feat: integrate room framework and isolated subgame bundles
Complete room UI and protocol integration, move game definitions and resources behind bundle entries, publish authoritative version XML, and document single-game builds. Include all current resource changes and experiment artifacts.
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import { _decorator, Component, Node } from 'cc';
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const { ccclass, property } = _decorator;
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@ccclass('<%UnderscoreCaseClassName%>')
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export class <%UnderscoreCaseClassName%> extends Component {
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start() {
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}
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update(deltaTime: number) {
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}
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}
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/**
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* COMMENTS_GENERATE_IGNORE
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* Use "COMMENTS_GENERATE_IGNORE" tag if you do not want later created scripts to contain these comments.
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*
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* Predefined Variables
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* You can use predefined variables below to setup your scripting preference. For example, whether to use camel case style.
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*
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* <%UnderscoreCaseClassName%>, class name in underscore format, like 'new_component'
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* <%CamelCaseClassName%>, class name in camel format, like 'NewComponent'
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* <%Author%>, Who create this file
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* <%DateTime%>, when create this file
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* <%FileBasename%>, creating file name with extension
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* <%FileBasenameNoExtension%>, creating file name without extension
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* <%URL%>, url of this file in COCOS ASSET URL format
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* <%ManualUrl%>, url of office help document, like 'https://docs.cocos.com/creator/manual/en/'
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*
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*
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* Example:
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*
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@ccclass('<%UnderscoreCaseClassName%>')
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export class <%UnderscoreCaseClassName%> extends Component {
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// class member could be defined like this.
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dummy = '';
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// Use 'property' decorator if your want the member to be serializable.
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@property
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serializableDummy = 0;
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start () {
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// Your initialization goes here.
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}
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update (deltaTime: number) {
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// Your update function goes here.
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}
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}
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*
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* Learn more about scripting: <%ManualUrl%>scripting/
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* Learn more about CCClass: <%ManualUrl%>scripting/decorator.html
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* Learn more about life-cycle callbacks: <%ManualUrl%>scripting/life-cycle-callbacks.html
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*/
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+7
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{
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"__type__": "cc.Asset",
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"_name": "ts",
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"_objFlags": 0,
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"__editorExtras__": {},
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"_native": ""
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}
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