feat: scene manager and transitions
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@@ -7,9 +7,9 @@ export { spawnEffect } from './spawner';
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export type { Spawner } from './spawner';
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// Scene base classes
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export { ReactiveScene, GameHostScene } from './scenes';
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export type { ReactiveSceneOptions, ReactiveScenePhaserData, GameHostSceneOptions } from './scenes';
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export { ReactiveScene, GameHostScene, FadeScene, FADE_SCENE_KEY } from './scenes';
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export type { ReactiveSceneOptions, ReactiveScenePhaserData, SceneController, GameHostSceneOptions, FadeSceneData } from './scenes';
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// React ↔ Phaser bridge
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export { PhaserGame, PhaserScene, phaserContext, defaultPhaserConfig, GameUI, type PhaserGameContext } from './ui';
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export { PhaserGame, PhaserScene, phaserContext, defaultPhaserConfig, GameUI, type PhaserGameContext, type SceneController as PhaserSceneController } from './ui';
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export type { PhaserGameProps, PhaserSceneProps, GameUIOptions } from './ui';
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@@ -0,0 +1,83 @@
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import Phaser from 'phaser';
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import { ReactiveScene, type ReactiveScenePhaserData } from './ReactiveScene';
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export interface FadeSceneData {
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[key: string]: unknown;
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}
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/**
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* 处理淡入淡出到黑色的过渡场景
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*/
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export class FadeScene extends ReactiveScene<FadeSceneData> {
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private overlay!: Phaser.GameObjects.Rectangle;
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private isFading = false;
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constructor() {
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super(FADE_SCENE_KEY);
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}
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create(): void {
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super.create();
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// 创建黑色遮罩层,覆盖整个游戏区域
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const game = this.game;
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this.overlay = this.add.rectangle(
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0,
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0,
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game.scale.width,
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game.scale.height,
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0x000000,
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1
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).setOrigin(0)
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.setAlpha(1)
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.setDepth(999999)
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.setInteractive({ useHandCursor: false });
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// 防止遮罩阻挡输入
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this.overlay.disableInteractive();
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}
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/**
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* 淡入(从黑色到透明)
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* @param duration 动画时长(毫秒)
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*/
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fadeIn(duration = 300): Promise<void> {
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return this.fadeTo(0, duration);
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}
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/**
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* 淡出(从透明到黑色)
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* @param duration 动画时长(毫秒)
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*/
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fadeOut(duration = 300): Promise<void> {
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return this.fadeTo(1, duration);
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}
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/**
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* 淡入淡出到指定透明度
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*/
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private fadeTo(targetAlpha: number, duration: number): Promise<void> {
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if (this.isFading) {
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console.warn('FadeScene: 正在进行过渡动画');
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}
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this.isFading = true;
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this.overlay.setAlpha(targetAlpha === 1 ? 0 : 1);
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return new Promise<void>((resolve) => {
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this.tweens.add({
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targets: this.overlay,
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alpha: targetAlpha,
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duration,
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ease: 'Linear',
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onComplete: () => {
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this.isFading = false;
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resolve();
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},
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});
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});
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}
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}
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// 导出常量供 PhaserGame 使用
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export const FADE_SCENE_KEY = '__fade__';
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@@ -1,15 +1,19 @@
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import Phaser from 'phaser';
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import { effect } from '@preact/signals-core';
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import { effect, type ReadonlySignal } from '@preact/signals-core';
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import { DisposableBag, type IDisposable } from '../utils';
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type CleanupFn = void | (() => void);
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export interface PhaserGameContext {
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game: Phaser.Game;
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// 前向声明,避免循环导入
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export interface SceneController {
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launch(sceneKey: string, data?: Record<string, unknown>): Promise<void>;
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currentScene: ReadonlySignal<string | null>;
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isTransitioning: ReadonlySignal<boolean>;
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}
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export interface ReactiveScenePhaserData {
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phaserGame: PhaserGameContext;
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phaserGame: ReadonlySignal<{ game: Phaser.Game }>;
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sceneController: SceneController;
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}
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export interface ReactiveSceneOptions<TData extends Record<string, unknown> = {}> {
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@@ -18,7 +22,7 @@ export interface ReactiveSceneOptions<TData extends Record<string, unknown> = {}
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/**
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* 通用的响应式 Scene 基类
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* @typeparam TData - 通过 init(data) 接收的数据类型(必须包含 phaserGame)
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* @typeparam TData - 通过 init(data) 接收的数据类型(必须包含 phaserGame 和 sceneController)
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*/
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export abstract class ReactiveScene<TData extends Record<string, unknown> = {}>
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extends Phaser.Scene
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@@ -38,10 +42,17 @@ export abstract class ReactiveScene<TData extends Record<string, unknown> = {}>
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/**
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* 获取 Phaser game 实例的响应式信号
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*/
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public get phaserGame(): PhaserGameContext {
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public get phaserGame(): ReadonlySignal<{ game: Phaser.Game }> {
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return this._initData.phaserGame;
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}
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/**
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* 获取场景控制器
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*/
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public get sceneController(): SceneController {
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return this._initData.sceneController;
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}
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constructor(key?: string) {
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super(key);
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}
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@@ -1,5 +1,8 @@
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export { ReactiveScene } from './ReactiveScene';
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export type { ReactiveSceneOptions, ReactiveScenePhaserData } from './ReactiveScene';
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export type { ReactiveSceneOptions, ReactiveScenePhaserData, SceneController } from './ReactiveScene';
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export { FadeScene, FADE_SCENE_KEY } from './FadeScene';
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export type { FadeSceneData } from './FadeScene';
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export { GameHostScene } from './GameHostScene';
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export type { GameHostSceneOptions } from './GameHostScene';
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@@ -1,12 +1,23 @@
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import Phaser from 'phaser';
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import { signal, useSignal, useSignalEffect } from '@preact/signals';
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import { computed, signal, useSignal, useSignalEffect } from '@preact/signals';
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import { createContext, h } from 'preact';
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import { useContext } from 'preact/hooks';
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import {ReadonlySignal} from "@preact/signals-core";
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import type { ReactiveScene, ReactiveScenePhaserData } from '../scenes';
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import { FadeScene as FadeSceneClass, FADE_SCENE_KEY } from '../scenes/FadeScene';
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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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launch(sceneKey: string, data?: Record<string, unknown>): Promise<void>;
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/** 当前活跃场景 key */
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currentScene: ReadonlySignal<string | null>;
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/** 是否正在过渡 */
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isTransitioning: ReadonlySignal<boolean>;
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}
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export interface PhaserGameContext {
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game: Phaser.Game;
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sceneController: SceneController;
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}
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export const phaserContext = createContext<ReadonlySignal<PhaserGameContext> | null>(null);
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@@ -26,7 +37,8 @@ export interface PhaserGameProps {
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}
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export function PhaserGame(props: PhaserGameProps) {
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const gameSignal = useSignal<PhaserGameContext>({ game: undefined! });
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const gameSignal = useSignal<PhaserGameContext>({ game: undefined!, sceneController: undefined! });
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const registeredScenes = useSignal<Map<string, ReactiveScene>>(new Map());
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useSignalEffect(() => {
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const config: Phaser.Types.Core.GameConfig = {
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@@ -34,10 +46,50 @@ export function PhaserGame(props: PhaserGameProps) {
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...props.config,
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};
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const phaserGame = new Phaser.Game(config);
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gameSignal.value = { game: phaserGame };
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// 添加 FadeScene
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const fadeScene = new FadeSceneClass();
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phaserGame.scene.add(FADE_SCENE_KEY, fadeScene, false);
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// 创建 SceneController
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const currentScene = signal<string | null>(null);
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const isTransitioning = signal(false);
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const sceneController: SceneController = {
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async launch(sceneKey: string, data?: Record<string, unknown>) {
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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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return;
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}
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isTransitioning.value = true;
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const fade = phaserGame.scene.getScene(FADE_SCENE_KEY) as FadeSceneClass;
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// 淡出到黑色
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await fade.fadeOut(300);
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// 停止当前场景
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if (currentScene.value) {
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phaserGame.scene.stop(currentScene.value);
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}
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// 启动新场景
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phaserGame.scene.start(sceneKey, data);
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currentScene.value = sceneKey;
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// 淡入
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await fade.fadeIn(300);
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isTransitioning.value = false;
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},
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currentScene,
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isTransitioning,
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};
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gameSignal.value = { game: phaserGame, sceneController };
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return () => {
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gameSignal.value = { game: undefined! };
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gameSignal.value = { game: undefined!, sceneController: undefined! };
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registeredScenes.value.clear();
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phaserGame.destroy(true);
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};
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});
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@@ -54,7 +106,6 @@ export function PhaserGame(props: PhaserGameProps) {
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export interface PhaserSceneProps<TData extends Record<string, unknown> = {}> {
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sceneKey: string;
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scene: ReactiveScene<TData>;
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autoStart: boolean;
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data?: TData;
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children?: any;
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}
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@@ -62,7 +113,7 @@ export interface PhaserSceneProps<TData extends Record<string, unknown> = {}> {
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export const phaserSceneContext = createContext<ReadonlySignal<ReactiveScene> | null>(null);
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export function PhaserScene<TData extends Record<string, unknown> = {}>(props: PhaserSceneProps<TData>) {
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const phaserGameSignal = useContext(phaserContext);
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const sceneSignal = useSignal<Phaser.Scene>();
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const sceneSignal = useSignal<ReactiveScene<TData>>();
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useSignalEffect(() => {
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if (!phaserGameSignal) return;
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@@ -72,14 +123,19 @@ export function PhaserScene<TData extends Record<string, unknown> = {}>(props: P
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const game = ctx.game;
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const initData = {
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...props.data,
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phaserGame: phaserGameSignal.value,
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} as TData & ReactiveScenePhaserData;
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phaserGame: phaserGameSignal,
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sceneController: ctx.sceneController,
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};
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game.scene.add(props.sceneKey, props.scene, props.autoStart, initData);
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sceneSignal.value = game.scene.getScene(props.sceneKey);
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// 注册场景但不启动
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if (!game.scene.getScene(props.sceneKey)) {
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game.scene.add(props.sceneKey, props.scene, false, initData);
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}
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sceneSignal.value = props.scene;
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return () => {
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sceneSignal.value = undefined;
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game.scene.remove(props.sceneKey);
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// 不在这里移除场景,让 SceneController 管理生命周期
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};
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});
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@@ -1,5 +1,5 @@
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export { GameUI } from './GameUI';
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export type { GameUIOptions } from './GameUI';
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export { PhaserGame, PhaserScene, phaserContext, defaultPhaserConfig, type PhaserGameContext } from './PhaserBridge';
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export { PhaserGame, PhaserScene, phaserContext, defaultPhaserConfig, type PhaserGameContext, type SceneController } from './PhaserBridge';
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export type { PhaserGameProps, PhaserSceneProps } from './PhaserBridge';
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