247 lines
6.9 KiB
TypeScript
247 lines
6.9 KiB
TypeScript
import { signal, useSignal, useSignalEffect } from "@preact/signals";
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import Phaser, { AUTO } from "phaser";
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import { createContext } from "preact";
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import { useContext, useEffect, useRef } from "preact/hooks";
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import {
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FadeScene as FadeSceneClass,
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FADE_SCENE_KEY,
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} from "../scenes/FadeScene";
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import type { ReactiveScene } from "../scenes";
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import type { ReadonlySignal } from "@preact/signals-core";
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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): Promise<void>;
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/** 重新启动当前场景(带淡入淡出过渡) */
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restart(): 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 =
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createContext<ReadonlySignal<PhaserGameContext> | null>(null);
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export const defaultPhaserConfig: Phaser.Types.Core.GameConfig = {
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type: AUTO,
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width: 560,
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height: 560,
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parent: "phaser-container",
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backgroundColor: "#f9fafb",
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scene: [],
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disableContextMenu: true,
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};
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export interface PhaserGameProps {
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config?: Partial<Phaser.Types.Core.GameConfig>;
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/** 初始启动的场景 key */
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initialScene?: string;
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children?: preact.ComponentChildren;
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}
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export function PhaserGame(props: PhaserGameProps) {
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const gameSignal = useSignal<PhaserGameContext>({
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game: undefined!,
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sceneController: undefined!,
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});
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const initialSceneLaunched = useRef(false);
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useSignalEffect(() => {
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const config: Phaser.Types.Core.GameConfig = {
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...defaultPhaserConfig,
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...props.config,
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};
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const phaserGame = new Phaser.Game(config);
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// 添加 FadeScene 并启动它来初始化 overlay
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const fadeScene = new FadeSceneClass();
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phaserGame.scene.add(FADE_SCENE_KEY, fadeScene, true); // 改为 true 以触发 create
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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) {
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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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// 等待场景注册完成(最多等待 100ms)
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let retries = 0;
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while (!phaserGame.scene.getScene(sceneKey) && retries < 10) {
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await new Promise((resolve) => setTimeout(resolve, 10));
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retries++;
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}
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// 验证场景是否已注册
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if (!phaserGame.scene.getScene(sceneKey)) {
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console.error(`SceneController: 场景 "${sceneKey}" 未注册`);
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return;
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}
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isTransitioning.value = true;
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const fade = phaserGame.scene.getScene(
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FADE_SCENE_KEY,
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) as FadeSceneClass;
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// 淡出到黑色
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phaserGame.scene.bringToTop(FADE_SCENE_KEY);
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await fade.fadeOut(300);
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// 停止当前场景
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if (currentScene.value) {
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phaserGame.scene.stop(currentScene.value);
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}
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// 确保场景已注册后再启动
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// (场景应该已经在 PhaserScene 组件中注册)
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if (!phaserGame.scene.getScene(sceneKey)) {
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console.error(`SceneController: 场景 "${sceneKey}" 在切换时仍未注册`);
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isTransitioning.value = false;
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return;
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}
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// 启动新场景
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phaserGame.scene.start(sceneKey);
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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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async restart() {
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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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if (!currentScene.value) {
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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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}
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const sceneKey = currentScene.value;
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const scene = phaserGame.scene.getScene(sceneKey);
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if (!scene) {
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console.error(`SceneController: 场景 "${sceneKey}" 不存在`);
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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(
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FADE_SCENE_KEY,
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) as FadeSceneClass;
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// 淡出到黑色
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phaserGame.scene.bringToTop(FADE_SCENE_KEY);
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await fade.fadeOut(300);
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// 重启当前场景
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scene.scene.restart();
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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!, sceneController: undefined! };
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initialSceneLaunched.current = false;
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phaserGame.destroy(true);
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};
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});
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// 启动初始场景(仅一次)
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useEffect(() => {
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const ctx = gameSignal.value;
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if (
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!initialSceneLaunched.current &&
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props.initialScene &&
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ctx?.sceneController
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) {
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initialSceneLaunched.current = true;
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// 使用 microtask 确保所有子组件的场景注册已完成
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Promise.resolve().then(() => {
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ctx.sceneController.launch(props.initialScene!);
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});
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}
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}, [gameSignal.value, props.initialScene]);
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return (
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<div id="phaser-container" className="w-full h-full">
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<phaserContext.Provider value={gameSignal}>
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{props.children}
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</phaserContext.Provider>
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</div>
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);
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}
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export interface PhaserSceneProps<TData = {}> {
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sceneKey?: string;
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scene: ReactiveScene<TData> | { new (): ReactiveScene<TData> };
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data?: TData;
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children?: any;
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}
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export const phaserSceneContext =
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createContext<ReadonlySignal<ReactiveScene> | null>(null);
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export function PhaserScene<TData = {}>(props: PhaserSceneProps<TData>) {
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const phaserGameSignal = useContext(phaserContext);
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const sceneSignal = useSignal<ReactiveScene<TData>>();
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const registered = useRef(false);
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useSignalEffect(() => {
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if (!phaserGameSignal) return;
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const ctx = phaserGameSignal.value;
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if (!ctx?.game) return;
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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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const scene = "scene" in props.scene ? props.scene : new props.scene();
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const sceneKey = props.sceneKey ?? scene.sys.settings.key;
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if (!game.scene.getScene(sceneKey)) {
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const initData = {
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...props.data,
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phaserGame: phaserGameSignal,
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sceneController: ctx.sceneController,
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};
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game.scene.add(sceneKey, props.scene, false, initData);
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}
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sceneSignal.value = scene;
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registered.current = true;
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return () => {
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sceneSignal.value = undefined;
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registered.current = false;
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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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return (
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<phaserSceneContext.Provider
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value={sceneSignal as ReadonlySignal<ReactiveScene>}
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>
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{props.children}
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</phaserSceneContext.Provider>
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);
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}
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