refactor(framework): improve PhaserScene flexibility
Allow `PhaserScene` to accept either a scene instance or a scene constructor. This enables more flexible scene registration within the `PhaserBridge`. Also updates `sceneKey` to be optional, defaulting to the scene's internal key.
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@ -1,15 +1,15 @@
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import { signal, useSignal, useSignalEffect } from '@preact/signals';
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import { signal, useSignal, useSignalEffect } from "@preact/signals";
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import Phaser, { AUTO } from 'phaser';
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import Phaser, { AUTO } from "phaser";
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import { createContext } from 'preact';
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import { createContext } from "preact";
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import { useContext, useEffect, useRef } from 'preact/hooks';
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import { useContext, useEffect, useRef } from "preact/hooks";
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import {
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import {
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FadeScene as FadeSceneClass,
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FadeScene as FadeSceneClass,
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FADE_SCENE_KEY,
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FADE_SCENE_KEY,
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} from '../scenes/FadeScene';
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} from "../scenes/FadeScene";
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import type { ReactiveScene } from '../scenes';
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import type { ReactiveScene } from "../scenes";
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import type { ReadonlySignal } from '@preact/signals-core';
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import type { ReadonlySignal } from "@preact/signals-core";
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export interface SceneController {
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export interface SceneController {
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/** 启动场景(带淡入淡出过渡) */
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/** 启动场景(带淡入淡出过渡) */
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@ -34,8 +34,8 @@ export const defaultPhaserConfig: Phaser.Types.Core.GameConfig = {
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type: AUTO,
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type: AUTO,
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width: 560,
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width: 560,
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height: 560,
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height: 560,
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parent: 'phaser-container',
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parent: "phaser-container",
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backgroundColor: '#f9fafb',
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backgroundColor: "#f9fafb",
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scene: [],
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scene: [],
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};
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};
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@ -71,7 +71,7 @@ export function PhaserGame(props: PhaserGameProps) {
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const sceneController: SceneController = {
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const sceneController: SceneController = {
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async launch(sceneKey: string) {
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async launch(sceneKey: string) {
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if (isTransitioning.value) {
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if (isTransitioning.value) {
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console.warn('SceneController: 正在进行场景切换');
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console.warn("SceneController: 正在进行场景切换");
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return;
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return;
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}
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}
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@ -120,12 +120,12 @@ export function PhaserGame(props: PhaserGameProps) {
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},
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},
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async restart() {
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async restart() {
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if (isTransitioning.value) {
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if (isTransitioning.value) {
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console.warn('SceneController: 正在进行场景切换');
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console.warn("SceneController: 正在进行场景切换");
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return;
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return;
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}
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}
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if (!currentScene.value) {
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if (!currentScene.value) {
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console.warn('SceneController: 没有当前场景,无法 restart');
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console.warn("SceneController: 没有当前场景,无法 restart");
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return;
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return;
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}
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}
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@ -192,8 +192,8 @@ export function PhaserGame(props: PhaserGameProps) {
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}
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}
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export interface PhaserSceneProps<TData = {}> {
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export interface PhaserSceneProps<TData = {}> {
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sceneKey: string;
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sceneKey?: string;
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scene: ReactiveScene<TData>;
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scene: ReactiveScene<TData> | { new (): ReactiveScene<TData> };
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data?: TData;
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data?: TData;
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children?: any;
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children?: any;
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}
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}
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@ -214,16 +214,18 @@ export function PhaserScene<TData = {}>(props: PhaserSceneProps<TData>) {
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const game = ctx.game;
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const game = ctx.game;
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// 注册场景到 Phaser(但不启动)
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// 注册场景到 Phaser(但不启动)
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if (!game.scene.getScene(props.sceneKey)) {
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const scene = "scene" in props.scene ? props.scene : new props.scene();
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const sceneKey = props.sceneKey ?? scene.scene.key;
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if (!game.scene.getScene(sceneKey)) {
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const initData = {
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const initData = {
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...props.data,
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...props.data,
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phaserGame: phaserGameSignal,
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phaserGame: phaserGameSignal,
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sceneController: ctx.sceneController,
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sceneController: ctx.sceneController,
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};
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};
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game.scene.add(props.sceneKey, props.scene, false, initData);
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game.scene.add(sceneKey, props.scene, false, initData);
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}
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}
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sceneSignal.value = props.scene;
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sceneSignal.value = scene;
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registered.current = true;
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registered.current = true;
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return () => {
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return () => {
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