规范为cococs wasm
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243
scripts/build-cocos.bat
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243
scripts/build-cocos.bat
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@echo off
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setlocal enabledelayedexpansion
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echo.
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echo 🎮 构建 ECS Framework WASM for Cocos Creator
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echo ============================================
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echo.
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:: 设置变量
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set "RUST_DIR=src\wasm\rust-ecs-core"
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set "OUTPUT_DIR=cocos-pkg"
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set "WASM_NAME=ecs_wasm_core"
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:: 检查必要工具
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echo 🔍 检查构建环境...
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where wasm-pack >nul 2>&1
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if %errorlevel% neq 0 (
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echo ❌ 错误: 未找到 wasm-pack
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echo 请运行: cargo install wasm-pack
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goto :error
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)
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where rustc >nul 2>&1
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if %errorlevel% neq 0 (
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echo ❌ 错误: 未找到 Rust 编译器
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echo 请安装 Rust: https://rustup.rs/
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goto :error
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)
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echo ✅ 构建环境检查通过
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:: 进入 Rust 项目目录
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cd /d "%RUST_DIR%"
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if %errorlevel% neq 0 (
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echo ❌ 错误: 无法进入目录 %RUST_DIR%
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goto :error
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)
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echo.
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echo 📦 开始编译 WASM 模块...
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echo 目标环境: Cocos Creator (Web + Native)
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echo.
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:: 清理之前的构建
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if exist "pkg" (
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echo 🧹 清理旧的构建文件...
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rmdir /s /q "pkg"
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)
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:: 使用 wasm-pack 构建(针对 web 环境)
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echo 🔨 编译 WASM 模块...
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wasm-pack build --target web --release --no-typescript --out-dir pkg --out-name %WASM_NAME%
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if %errorlevel% neq 0 (
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echo ❌ WASM 编译失败
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goto :error
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)
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echo ✅ WASM 编译完成
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:: 回到项目根目录
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cd ..\..\..
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:: 创建输出目录
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if not exist "%OUTPUT_DIR%" (
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mkdir "%OUTPUT_DIR%"
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) else (
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echo 🧹 清理输出目录...
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del /q "%OUTPUT_DIR%\*.*" 2>nul
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)
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echo.
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echo 📁 处理输出文件...
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:: 复制和处理 JavaScript 胶水代码
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set "JS_SOURCE=%RUST_DIR%\pkg\%WASM_NAME%.js"
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set "TS_TARGET=%OUTPUT_DIR%\%WASM_NAME%.ts"
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if exist "%JS_SOURCE%" (
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echo ✓ 复制并转换 JS 文件为 TS: %WASM_NAME%.ts
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copy "%JS_SOURCE%" "%TS_TARGET%" >nul
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) else (
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echo ❌ 错误: 未找到生成的 JS 文件
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goto :error
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)
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:: 复制 WASM 文件(原生端用 .bin,微信小游戏用 .wasm)
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set "WASM_SOURCE=%RUST_DIR%\pkg\%WASM_NAME%_bg.wasm"
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set "BIN_TARGET=%OUTPUT_DIR%\%WASM_NAME%_bg.bin"
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set "WASM_TARGET=%OUTPUT_DIR%\%WASM_NAME%_bg.wasm"
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if exist "%WASM_SOURCE%" (
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echo ✓ 复制 WASM 文件(原生端): %WASM_NAME%_bg.bin
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copy "%WASM_SOURCE%" "%BIN_TARGET%" >nul
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echo ✓ 复制 WASM 文件(微信小游戏): %WASM_NAME%_bg.wasm
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copy "%WASM_SOURCE%" "%WASM_TARGET%" >nul
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) else (
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echo ❌ 错误: 未找到生成的 WASM 文件
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goto :error
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)
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:: 复制 TypeScript 类型定义(如果存在)
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set "DTS_SOURCE=%RUST_DIR%\pkg\%WASM_NAME%.d.ts"
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set "DTS_TARGET=%OUTPUT_DIR%\%WASM_NAME%.d.ts"
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set "BG_DTS_SOURCE=%RUST_DIR%\pkg\%WASM_NAME%_bg.wasm.d.ts"
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set "BG_DTS_TARGET=%OUTPUT_DIR%\%WASM_NAME%_bg.wasm.d.ts"
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if exist "%DTS_SOURCE%" (
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echo ✓ 复制类型定义: %WASM_NAME%.d.ts
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copy "%DTS_SOURCE%" "%DTS_TARGET%" >nul
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)
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if exist "%BG_DTS_SOURCE%" (
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echo ✓ 复制 WASM 类型定义: %WASM_NAME%_bg.wasm.d.ts
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copy "%BG_DTS_SOURCE%" "%BG_DTS_TARGET%" >nul
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)
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:: 生成 Cocos Creator 使用指南
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echo.
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echo 📋 生成使用指南...
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(
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echo # ECS Framework WASM for Cocos Creator
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echo.
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echo ## 文件说明
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echo.
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echo - `%WASM_NAME%.ts` - WASM 胶水代码(原 JS 文件重命名)
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echo - `%WASM_NAME%_bg.bin` - WASM 二进制文件(原生端使用)
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echo - `%WASM_NAME%_bg.wasm` - WASM 二进制文件(微信小游戏使用)
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echo - `%WASM_NAME%.d.ts` - TypeScript 类型定义
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echo.
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echo ## 在 Cocos Creator 中使用
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echo.
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echo ### 1. 导入文件到项目
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echo.
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echo 1. 将 `%WASM_NAME%.ts` 放到 assets/scripts/ 目录
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echo 2. 将 `%WASM_NAME%_bg.bin` 导入为 BufferAsset(原生端)
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echo 3. 将 `%WASM_NAME%_bg.wasm` 放到微信小游戏构建目录
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echo.
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echo ### 2. 组件代码示例
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echo.
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echo ```typescript
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echo import { _decorator, Component, BufferAsset } from 'cc';
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echo import { initSync } from './%WASM_NAME%';
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echo.
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echo const { ccclass, property } = _decorator;
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echo.
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echo @ccclass('WasmLoader'^)
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echo export class WasmLoader extends Component {
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echo @property(BufferAsset^)
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echo wasmAsset!: BufferAsset;
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echo.
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echo start(^) {
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echo this.initWasm(^);
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echo }
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echo.
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echo private async initWasm(^) {
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echo try {
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echo // 检查平台
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echo if (typeof wx !== 'undefined'^) {
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echo // 微信小游戏环境
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echo initSync("/%WASM_NAME%_bg.wasm"^);
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echo } else {
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echo // 原生端/浏览器环境
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echo const wasmBuffer = this.wasmAsset?.buffer(^);
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echo if (wasmBuffer^) {
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echo initSync(wasmBuffer^);
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echo } else {
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echo console.error('WASM 资源未正确加载'^);
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echo return;
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echo }
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echo }
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echo
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echo console.log('✅ ECS WASM 模块初始化成功'^);
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echo
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echo // 这里可以开始使用 WASM 导出的函数
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echo // 例如: wasmFunction(^);
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echo
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echo } catch (error^) {
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echo console.error('❌ WASM 初始化失败:', error^);
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echo console.log('↪️ 将使用 JavaScript 实现'^);
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echo }
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echo }
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echo }
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echo ```
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echo.
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echo ### 3. 微信小游戏配置
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echo.
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echo 使用 build-templates 自动复制 WASM 文件:
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echo.
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echo 1. 在项目 build-templates/wechatgame/ 目录下创建构建脚本
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echo 2. 构建时会自动复制 %WASM_NAME%_bg.wasm 到发布目录
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echo.
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echo ## 注意事项
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echo.
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echo 1. 确保在使用 ECS 系统前初始化 WASM 模块
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echo 2. 原生端使用 .bin 文件,微信小游戏使用 .wasm 文件
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echo 3. 如果 WASM 初始化失败,框架会自动回退到 JavaScript 实现
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echo 4. WASM 主要优化查询性能,对大多数应用场景提升有限
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echo.
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echo ## 重新构建
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echo.
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echo 运行 `build-cocos.bat` 重新编译最新的 WASM 模块
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) > "%OUTPUT_DIR%\README.md"
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:: 显示构建结果
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echo.
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echo 📊 构建结果:
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for %%f in ("%OUTPUT_DIR%\*.*") do (
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call :filesize "%%f"
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echo %%~nxf: !size! KB
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)
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echo.
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echo ✅ 构建完成!
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echo 📦 输出目录: %OUTPUT_DIR%
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echo 📋 使用说明: %OUTPUT_DIR%\README.md
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echo.
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echo 💡 下一步:
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echo 1. 将文件导入到 Cocos Creator 项目
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echo 2. 参考 README.md 集成到游戏中
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echo 3. 对于微信小游戏,使用 build-templates 自动复制 WASM 文件
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echo.
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goto :end
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:filesize
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set "file=%~1"
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for %%A in ("%file%") do set "bytes=%%~zA"
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set /a size=bytes/1024
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if %size% lss 1 set size=1
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goto :eof
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:error
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echo.
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echo ❌ 构建失败!
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echo 请检查错误信息并重试。
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echo.
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pause
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exit /b 1
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:end
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pause
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