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cocos/assets/scripts/core/Define.ts
2026-07-06 09:43:46 +08:00

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/** 与 Unity Platformer.Core.Define 对齐 */
export enum Direction {
North = 0,
East = 1,
South = 2,
West = 3,
}
export enum MoveState {
Idle = 0,
Moving = 1,
}
export enum GridType {
Across = 0,
Jump = 1,
Block = 2,
Ride = 3,
None = 4,
Boundary = 5,
}
export enum Skin {
Silu = 0,
Panda = 1,
RedArmy = 2,
numMan = 3,
snow = 4,
sanxing = 5,
}
const SKIN_TO_THEME: Record<Skin, string> = {
[Skin.Silu]: 'silu',
[Skin.Panda]: 'chinese',
[Skin.RedArmy]: 'redArmy',
[Skin.numMan]: 'numMan',
[Skin.snow]: 'snow',
[Skin.sanxing]: 'sanxing',
};
const THEME_TO_SKIN: Record<string, Skin> = {
silu: Skin.Silu,
chinese: Skin.Panda,
redarmy: Skin.RedArmy,
redArmy: Skin.RedArmy,
numMan: Skin.numMan,
snow: Skin.snow,
sanxing: Skin.sanxing,
};
export function skinToTheme(skin: Skin): string {
return SKIN_TO_THEME[skin] ?? 'silu';
}
export function themeToSkin(theme: string | undefined): Skin {
if (!theme) return Skin.Silu;
const key = theme.trim();
return THEME_TO_SKIN[key] ?? THEME_TO_SKIN[key.toLowerCase()] ?? Skin.Silu;
}
export enum GameState {
Run = 0,
ResultWin = 1,
ResultFail = 2,
}
export type MoverRole = 'player' | 'vehicle';
export const CELL_SIZE = 1;
export const CommonDefine = {
TilemapGround: 'Ground',
TilemapBorder: 'Border',
Prop: 'Prop',
Vehicle: 'Vehicle',
BlockBase: 'Baseblock',
BlockJump: 'JumpBlock',
/** 墙砖贴图 keyBorder 默认瓦片;仅此类参与墙遮挡) */
BlockWall: 'WallBlock',
};
export function addDirection(dir: Direction, delta: number): Direction {
const n = 4;
return (((dir + delta) % n) + n) % n as Direction;
}
type MoveKey = string;
function mk(role: MoverRole, cur: GridType, next: GridType, jump: boolean): MoveKey {
return `${role}|${cur}|${next}|${jump ? 1 : 0}`;
}
function buildMoveTable(entries: [MoverRole, GridType, GridType, boolean, number][]): Map<MoveKey, number> {
const m = new Map<MoveKey, number>();
for (const [role, cur, next, jump, v] of entries) {
m.set(mk(role, cur, next, jump), v);
}
return m;
}
/**
* 单人 moveCondition — 基于 Unity Define.cs并扩展骑乘 → Jump 跳跃
* 判定入口gameplay/MoveRules.checkMoveStep
*/
export const moveCondition = buildMoveTable([
['player', GridType.Across, GridType.Across, false, 1],
['player', GridType.Jump, GridType.Across, false, 1],
['player', GridType.Jump, GridType.Across, true, 1],
['player', GridType.Ride, GridType.Across, false, 1],
['player', GridType.Ride, GridType.Across, true, 1],
['player', GridType.Across, GridType.Jump, true, 1],
['player', GridType.Across, GridType.Ride, false, 1],
['player', GridType.Across, GridType.Ride, true, 1],
['player', GridType.Jump, GridType.Ride, false, 1],
['player', GridType.Jump, GridType.Ride, true, 1],
['player', GridType.Jump, GridType.Jump, false, 1],
['player', GridType.Jump, GridType.Jump, true, 1],
['player', GridType.Ride, GridType.None, false, 1],
['player', GridType.Ride, GridType.None, true, 1],
['player', GridType.Ride, GridType.Jump, true, 1],
['player', GridType.None, GridType.Jump, true, 1],
['player', GridType.None, GridType.None, false, 1],
['player', GridType.None, GridType.None, true, 1],
['player', GridType.None, GridType.Across, false, 1],
['player', GridType.None, GridType.Across, true, 1],
['vehicle', GridType.None, GridType.None, false, 1],
['vehicle', GridType.None, GridType.None, true, 1],
['vehicle', GridType.Ride, GridType.None, false, 1],
]);
/** 多人 moveConditionMult — 与 Unity Define.cs moveConditionMult 逐项一致 */
const multEntries: [MoverRole, GridType, GridType, boolean, number][] = [
['player', GridType.Across, GridType.Across, false, 1],
['player', GridType.Across, GridType.Across, true, 1],
['player', GridType.Jump, GridType.Across, false, 1],
['player', GridType.Jump, GridType.Across, true, 1],
['player', GridType.Ride, GridType.Across, false, 1],
['player', GridType.Ride, GridType.Across, true, 1],
['player', GridType.Across, GridType.Jump, true, 1],
['player', GridType.Across, GridType.Jump, false, 1],
['player', GridType.Across, GridType.Ride, false, 1],
['player', GridType.Across, GridType.Ride, true, 1],
['player', GridType.Jump, GridType.Ride, false, 1],
['player', GridType.Jump, GridType.Ride, true, 1],
['player', GridType.Jump, GridType.Jump, false, 1],
['player', GridType.Jump, GridType.Jump, true, 1],
['player', GridType.Ride, GridType.None, false, 1],
['player', GridType.Ride, GridType.None, true, 1],
['player', GridType.Ride, GridType.Jump, true, 1],
['player', GridType.None, GridType.Jump, true, 1],
['player', GridType.None, GridType.None, false, 1],
['player', GridType.None, GridType.None, true, 1],
['player', GridType.None, GridType.Across, false, 1],
['player', GridType.None, GridType.Across, true, 1],
['player', GridType.Across, GridType.Block, false, 0],
['player', GridType.Across, GridType.Block, true, 0],
['vehicle', GridType.Ride, GridType.Block, false, 0],
['vehicle', GridType.Ride, GridType.Block, true, 0],
['vehicle', GridType.Ride, GridType.Across, false, 0],
['vehicle', GridType.Ride, GridType.Across, true, 0],
['vehicle', GridType.None, GridType.None, false, 1],
['vehicle', GridType.None, GridType.None, true, 1],
['vehicle', GridType.Ride, GridType.None, false, 1],
['vehicle', GridType.Ride, GridType.None, true, 1],
];
export const moveConditionMultMap = buildMoveTable(multEntries);
export const skinPath: Record<Skin, { unlockLevel: number }> = {
[Skin.Silu]: { unlockLevel: 0 },
[Skin.Panda]: { unlockLevel: 400 },
[Skin.RedArmy]: { unlockLevel: 800 },
[Skin.numMan]: { unlockLevel: 1200 },
[Skin.snow]: { unlockLevel: 1600 },
[Skin.sanxing]: { unlockLevel: 1600 },
};
export function getMoveCondition(mult: boolean): Map<MoveKey, number> {
return mult ? moveConditionMultMap : moveCondition;
}
export function lookupMove(
table: Map<MoveKey, number>,
role: MoverRole,
cur: GridType,
next: GridType,
jump: boolean,
): number | undefined {
return table.get(mk(role, cur, next, jump));
}