console.warn('[UIMain] 未找到 MainLevelEntrance,无法切换网格');
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return;
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}
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const grid = LineGridRenderer.instance?.isValid
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? LineGridRenderer.instance
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: LineGridRenderer.ensure(entrance);
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grid.toggleGridVisibility();
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console.log(`[UIMain] 导航网格 ${grid.isGridVisible() ? '显示' : '隐藏'}`);
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}
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private resolveLevelEntrance(): Node | null {
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const gm = GameManager.instance;
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if (gm?.mainLevelEntrance?.isValid) return gm.mainLevelEntrance;
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const scene = director.getScene();
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if (!scene) return null;
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return find('MainLevelEntrance', scene)
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?? find('GameRoot/MainLevelEntrance', scene);
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}
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private onRevertGame() {
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this.speedIndex = 0;
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GameManager.instance?.setGameSpeed(UIMain.SPEEDS[this.speedIndex]);
|
||
GameManager.instance?.resetLevel();
|
||
void this.setPlaySpeedSprite(this.resolveHudTheme());
|
||
}
|
||
|
||
private onPlaySpeedChange() {
|
||
this.speedIndex = (this.speedIndex + 1) % UIMain.SPEEDS.length;
|
||
const speed = UIMain.SPEEDS[this.speedIndex];
|
||
GameManager.instance?.setGameSpeed(speed);
|
||
console.log(`[UIMain] 倍速 x${speed}`);
|
||
void this.setPlaySpeedSprite(this.resolveHudTheme());
|
||
}
|
||
|
||
private onZoomIn() {
|
||
ViewController.instance?.zoomIn();
|
||
}
|
||
|
||
private onZoomOut() {
|
||
ViewController.instance?.zoomOut();
|
||
}
|
||
|
||
private onAudioMute() {
|
||
this.audioMute = !this.audioMute;
|
||
this.applyAudioVolume();
|
||
void this.setAudioIcon(this.resolveHudTheme());
|
||
}
|
||
|
||
private async setPlaySpeedSprite(uiStyle?: string, gen = this.hudStyleGen) {
|
||
const keys: UIIconKey[] = ['speed1', 'speed2', 'speed4'];
|
||
const icon = keys[this.speedIndex];
|
||
const sf = await loadUIIcon(uiStyle ?? this.resolveHudTheme(), icon);
|
||
if (gen !== this.hudStyleGen || !sf || !this.nodePlaySpeed) return;
|
||
this.nodePlaySpeed.sprite.spriteFrame = sf;
|
||
}
|
||
|
||
private async setAudioIcon(uiStyle?: string, gen = this.hudStyleGen) {
|
||
const icon: UIIconKey = this.audioMute ? 'audioOff' : 'audioOn';
|
||
const sf = await loadUIIcon(uiStyle ?? this.resolveHudTheme(), icon);
|
||
if (gen !== this.hudStyleGen || !sf || !this.nodeAudio) return;
|
||
this.nodeAudio.sprite.spriteFrame = sf;
|
||
}
|
||
|
||
private applyAudioVolume() {
|
||
const vol = this.audioMute ? 0 : 1;
|
||
const scene = director.getScene();
|
||
if (!scene) return;
|
||
for (const src of scene.getComponentsInChildren(AudioSource)) {
|
||
src.volume = vol;
|
||
}
|
||
}
|
||
|
||
private onLevelInit = () => {
|
||
this.setText('');
|
||
this.applyAudioVolume();
|
||
};
|
||
}
|