同步主站 Cocos 当前工程:关卡资源、运行脚本与打包工具。
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -6,7 +6,7 @@ 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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import { worldToMoverCellForRole, entityWorldPositionForRole } from './EntitySpawnPlacement';
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import { entityWorldPositionForRole } from './EntitySpawnPlacement';
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import { Movement } from '../gameplay/Movement';
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import { DEFAULT_PLAYER_ANCHOR_Y, DEFAULT_VEHICLE_ANCHOR_Y, getEntityDisplaySizes } from '../visual/EntityDisplayRefs';
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import { cellHasTile } from './EntitySpawnPlacement';
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@@ -15,6 +15,7 @@ import {
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UNITY_SORTING_ORDER,
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tileDrawFrontKey,
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entityDrawFrontKeyWithWalls,
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isShortFloorTile,
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type UnitySortableEntity,
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type UnitySortableTile,
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} from './UnityDrawSort';
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@@ -181,52 +182,235 @@ function toUnitySortableEntity(entity: EntityDrawEntry): UnitySortableEntity {
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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 { compareIsoDrawOrder };
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function buildSortedDrawOrder(tiles: TileDrawEntry[], entities: EntityDrawEntry[]): {
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function isVehicleDrawNode(node: Node): boolean {
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return isVehicleEntityName(safeNodeName(node)) || !!node.getComponent('VehicleController');
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}
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/** 空载具:自身没在走,也没有骑手在走 */
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function isParkedVehicleNode(node: Node): boolean {
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if (!isVehicleDrawNode(node)) return false;
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const self = node.getComponent(Movement);
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if (self?.isMoving()) return false;
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const rider = (node.getComponent('VehicleController') as {
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getPlayer?: () => Movement | null;
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} | null)?.getPlayer?.() ?? null;
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return !rider?.isMoving();
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}
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function actorDrawKeyAtCell(
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entity: EntityDrawEntry,
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cell: { x: number; y: number },
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wallTiles: UnitySortableTile[],
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): { key: number; isPlayer: boolean } {
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const node = entity.node;
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const ent = {
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sortingOrder: unityEntitySortingOrder(node),
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cellX: cell.x,
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cellY: cell.y,
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centerY: node.position.y,
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depthY: getEntitySortBottomY(node),
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isPlayer: isPlayerEntityName(safeNodeName(node)),
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isPickable: entity.kind === 'pickable',
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};
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return { key: entityDrawFrontKeyWithWalls(ent, wallTiles), isPlayer: ent.isPlayer };
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}
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function resolveEntityDrawKey(
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entity: EntityDrawEntry,
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wallTiles: UnitySortableTile[],
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_force: boolean,
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): { key: number; isPlayer: boolean } {
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if (entity.kind !== 'actor') {
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const ent = toUnitySortableEntity(entity);
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return { key: entityDrawFrontKeyWithWalls(ent, wallTiles), isPlayer: ent.isPlayer };
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}
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const mov = resolveDrawSampleMovement(entity.node);
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const from = mov?.getCommittedCell();
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const to = mov?.isMoving() ? mov.getLandingCell() : null;
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if (mov?.isMoving() && from && to) {
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const a = actorDrawKeyAtCell(entity, { x: from.x, y: from.y }, wallTiles);
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// 远离镜头:整步钉在当前格,落地后再改,否则红墙会切屁股
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if (to.x + to.y > from.x + from.y) {
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return a;
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}
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const b = actorDrawKeyAtCell(entity, { x: to.x, y: to.y }, wallTiles);
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const t = mov.getMoveStepProgress();
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return { key: a.key + (b.key - a.key) * t, isPlayer: a.isPlayer };
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}
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const cell = from
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? { x: from.x, y: from.y }
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: getActorWallSampleCell(entity, entity.node);
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return actorDrawKeyAtCell(entity, cell, wallTiles);
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}
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type DrawKeyed = {
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entry: DrawEntry;
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key: number;
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name: string;
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isPlayer: boolean;
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isShortFloor: boolean;
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};
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function tileSetSignature(tiles: TileDrawEntry[]): string {
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const ids = tiles.map((t) => t.node.uuid);
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ids.sort();
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return ids.join(',');
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}
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function sortTilesFrozen(tiles: TileDrawEntry[]): DrawKeyed[] {
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const keyed: DrawKeyed[] = tiles.map((t) => ({
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entry: t,
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key: tileDrawFrontKey(toUnitySortableTile(t)),
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name: t.node.name,
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isPlayer: false,
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isShortFloor: isShortFloorTile(t.tileName),
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}));
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keyed.sort((a, b) => {
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if (a.key !== b.key) return a.key - b.key;
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return a.name < b.name ? -1 : a.name > b.name ? 1 : 0;
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});
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return keyed;
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}
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function bindFrozenTiles(frozen: DrawKeyed[], tiles: TileDrawEntry[]): DrawKeyed[] | null {
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if (frozen.length !== tiles.length) return null;
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const byUuid = new Map<string, TileDrawEntry>();
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for (const t of tiles) byUuid.set(t.node.uuid, t);
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const out: DrawKeyed[] = [];
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for (const f of frozen) {
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const t = byUuid.get(f.entry.node.uuid);
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if (!t?.node.isValid) return null;
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out.push({
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entry: t,
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key: f.key,
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name: f.name,
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isPlayer: false,
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isShortFloor: f.isShortFloor,
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});
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}
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return out;
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}
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/** 角色对矮砖永远在后画;载具/其它实体仍按 key。砖与砖不在这里比较。 */
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function entityBeforeTile(entity: DrawKeyed, tile: DrawKeyed): boolean {
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if (entity.isPlayer && tile.isShortFloor) return false;
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if (entity.key !== tile.key) return entity.key < tile.key;
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if (entity.isPlayer) return false;
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return entity.name < tile.name;
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}
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function stripStalePlayerOcclusion(entities: EntityDrawEntry[]) {
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for (const e of entities) {
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const stale = e.node.getChildByName('__WallOcclusion');
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if (stale?.isValid) stale.destroy();
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}
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}
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function isKeyedWallTile(item: DrawKeyed): boolean {
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const tileName = (item.entry as TileDrawEntry).tileName;
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return !!tileName && isWallTileName(tileName);
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}
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/**
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* 合并时角色一旦先插入,后面冻结列表里的矮砖不会再与角色比较,会盖住脚。
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* 只把角色挪到后面漏掉的矮砖之上;遇到 frontKey 更大的墙就停,不越过墙。
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*/
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function placePlayerAfterTrailingShortFloors(merged: DrawKeyed[]) {
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const pi = merged.findIndex((k) => k.isPlayer);
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if (pi < 0) return;
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const playerKey = merged[pi].key;
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let insertAfter = pi;
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for (let i = pi + 1; i < merged.length; i++) {
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const item = merged[i];
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if (isKeyedWallTile(item) && item.key > playerKey) break;
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if (item.isShortFloor) insertAfter = i;
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}
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if (insertAfter === pi) return;
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const player = merged.splice(pi, 1)[0];
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merged.splice(insertAfter, 0, player);
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}
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function isTileKeyed(item: DrawKeyed): boolean {
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return (item.entry as TileDrawEntry).tileName != null;
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}
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function compareEntityKeyed(a: DrawKeyed, b: DrawKeyed): number {
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if (a.key !== b.key) return a.key - b.key;
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if (a.isPlayer !== b.isPlayer) return a.isPlayer ? 1 : -1;
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if (a.name === b.name) return 0;
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return a.name < b.name ? -1 : 1;
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}
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/**
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* 空载具先嵌进冻结砖块,再插走动的人或车。
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* 人物插入时穿过空载具继续扫矮砖,避免转角处立面挡腿。
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*/
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function insertEntityInto(list: DrawKeyed[], entity: DrawKeyed) {
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let i = 0;
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for (; i < list.length; i++) {
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const cur = list[i];
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if (isTileKeyed(cur)) {
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if (entityBeforeTile(entity, cur)) break;
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} else if (entity.isPlayer && isParkedVehicleNode(cur.entry.node)) {
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continue;
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} else if (compareEntityKeyed(entity, cur) < 0) {
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break;
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}
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}
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list.splice(i, 0, entity);
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}
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function buildSortedDrawOrder(
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tiles: TileDrawEntry[],
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entities: EntityDrawEntry[],
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frozenTiles: DrawKeyed[],
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force = false,
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): {
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entries: DrawEntry[];
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keys: number[];
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} {
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stripStalePlayerOcclusion(entities);
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const wallTiles = tiles
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.filter((t) => isWallTileName(t.tileName))
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.map((t) => toUnitySortableTile(t));
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const keyed: { entry: DrawEntry; key: number; name: string; isPlayer: boolean }[] = [];
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for (const t of tiles) {
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keyed.push({
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entry: t,
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key: tileDrawFrontKey(toUnitySortableTile(t)),
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name: t.node.name,
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isPlayer: false,
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});
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}
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const parked: DrawKeyed[] = [];
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const live: DrawKeyed[] = [];
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for (const e of entities) {
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const ent = toUnitySortableEntity(e);
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keyed.push({
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const resolved = resolveEntityDrawKey(e, wallTiles, force);
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const item: DrawKeyed = {
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entry: e,
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key: entityDrawFrontKeyWithWalls(ent, wallTiles),
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key: resolved.key,
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name: e.node.name,
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isPlayer: ent.isPlayer,
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});
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isPlayer: resolved.isPlayer,
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isShortFloor: false,
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};
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if (e.kind === 'actor' && isParkedVehicleNode(e.node)) parked.push(item);
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else live.push(item);
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}
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// 正在骑乘:角色 frontKey 高于其载具(同格 typeRank 通常已够;此处兜住贴墙抬升后并列/短暂格子差)
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for (const p of keyed) {
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for (const p of live) {
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if (!p.isPlayer || p.entry.kind !== 'actor') continue;
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const ride = (p.entry.node.getComponent('PlayerController') as {
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getRideVehicle?: () => { node?: Node } | null;
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} | null)?.getRideVehicle?.();
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const vehicleNode = ride?.node;
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if (!vehicleNode) continue;
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const v = keyed.find((k) => k.entry.node === vehicleNode);
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if (v && p.key <= v.key) p.key = v.key + 1;
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const v = live.find((k) => k.entry.node === vehicleNode)
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?? parked.find((k) => k.entry.node === vehicleNode);
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if (!v) continue;
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p.key = v.key + 1;
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}
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keyed.sort((a, b) => {
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if (a.key !== b.key) return a.key - b.key;
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// 同 key:角色永远盖过载具(避免 Player 名字排在 Vehicle 前反而画在下)
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if (a.isPlayer !== b.isPlayer) return a.isPlayer ? 1 : -1;
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return a.name < b.name ? -1 : a.name > b.name ? 1 : 0;
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});
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parked.sort(compareEntityKeyed);
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live.sort(compareEntityKeyed);
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const merged = frozenTiles.slice();
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for (const item of parked) insertEntityInto(merged, item);
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for (const item of live) insertEntityInto(merged, item);
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placePlayerAfterTrailingShortFloors(merged);
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return {
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entries: keyed.map((k) => k.entry),
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keys: keyed.map((k) => k.key),
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entries: merged.map((k) => k.entry),
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keys: merged.map((k) => k.key),
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};
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}
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@@ -272,26 +456,15 @@ function getActorStandBottomY(
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return stand.y - resolveActorSortAnchorY(node) * h;
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}
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/** 移动中反推逻辑格 */
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function getEntitySortCell(node: Node): { x: number; y: number } {
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const gm = GameManager.instance;
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if (!gm) return { x: 0, y: 0 };
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const config = resolveLevelConfig();
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const theme = config?.theme ?? gm.uiStyle;
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const n = safeNodeName(node);
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let role: MoverRole = 'player';
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if (isVehicleEntityName(n)) role = 'vehicle';
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const cell = worldToMoverCellForRole(node.position, config, theme, role);
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return { x: cell.x, y: cell.y };
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}
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/** 关卡内所有砖块/实体并入 Tiles(避免 Ground/Border 在 BFS 中整块早于 Tiles 绘制) */
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function pullDrawablesIntoTiles(levelRoot: Node, tilesRoot: Node): boolean {
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const worldPos = new Vec3();
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const pending: Node[] = [];
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const walk = (parent: Node) => {
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for (const ch of parent.children) {
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if (!ch?.isValid || !ch.active) continue;
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if (!ch?.isValid) continue;
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// 进关时实体先 inactive,仍要拉进 Tiles,否则空载载具排不上
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if (!ch.active && !isEntityDrawNode(ch)) continue;
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if (parseTileNodeName(ch.name) || isEntityDrawNode(ch)) {
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pending.push(ch);
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continue;
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@@ -328,12 +501,11 @@ function dedupeLayerTileDuplicates(levelRoot: Node, tilesRoot: Node) {
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}
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/**
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* 移动中采样格(图层用)——人物 / 载具拆开:
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* - 角色朝屏幕前(落点 x+y 更小):用落点,避免裁腿;朝后用起点
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* - 载具朝屏幕前(下/南、右/东):用起点,避免提早浮到前侧地砖上
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* - 载具朝屏幕后(上/北、左/西):用落点,否则钉在起点会比落点更靠前,
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* 途中会短暂「不被下方砖挡住」,落地写回后又正常
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* - 骑乘跟驱动方取格,再按本节点人/车分叉
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* 人车共用同一套采样(各自算各自的 key):
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* - 朝镜头:当前格与下一格 frontKey 按进度插值
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* - 远离镜头:钉在当前格,位移结束落地后再改(避免墙切屁股)
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* - 静止:committed / spawn
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* - 骑手在动:载具跟骑手格;载具在动:角色跟载具格
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*/
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function resolveDrawSampleMovement(node: Node): Movement | null {
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const self = node.getComponent(Movement);
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@@ -348,40 +520,14 @@ function resolveDrawSampleMovement(node: Node): Movement | null {
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return self;
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}
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function isVehicleSortNode(node: Node): boolean {
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return isVehicleEntityName(safeNodeName(node)) || !!node.getComponent('VehicleController');
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}
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function sampleCellFromMovement(
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mov: Movement,
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node: Node,
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fallback: { x: number; y: number },
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_sortNode: Node,
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): { x: number; y: number } {
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const committed = mov.getCommittedCell();
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if (mov.isMoving()) {
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const landing = mov.getLandingCell();
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if (committed && landing) {
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const fromSum = committed.x + committed.y;
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const toSum = landing.x + landing.y;
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const goingFront = toSum < fromSum;
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if (isVehicleSortNode(node)) {
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// 载具:朝前钉起点;朝后改落点(与落地静止同层,继续被下方砖挡)
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if (goingFront) {
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return { x: committed.x, y: committed.y };
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}
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return { x: landing.x, y: landing.y };
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}
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// 角色:朝前用落点,朝后用起点
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if (goingFront) {
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return { x: landing.x, y: landing.y };
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}
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return { x: committed.x, y: committed.y };
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}
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if (committed) return { x: committed.x, y: committed.y };
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return getEntitySortCell(node);
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}
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if (committed) return { x: committed.x, y: committed.y };
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const spawn = mov.getSpawnCell();
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if (committed) return { x: committed.x, y: committed.y };
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if (spawn) return { x: spawn.x, y: spawn.y };
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return fallback;
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}
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@@ -389,7 +535,7 @@ function sampleCellFromMovement(
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function getActorWallSampleCell(entity: EntityDrawEntry, node: Node): { x: number; y: number } {
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const mov = resolveDrawSampleMovement(node);
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if (!mov) return { x: entity.x, y: entity.y };
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return sampleCellFromMovement(mov, node, { x: entity.x, y: entity.y });
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return sampleCellFromMovement(mov, { x: entity.x, y: entity.y }, node);
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}
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function resolveSortTransform(node: Node): UITransform | null {
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@@ -468,6 +614,15 @@ function getEntityLogicCell(node: Node): { x: number; y: number } {
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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 mov = node.getComponent(Movement);
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if (mov) {
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const own = mov.getCommittedCell?.() ?? mov.getSpawnCell?.();
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if (own) {
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const sampled = sampleCellFromMovement(mov, { x: own.x, y: own.y }, node);
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return { x: sampled.x, y: sampled.y };
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}
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}
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const vehicle = node.getComponent('VehicleController') as {
|
||||
getPlayer?: () => { getCommittedCell?: () => Vec3 | null; getSpawnCell?: () => Vec3 | null } | null;
|
||||
} | null;
|
||||
@@ -477,12 +632,6 @@ function getEntityLogicCell(node: Node): { x: number; y: number } {
|
||||
if (riderCell) return { x: riderCell.x, y: riderCell.y };
|
||||
}
|
||||
|
||||
const mov = node.getComponent(Movement);
|
||||
if (mov) {
|
||||
const cell = mov.getCommittedCell?.() ?? mov.getSpawnCell?.();
|
||||
if (cell) return { x: cell.x, y: cell.y };
|
||||
}
|
||||
|
||||
const gm = GameManager.instance;
|
||||
if (gm) {
|
||||
const c = gm.worldToCell(node.position);
|
||||
@@ -536,7 +685,7 @@ function collectTileEntries(levelRoot: Node, tilesRoot: Node, seen: Set<Node>):
|
||||
|
||||
forEachTileChild(levelRoot, pushTile);
|
||||
for (const ch of tilesRoot.children) {
|
||||
if (!ch?.isValid || seen.has(ch)) continue;
|
||||
if (!ch?.isValid || !ch.active || seen.has(ch)) continue;
|
||||
const parsed = parseTileNodeName(ch.name);
|
||||
if (parsed) pushTile(ch, parsed);
|
||||
}
|
||||
@@ -547,6 +696,8 @@ function collectEntityEntries(levelRoot: Node, tilesRoot: Node, seen: Set<Node>)
|
||||
const entries: EntityDrawEntry[] = [];
|
||||
const pushEntity = (node: Node | null | undefined) => {
|
||||
if (!node?.isValid || seen.has(node) || !isEntityDrawNode(node)) return;
|
||||
// 已拾取道具会先 inactive 再销毁;进关角色/载具 inactive 仍要参与排序
|
||||
if (!node.active && isPickableProp(node)) return;
|
||||
seen.add(node);
|
||||
const cell = getEntityLogicCell(node);
|
||||
entries.push({
|
||||
@@ -594,7 +745,7 @@ function applyDrawOrder(tilesRoot: Node, entries: DrawEntry[]) {
|
||||
head++;
|
||||
}
|
||||
|
||||
// 只调 sibling,不写 z(UI_2D 改 z 会抖)
|
||||
// 只调 sibling,不写 z(UI_2D 改 z 会抖)。空载具和周围砖一起改 index,相对层不变
|
||||
for (let i = entries.length - 1; i >= 0; i--) {
|
||||
const node = entries[i].node;
|
||||
if (!node.isValid) continue;
|
||||
@@ -637,17 +788,26 @@ export function sortIsoTiles(levelRoot: Node, force = false) {
|
||||
const seen = new Set<Node>();
|
||||
const tileEntries = collectTileEntries(levelRoot, tilesRoot, seen);
|
||||
const entityEntries = collectEntityEntries(levelRoot, tilesRoot, seen);
|
||||
const sorted = buildSortedDrawOrder(tileEntries, entityEntries);
|
||||
const updater = levelRoot.getComponent(IsoDrawOrderUpdater);
|
||||
const tileSig = tileSetSignature(tileEntries);
|
||||
let frozen = updater?.getFrozenTiles(tileSig) ?? null;
|
||||
if (frozen) frozen = bindFrozenTiles(frozen, tileEntries);
|
||||
if (!frozen) {
|
||||
frozen = sortTilesFrozen(tileEntries);
|
||||
updater?.setFrozenTiles(tileSig, frozen);
|
||||
}
|
||||
const sorted = buildSortedDrawOrder(tileEntries, entityEntries, frozen, force);
|
||||
if (force) updater?.resetOrderCache();
|
||||
const sig = drawOrderSignature(sorted.entries, sorted.keys);
|
||||
const changed = !updater || updater.noteOrderChanged(sig);
|
||||
if (!force && !changed) {
|
||||
finalizeLevelRootOrder(levelRoot, tilesRoot);
|
||||
updater?.clearDirty();
|
||||
return;
|
||||
}
|
||||
applyDrawOrder(tilesRoot, sorted.entries);
|
||||
finalizeLevelRootOrder(levelRoot, tilesRoot);
|
||||
updater?.clearDirty();
|
||||
}
|
||||
|
||||
/** @deprecated 与 sortIsoTiles 相同 */
|
||||
@@ -775,15 +935,42 @@ export function layoutLevelTiles(levelRoot: Node, config: LevelConfig) {
|
||||
class IsoDrawOrderUpdater extends Component {
|
||||
private _dirty = true;
|
||||
private _lastOrderSig = '';
|
||||
/** 进关后强制全量的剩余帧数(等 start / 贴图 / 绑乘落稳) */
|
||||
private _primeFrames = 0;
|
||||
private _frozenTileSig = '';
|
||||
private _frozenTiles: DrawKeyed[] = [];
|
||||
|
||||
markDirty() {
|
||||
this._dirty = true;
|
||||
}
|
||||
|
||||
clearDirty() {
|
||||
this._dirty = false;
|
||||
this._primeFrames = 0;
|
||||
}
|
||||
|
||||
prime(frames = 2) {
|
||||
this._primeFrames = Math.max(this._primeFrames, frames);
|
||||
this._dirty = true;
|
||||
this._lastOrderSig = '';
|
||||
this._frozenTileSig = '';
|
||||
this._frozenTiles = [];
|
||||
}
|
||||
|
||||
resetOrderCache() {
|
||||
this._lastOrderSig = '';
|
||||
}
|
||||
|
||||
getFrozenTiles(sig: string): DrawKeyed[] | null {
|
||||
if (!sig || sig !== this._frozenTileSig || this._frozenTiles.length < 1) return null;
|
||||
return this._frozenTiles;
|
||||
}
|
||||
|
||||
setFrozenTiles(sig: string, tiles: DrawKeyed[]) {
|
||||
this._frozenTileSig = sig;
|
||||
this._frozenTiles = tiles;
|
||||
}
|
||||
|
||||
/** @returns true 表示顺序相对缓存有变化 */
|
||||
noteOrderChanged(sig: string): boolean {
|
||||
if (sig === this._lastOrderSig) return false;
|
||||
@@ -795,9 +982,11 @@ class IsoDrawOrderUpdater extends Component {
|
||||
if (!this.node?.isValid) return;
|
||||
const st = GameManager.instance?.gameState;
|
||||
if (st === GameState.ResultWin || st === GameState.ResultFail) return;
|
||||
if (!this._dirty) return;
|
||||
const force = this._primeFrames > 0;
|
||||
if (force) this._primeFrames -= 1;
|
||||
else if (!this._dirty) return;
|
||||
this._dirty = false;
|
||||
sortIsoTiles(this.node, false);
|
||||
sortIsoTiles(this.node, force);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -812,3 +1001,10 @@ export function markIsoDrawOrderDirty(levelRoot: Node) {
|
||||
ensureDrawOrderUpdater(levelRoot);
|
||||
levelRoot.getComponent(IsoDrawOrderUpdater)?.markDirty();
|
||||
}
|
||||
|
||||
/** 开局/重置后强制排 2 帧,避免第一帧用到未绑乘、未刷贴图的顺序 */
|
||||
export function primeIsoDrawOrder(levelRoot: Node, frames = 2) {
|
||||
if (!levelRoot?.isValid) return;
|
||||
ensureDrawOrderUpdater(levelRoot);
|
||||
levelRoot.getComponent(IsoDrawOrderUpdater)?.prime(frames);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user