Files
youle_cocos/cocoscreator_projects/YouleNexus/assets/scripts/RoomSceneStart.ts
T

106 lines
3.4 KiB
TypeScript

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