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:
@@ -1,10 +1,8 @@
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#!/usr/bin/env python3
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"""从 Unity Level{N}.prefab 解析 Tilemap(Ground / Border)格子数据。
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层级锁定:
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- Baseblock / JumpBlock → ground(地砖属性)
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- WallBlock / 墙饰 → border(墙砖属性)
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不再用死板的 tileIndex==1 → JumpBlock。
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贴图以 Tilemap 的 m_TileSpriteArray 为准(和 Unity 编辑器里看到的砖一致),
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不按关卡主题改名、不换层、不把 JumpBlock 收成 Baseblock。
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"""
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from __future__ import annotations
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@@ -24,22 +22,45 @@ BORDER_DECOR = frozenset(
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}
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)
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UNITY_FOLDER_TO_COCOS = {
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"Chinese": "chinese",
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"chinese": "chinese",
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"RedArmy": "redArmy",
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"redArmy": "redArmy",
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"redarmy": "redArmy",
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"numMan": "numMan",
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"sanxing": "sanxing",
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"snow": "snow",
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"silu": "silu",
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"SILU": "silu",
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}
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def tile_basename(name: str | None) -> str:
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if not name:
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return ""
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return name.rsplit("/", 1)[-1]
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def parse_tilemap_layer(text: str, layer_name: str) -> dict[str, int]:
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"""返回格子 → 该 Tilemap 本地 m_TileIndex。"""
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parts = re.split(r"(?=--- !u!1 &)", text)
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for part in parts:
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if f"m_Name: {layer_name}" not in part or "Tilemap:" not in part:
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continue
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tiles: dict[str, int] = {}
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for m in re.finditer(
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r"first: \{x: (-?\d+), y: (-?\d+), z: 0\}[\s\S]*?m_TileIndex: (\d+)",
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part,
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):
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x, y, ti = int(m.group(1)), int(m.group(2)), int(m.group(3))
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tiles[f"{x},{y}"] = ti
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return tiles
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return {}
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cells = parse_tilemap_cells(text, layer_name)
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return {k: v[0] for k, v in cells.items()}
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def parse_tilemap_cells(text: str, layer_name: str) -> dict[str, tuple[int, int]]:
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"""格子 → (m_TileIndex, m_TileSpriteIndex)。"""
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part = _tilemap_part(text, layer_name)
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if not part:
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return {}
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tiles: dict[str, tuple[int, int]] = {}
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for m in re.finditer(
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r"first: \{x: (-?\d+), y: (-?\d+), z: 0\}[\s\S]*?m_TileIndex: (\d+)[\s\S]*?m_TileSpriteIndex: (\d+)",
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part,
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):
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x, y = int(m.group(1)), int(m.group(2))
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tiles[f"{x},{y}"] = (int(m.group(3)), int(m.group(4)))
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return tiles
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def _tilemap_part(text: str, layer_name: str) -> str | None:
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@@ -51,15 +72,14 @@ def _tilemap_part(text: str, layer_name: str) -> str | None:
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return None
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def _tile_asset_guids(tilemap_part: str) -> list[str | None]:
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"""按 m_TileAssetArray 顺序解析 guid(空槽为 None)。"""
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def _guid_array(tilemap_part: str, header: str, stop_tokens: tuple[str, ...]) -> list[str | None]:
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assets: list[str | None] = []
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in_arr = False
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for line in tilemap_part.splitlines():
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if "m_TileAssetArray:" in line:
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if header in line:
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in_arr = True
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continue
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if in_arr and ("m_TileSpriteArray" in line or "m_AnimationFrameRate" in line):
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if in_arr and any(tok in line for tok in stop_tokens):
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break
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if not in_arr:
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continue
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@@ -71,20 +91,57 @@ def _tile_asset_guids(tilemap_part: str) -> list[str | None]:
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return assets
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def _tile_asset_guids(tilemap_part: str) -> list[str | None]:
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"""按 m_TileAssetArray 顺序解析 guid(空槽为 None)。"""
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return _guid_array(
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tilemap_part,
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"m_TileAssetArray:",
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("m_TileSpriteArray", "m_AnimationFrameRate"),
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)
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def _tile_sprite_guids(tilemap_part: str) -> list[str | None]:
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return _guid_array(
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tilemap_part,
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"m_TileSpriteArray:",
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("m_TileMatrixArray", "m_TileColorArray", "m_AnimationFrameRate"),
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)
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def _cocos_folder(unity_folder: str) -> str:
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if unity_folder in UNITY_FOLDER_TO_COCOS:
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return UNITY_FOLDER_TO_COCOS[unity_folder]
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return unity_folder[:1].lower() + unity_folder[1:] if unity_folder else ""
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@lru_cache(maxsize=1)
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def _guid_to_tile_name(unity_texture_root: str) -> dict[str, str]:
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"""guid → Cocos 贴图引用,如 numMan/Baseblock。"""
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root = Path(unity_texture_root)
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out: dict[str, str] = {}
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if not root.is_dir():
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return out
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for meta in root.rglob("*.asset.meta"):
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for meta in root.rglob("*.meta"):
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name = meta.name
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if not (name.endswith(".png.meta") or name.endswith(".asset.meta")):
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continue
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try:
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text = meta.read_text(encoding="utf-8", errors="ignore")
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except OSError:
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continue
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m = re.search(r"^guid: ([a-f0-9]+)", text, re.M)
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if m:
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out[m.group(1)] = meta.name.replace(".asset.meta", "")
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if not m:
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continue
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stem = name.replace(".png.meta", "").replace(".asset.meta", "")
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try:
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rel = meta.relative_to(root)
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except ValueError:
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out[m.group(1)] = stem
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continue
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if len(rel.parts) >= 2:
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out[m.group(1)] = f"{_cocos_folder(rel.parts[0])}/{stem}"
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else:
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out[m.group(1)] = stem
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return out
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@@ -94,22 +151,32 @@ def tile_asset_names(text: str, layer_name: str, unity_texture_root: Path | None
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return []
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guids = _tile_asset_guids(part)
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if unity_texture_root is None:
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# 默认:prefab 所在工程 Assets/Texture
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return [None] * len(guids)
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mapping = _guid_to_tile_name(str(unity_texture_root))
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return [mapping.get(g) if g else None for g in guids]
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def tile_sprite_names(text: str, layer_name: str, unity_texture_root: Path | None = None) -> list[str | None]:
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part = _tilemap_part(text, layer_name)
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if not part:
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return []
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guids = _tile_sprite_guids(part)
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if unity_texture_root is None:
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return [None] * len(guids)
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mapping = _guid_to_tile_name(str(unity_texture_root))
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return [mapping.get(g) if g else None for g in guids]
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def normalize_ground_tile(name: str | None) -> str:
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return "JumpBlock" if name == "JumpBlock" else "Baseblock"
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return "JumpBlock" if tile_basename(name) == "JumpBlock" else "Baseblock"
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def normalize_border_tile(name: str | None) -> str:
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if not name or name in GROUND_TILES:
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base = tile_basename(name)
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if not name or base in GROUND_TILES:
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return "WallBlock"
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if name in BORDER_DECOR:
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if base in BORDER_DECOR:
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return name
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# 其它墙饰保留文件名,禁止地砖名漏到墙层
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return name
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@@ -120,16 +187,16 @@ def _resolve_name(assets: list[str | None], tile_index: int) -> str | None:
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def parse_level_prefab(prefab_path: Path, unity_texture_root: Path | None = None) -> dict:
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"""按 Unity 原层导入:只保留有 Tile Asset 的格子,空槽不补砖。"""
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if not prefab_path.is_file():
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return {}
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text = prefab_path.read_text(encoding="utf-8")
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g_raw = parse_tilemap_layer(text, "Ground")
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b_raw = parse_tilemap_layer(text, "Border")
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if not g_raw and not b_raw:
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g_cells = parse_tilemap_cells(text, "Ground")
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b_cells = parse_tilemap_cells(text, "Border")
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if not g_cells and not b_cells:
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return {}
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if unity_texture_root is None:
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# Level91601.prefab → …/Assets/Prefabs/Level → …/Assets/Texture
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unity_texture_root = prefab_path.resolve().parents[2] / "Texture"
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g_assets = tile_asset_names(text, "Ground", unity_texture_root)
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@@ -138,24 +205,21 @@ def parse_level_prefab(prefab_path: Path, unity_texture_root: Path | None = None
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ground: dict[str, str] = {}
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border: dict[str, str] = {}
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# 按瓦片类型归层(层级固定):地砖→Ground,墙/饰→Border
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for key, ti in g_raw.items():
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name = _resolve_name(g_assets, ti)
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if name in GROUND_TILES:
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ground[key] = normalize_ground_tile(name)
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else:
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border[key] = normalize_border_tile(name)
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for key, (ti, _si) in g_cells.items():
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asset = _resolve_name(g_assets, ti)
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if not asset:
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continue
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base = tile_basename(asset)
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ground[key] = "JumpBlock" if base == "JumpBlock" else base if base in GROUND_TILES else "Baseblock"
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for key, ti in b_raw.items():
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name = _resolve_name(b_assets, ti)
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if name in GROUND_TILES:
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ground[key] = normalize_ground_tile(name)
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else:
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border[key] = normalize_border_tile(name)
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# 同格冲突:墙优先(不可走)
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for key in list(ground.keys()):
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if key in border:
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del ground[key]
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for key, (ti, _si) in b_cells.items():
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asset = _resolve_name(b_assets, ti)
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if not asset:
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# Unity 空槽不渲染,禁止补 WallBlock(否则空隙里会多出砖)
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continue
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base = tile_basename(asset)
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if base in GROUND_TILES:
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continue
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border[key] = base if base else "WallBlock"
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return {"ground": ground, "border": border}
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