first commmit

This commit is contained in:
jakciehan
2026-05-06 08:17:32 +08:00
commit 427a33c55b
269 changed files with 20906 additions and 0 deletions
@@ -0,0 +1,182 @@
import { _decorator, Component, director, Node, Label, Button, UITransform, Color, Vec3, Graphics } from 'cc';
import { UIFlowMgr, ISceneEnter } from '../ui/UIFlowMgr';
import { DESIGN_WIDTH, DESIGN_HEIGHT } from '../common/Constants';
const { ccclass, property } = _decorator;
/** Maps abstract SceneId → physical Cocos Creator scene name. */
const SCENE_MAP: Record<string, string> = {
boot: 'Boot',
story_intro: 'StoryIntro',
main_menu: 'MainMenu',
// level_select currently reuses MainMenu until a dedicated LevelSelect scene exists.
level_select: 'MainMenu',
// `gameplay` is dispatched by levelId — resolved at runtime.
gameplay: 'Level_1_1',
settlement: 'Settlement',
// Settings panel is overlayed on MainMenu for the MVP.
settings: 'MainMenu',
};
/** levelId → physical scene name mapping (chapter 1 only). */
const LEVEL_SCENE_MAP: Record<string, string> = {
'1-1': 'Level_1_1',
'1-2': 'Level_1_2',
'1-3': 'Level_1_3',
'1-4': 'Level_1_4',
'1-5': 'Level_1_5',
'1-5-boss': 'Boss_ShuangHuanFang',
};
/**
* MainMenu scene entry (task 9.2 hookup).
*
* Owns a `UIFlowMgr` instance and translates each abstract `onSceneEnter`
* callback into a concrete `director.loadScene` call. Attach this component
* to the root node of `MainMenu.scene`.
*
* When `autoBuildUI` is enabled (default), two centered buttons (Start /
* Settings) and a title label are created programmatically so the scene is
* usable out of the box even before any art pass.
*/
@ccclass('MainMenuEntry')
export class MainMenuEntry extends Component {
@property({ tooltip: '是否自动生成 Start / Settings 按钮 (方便没美术时就能跑通)' })
public autoBuildUI: boolean = true;
private flow: UIFlowMgr | undefined;
protected onLoad(): void {
this.flow = new UIFlowMgr(undefined, {
onSceneEnter: (ev) => this.handleSceneEnter(ev),
});
if (this.autoBuildUI) this.buildDefaultUI();
}
/** Bind this to the "Start" button's click event in the Inspector. */
public onPressStart(): void {
this.flow?.onPressStartGame();
}
/** Bind this to the "Settings" button's click event. */
public onPressSettings(): void {
this.flow?.onOpenSettings();
}
private handleSceneEnter(ev: ISceneEnter): void {
const payload = ev.payload ?? {};
if (ev.scene === 'gameplay' && typeof payload.levelId === 'string') {
const physical = LEVEL_SCENE_MAP[payload.levelId];
if (physical) {
director.loadScene(physical);
return;
}
}
const physical = SCENE_MAP[ev.scene];
if (physical) director.loadScene(physical);
}
// ------------------------------------------------------------------
// Auto-built UI (development affordance; art pass will replace it)
// ------------------------------------------------------------------
private buildDefaultUI(): void {
// Ensure the host node has a UITransform matching the design resolution.
ensureCanvasSize(this.node);
// Title.
createLabel(this.node, '影 之 传 说', 0, 140, 44, Color.WHITE);
// Start button (centered, 40 above origin).
createButton(this.node, 'Start', 0, 40, 220, 60, () => this.onPressStart());
// Settings button (centered, 40 below origin).
createButton(this.node, 'Settings', 0, -40, 220, 60, () => this.onPressSettings());
// Hint line at the bottom.
createLabel(this.node, 'Chapter 1 · MVP', 0, -200, 20, new Color(180, 180, 180, 255));
}
}
// ======================================================================
// Shared UI helpers — intentionally kept inline (no external module) so
// each Scene Entry stays self-contained and easy to remove once real UI is
// authored in the editor.
// ======================================================================
function ensureCanvasSize(host: Node): void {
let ut = host.getComponent(UITransform);
if (!ut) ut = host.addComponent(UITransform);
ut.setContentSize(DESIGN_WIDTH, DESIGN_HEIGHT);
host.setPosition(0, 0, 0);
}
function createLabel(parent: Node, text: string, x: number, y: number, fontSize: number, color: Color): Node {
const n = new Node('AutoLabel');
n.layer = parent.layer;
parent.addChild(n);
const ut = n.addComponent(UITransform);
ut.setContentSize(DESIGN_WIDTH, fontSize * 1.6);
const lb = n.addComponent(Label);
lb.useSystemFont = true;
lb.string = text;
lb.fontSize = fontSize;
lb.lineHeight = Math.floor(fontSize * 1.2);
lb.color = color;
lb.horizontalAlign = 1; // CENTER
lb.verticalAlign = 1; // CENTER
n.setPosition(new Vec3(x, y, 0));
return n;
}
function createButton(
parent: Node,
text: string,
x: number,
y: number,
w: number,
h: number,
onClick: () => void
): Node {
const n = new Node(`Btn_${text}`);
n.layer = parent.layer;
parent.addChild(n);
const ut = n.addComponent(UITransform);
ut.setContentSize(w, h);
// Background drawn via Graphics — avoids needing any texture asset.
const g = n.addComponent(Graphics);
g.fillColor = new Color(40, 40, 60, 230);
g.rect(-w / 2, -h / 2, w, h);
g.fill();
g.strokeColor = new Color(200, 200, 220, 255);
g.lineWidth = 2;
g.rect(-w / 2, -h / 2, w, h);
g.stroke();
// Label child for the text.
const labelNode = new Node('Label');
labelNode.layer = parent.layer;
n.addChild(labelNode);
const lut = labelNode.addComponent(UITransform);
lut.setContentSize(w, h);
const lb = labelNode.addComponent(Label);
lb.useSystemFont = true;
lb.string = text;
lb.fontSize = 24;
lb.lineHeight = 28;
lb.color = Color.WHITE;
lb.horizontalAlign = 1;
lb.verticalAlign = 1;
const btn = n.addComponent(Button);
btn.transition = Button.Transition.SCALE;
btn.target = n;
btn.zoomScale = 0.95;
n.on(Node.EventType.TOUCH_END, onClick, n);
n.setPosition(new Vec3(x, y, 0));
return n;
}
// Re-export helpers so sibling Scene Entries can reuse them.
export { ensureCanvasSize, createLabel, createButton };