17 lines
4.1 KiB
Markdown
17 lines
4.1 KiB
Markdown
# Source Solutions
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- `cocos_creator38_runtime_camera_input`: Keep current source camera values for Stage 1A. Implement drag, inertia, pinch, and zoom only after extracting the original camera input script and verifying its motion limits against the existing camera config.
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- `visible_land_runtime_level_state`: Keep 24 visible land nodes and exact `sp.Skeleton` components. Continue by locating the player land-state API/cache record, then map each runtime land level through the recovered `Level.land_res` and `Level.land_dryRes` table.
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- `visible_land_expand_board_text`: Keep the recovered `Land.id=7.unlocked_res` board texture. Continue by locating the runtime text node, font, and offset for the expandable-board label before generating any text.
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- `cocos_creator38_cli_exit_code_36`: Treat the Creator CLI return code as a toolchain quirk only after confirming the log contains `build Task (web-mobile) Finished` and the generated runtime capture passes. Continue using runtime JSON and capture verification as the build proof.
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- `plant_interactive_runtime_business_script`: Use serialized component field evidence for `detailInteractionNode`, `seed3BgNode`, `seed5BgNode`, and `landTargetNode` now. Continue by tracing component uuid `62225t3M0tNjKqXu9MAz7CW` in the readable or minified runtime bundle before adding pagination, animation names, and tool interactions.
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- `scene_decor_canvas_spine_preview`: Keep Creator runtime Spine verification for house and doghouse. Continue by adding binary Spine attachment decoding to `tools/render_canvas_preview.py`, then rerun the full-scene ROI comparison.
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- `creator_headless_screenshot_capture`: Capture after runtime scene readiness and interaction checks. If CDP `Page.captureScreenshot` returns the splash frame, capture the Cocos canvas directly from the loaded page and record both the visual file and runtime JSON report.
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- `creator_splash_settings_conversion`: Keep source splash values in `CocosFarm/profiles/v2/packages/builder.json`: `totalTime=0`, `logo.type=none`, white background. Continue by finding the exact Creator CLI option that consumes the profile during bare command-line builds; until then, runtime-ready canvas capture is the visual verification path.
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- `top_hud_avatar_frame_skin`: Keep `node_head_frame` as the recovered source node without inventing a frame texture. Continue by tracing the runtime avatar-frame skin mapping before generating the exact SpriteFrame.
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- `top_hud_exp_bar_foreground`: Keep the recovered `cc.ProgressBar` background and total length. Continue by resolving `expBar` foreground `barSprite ref=158` to its exact SpriteFrame before generating the foreground fill art.
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- `top_hud_label_outline_width`: Keep source labels, colors, and outline enable flags without inventing outline width. Continue by locating the runtime font/outline width evidence before adding `LabelOutline`.
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- `source_ui_transform_defaults`: When a compact prefab serializes `cc.UITransform` but omits size and anchor, generate Creator 3.8 defaults `100 x 100` and `(0.5, 0.5)`. This is verified for `main_ui_v2/Source`, whose Widget alignment otherwise fails at runtime before world rendering completes.
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- `source_canvas_camera_binding_and_startup_zoom`: Keep Canvas bound to `root/ui/uiCamera` because source `startup.scene` row `[15,-6,-5]` resolves `_cameraComponent=-5` through refs `[0,3,7]`. Keep world camera off Canvas resize, then apply source camera-controller `minZoom=0.8` to serialized `_orthoHeight=640`, producing startup `mainCamera.orthoHeight=800`. Continue by decoding the obfuscated ACEVM camera runtime if later drag, inertia, or pinch behavior diverges.
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- `two_layer_viewport_architecture`: During the current refactor, do not run `tools/generate_creator_project.py` against `CocosFarm/assets`. Keep the source Canvas `720 x 1280` as the project design resolution, attach `Stage1MainWorldLayer` to `root/scene`, attach `Stage1FixedUiLayer` to `root/ui`, and keep `cc.Camera` nodes as render channels only. Official preview device size must not replace source scene or fixed UI coordinates; verify every pass with Creator build plus `tools/capture_creator_runtime.py`.
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