106 lines
3.4 KiB
TypeScript
106 lines
3.4 KiB
TypeScript
import { _decorator, Component, Node } from 'cc';
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import type { PlayerState } from '../framework/platform/stores/types.ts';
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import { computeActiveFlags, computePositions, type SeatLayout } from './room-scene-layout.ts';
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export { computeActiveFlags, computePositions };
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export type { SeatLayout };
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const { ccclass, property } = _decorator;
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/**
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* RoomSceneStart: 房间场景控制脚本。
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*
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* 工作流:
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* 1. 子游戏初始化 → setPlayerCount(n) + setSeatLayout(layout) 调整可见槽位与位置
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* 2. 子游戏收到玩家状态变更 → setPlayerData(seat, data) 注入到对应槽位的 PlayerInfoView
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* 3. 子游戏重置房间 → clearSeats() 把当前可见槽位刷成占位数据
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*
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* 8 个 playerSlots 在场景里预先挂好(Plan Task 2 负责),setPlayerCount 只切 active,
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* 不运行时 instantiate 节点(避免预制重复实例化开销)。
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*
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* 纯函数算法(computeActiveFlags / computePositions)放在 room-scene-layout.ts,
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* 本文件只 re-export — 这样单元测试可以直接 import 布局函数而无需 mock cc 模块
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* (CLAUDE.md 第二准则:RoomSceneStart 的下游消费者不应被 cc 依赖拖累)。
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*/
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@ccclass('RoomSceneStart')
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export class RoomSceneStart extends Component {
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@property([Node])
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playerSlots: Node[] = [];
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private currentCount: number = 4;
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private currentLayout: SeatLayout = 'horizontal';
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start(): void {
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if (!this.playerSlots || this.playerSlots.length !== 8) {
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throw new Error(
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`[RoomSceneStart] playerSlots must have 8 entries, got ${this.playerSlots?.length}`,
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);
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}
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this.setPlayerCount(this.currentCount);
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this.setSeatLayout(this.currentLayout);
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}
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public setPlayerCount(n: number): void {
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if (n < 1 || n > this.playerSlots.length) {
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throw new Error(
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`[RoomSceneStart] setPlayerCount: n must be 1-${this.playerSlots.length}, got ${n}`,
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);
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}
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this.currentCount = n;
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const flags = computeActiveFlags(n, this.playerSlots.length);
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for (let i = 0; i < this.playerSlots.length; i++) {
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const slot = this.playerSlots[i];
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if (slot) slot.active = flags[i];
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}
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}
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public setSeatLayout(layout: SeatLayout): void {
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this.currentLayout = layout;
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const positions = computePositions(layout, this.currentCount);
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for (let i = 0; i < this.currentCount && i < positions.length; i++) {
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const slot = this.playerSlots[i];
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if (slot) slot.setPosition(positions[i].x, positions[i].y, 0);
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}
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}
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public setPlayerData(seat: number, data: PlayerState): void {
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if (seat < 1 || seat > this.currentCount) {
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throw new Error(
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`[RoomSceneStart] setPlayerData: seat ${seat} out of range 1-${this.currentCount}`,
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);
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}
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const slot = this.playerSlots[seat - 1];
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if (!slot) return;
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const view = slot.getComponent('PlayerInfoView') as any;
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if (view && typeof view.bindTo === 'function') {
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view.bindTo({ player: { state: { value: data } } });
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}
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}
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public clearSeats(): void {
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const placeholder: PlayerState = {
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playerid: 0,
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nickname: '占位',
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avatar: '',
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sex: 0,
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bean: 0,
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roomcard: 0,
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score: 0,
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charm: 0,
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taskstate: 0,
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advanced: 0,
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bankpower: 0,
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bank: 0,
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bankpwd: 0,
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ip: '',
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sign: null,
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tel: null,
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invitecode: null,
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initCard: 0,
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initBean: 0,
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};
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for (let i = 0; i < this.currentCount; i++) {
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this.setPlayerData(i + 1, placeholder);
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}
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}
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} |