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# Cocos Creater OutputComponent
## 插件 安裝方式
1. 安裝在 **項目** 底下
> 把插件資料夾放到項目的packages(跟assets同層)
2. 安裝在 **全局** 底下
> 把插件資料夾放到C:\Users\%USERNAME%\.CocosCreator\packages
## 插件稍微說明(都是搬過來的資料 XD)
剩下沒寫的可以到參考資料裡面看看😀
1. 定義你的包描述文件:**package.json**
> **name** String - 定義了包的名字,包的名字是全局唯一的,他關係到你今後在官網服務器上登錄時的名字。
>
> **version** String - 版本號我們推薦使用semver格式管理你的包版本。
>
> **description** String可选 - 一句話描述你的包是做什麼的。
>
> **author** String可选 - 擴展包的作者
>
> **main** String (可选) - 入口程序
>
> **scene-script** String (可选) - 調用引擎API 和項目腳本
>
> **main-menu** Object (可选) - 主菜單定義
>
> **有要使用介面的話:**
>
> **panel** Object (可选) - 定義的面板在package裡的描述
>
> **注意panel的type有兩種**
>
> dockable可停靠面板打開該面板後可以通過拖拽面板標籤到編輯器裡實現擴展面板嵌入到編輯器中。下面我們介紹的面板入口程序都是按照可停靠面板的要求聲明的。
>
> simple簡單Web面板不可停靠到編輯器主窗口相當於一份通用的HTML前端頁面。詳細情況請見定義簡單面板。
>
> 在simple-package文件夾下面創建一個panel文件夾,然後在panel文件夾下創建一個index.js或者一個html文件都可以
2. 入口程序:**main.js**
3. 定義介面以及按鈕綁定的方法,和主進程的通信:**index.js**
3. 可以使用包括全部引擎API 和用戶組件腳本里聲明的方法和屬性:**scene-obtain..js**
> 可以在擴展包中獲取到場景裡的Canvas根節點有多少子節點當然還可以用來對場景節點進行更多的查詢和操作。
## 參考資料
* 你的第一個擴展包
> https://docs.cocos.com/creator/manual/zh/extension/your-first-extension.html
* CocosCreator拓展编辑器
> https://blog.csdn.net/qq_34772097/category_9577457.html
* Cocos Creator Editor 編輯器擴展API記錄
> https://blog.csdn.net/kingbook928/article/details/108659319
> https://blog.csdn.net/qq_17209641/article/details/106822296
> https://forum.cocos.org/t/creator-api/92605

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let packageName = "slot1501-polygon";
let fs = require("fire-fs");
let path = require('fire-path');
let ActionEnum = cc.Enum({
None: "None",
Scale: "Scale",
Blink: "Blink",
Shake: "Shake",
FadeIn: "FadeIn",
FadeOut: "FadeOut",
Move: "Move",
});
Vue.component('dialog-inspector', {
template: `
<div>
<ui-prop name="選擇模式" tooltip="現在要幹嘛">
<ui-select class="flex-1" v-value="target.Type.value">
<option value=1>Create Wall</option>
<option value=2>Create Nail</option>
<option value=3>New Wall</option>
<option value=4>Set Wall</option>
<option value=5>Set Nail</option>
</ui-select>
</ui-prop>
</div>
<div style="text-align:left">
<ui-button class="blue" @confirm="onBtnClickPreview">Preview</ui-button>
</div>
`,
props: {
target: {
twoWay: true,
type: Object,
}
},
methods: {
onBtnClickPreview() {
let time = new Date().getTime();
Editor.Ipc.sendToPanel('scene', 'scene:set-property', {
id: this.target.uuid.value,
path: "preview",
type: "String",
value: time,
});
},
}
});

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const { ccclass, property, executeInEditMode, inspector, playOnFocus } = cc._decorator;
@ccclass
@inspector("packages://slot1501-polygon/Slot1501_EditMode.js")
@playOnFocus
@executeInEditMode
export default class Slot1501_EditMode extends cc.Component {
@property(String)
private Type: string = "1";
private _preview: string = "";
public get preview() {
return this._preview;
}
public set preview(value: string) {
this._preview = value;
// cc.log("Type:" + this.Type);
switch (this.Type) {
case "1":
// cc.log("CreateWall");
this.CreateWall();
break;
default:
cc.log("沒東西處理");
break;
}
}
//#region Create
/**
* Wall Group
*/
private CreateWall(): void {
cc.log("CreateWall");
}
//#endregion
}

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"use strict";
let fs = require("fs");
let path = require("path");
// 默認路徑
let defaultPolygonPath="assets/";
module.exports={
load() {
this.init();
},
unload() {
Editor.log("卸載執行");
},
/** 初始化 */
init() {
this.createDirectory();
},
/** 創建初始文件夾 */
createDirectory() {
if(fs.existsSync(path.join(Editor.Project.path, defaultPolygonPath))) {
Editor.log("resources exists!");
}else {
// 插件加載後在項目根目錄自動創建指定文件夾
fs.mkdirSync(path.join(Editor.Project.path, defaultPolygonPath));
Editor.success("resources created!");
}
},
/** 創建文件 */
createPolygonFile(filePath, node) {
let polygonPath = filePath + ".txt";
if(fs.existsSync(path.join(Editor.Project.path, polygonPath))) {
// 覆蓋源文件
this.coverTargetFile(polygonPath, node);
}else {
// 新建文件
this.createNewFile(polygonPath, node);
}
},
/** 覆蓋源文件 */
coverTargetFile(filePath, node) {
Editor.Scene.callSceneScript("output-component", "get-scene-info", {node: node}, function (err, json) {
Editor.assetdb.saveExists( "db://" + filePath, json, function ( err, meta ) {
if(err) {
Editor.log("覆盖文件失败!!!");
return;
}
Editor.log("覆盖文件成功!!!");
});
});
},
/** 創建一個新的文件 */
createNewFile(filePath, node) {
Editor.Scene.callSceneScript("output-component", "get-scene-info", {node: node}, function (err, json) {
Editor.assetdb.create( "db://" + filePath, json, function ( err, results ) {
if(err) {
Editor.log("創建文件失敗!!!");
return;
}
Editor.log("創建文件成功!!!");
});
});
},
/** 刪除文件 */
deletePolygonFile(filePath) {
let polygonPath=filePath+".txt";
if(fs.existsSync(path.join(Editor.Project.path, polygonPath))) {
Editor.assetdb.delete(["db://" + polygonPath], function (err, results) {
results.forEach(function (result) {
if(err) {
Editor.log("刪除文件失敗!!!");
return;
}
Editor.log("刪除文件成功!!!");
});
});
}else {
Editor.log("沒有可刪除的文件!!!");
}
},
messages: {
/** 打開面板 */
"open-panel"() {
Editor.Panel.open("output-component");
},
/** 保存按鈕點擊 */
"save-click"(event, ...args) {
const self = this;
self.createPolygonFile(args[0], args[1]);
},
/** 設置路徑 */
"set-path"(event,...args) {
if(args[0] && args != "") {
defaultPolygonPath = args[0];
this.createDirectory();
}
},
/** 面板加載完成 */
"panel-load-finish"(evnet,...args) {
Editor.Ipc.sendToPanel("output-component","setDefaultPath", defaultPolygonPath);
},
/** 刪除按鈕點擊 */
"delete-click"(event,...args) {
this.deletePolygonFile(args[0]);
}
},
}

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{
"name": "output-component",
"version": "0.0.1",
"description": "Sample-Package",
"author": "Sample",
"main": "main.js",
"scene-script": "scene-obtain.js",
"main-menu": {
"Sample/輸出Component": {
"message": "output-component:open-panel"
}
},
"panel": {
"main": "panel/index.js",
"type": "dockable",
"title": "輸出Component",
"width": 400,
"height": 350
}
}

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let defaultPolygonPath = "assets/";
let polygonNameHeader = "polygon_";
let polygonName = "";
Editor.Panel.extend({
style: `
:host { margin: 5px; }
h2 { color: #f90; }
.bottom {
height: 30px;
}
`,
template: `
<h2 style="text-align:center">輸出Component</h2>
<hr />
<div>
這邊用PhysicsPolygonCollider的Points來做示範<br>
記得Component要掛不然就會自動幫忙掛
</div>
<hr />
<div>
要輸出的Node
<ui-node class="flex-1" type="cc.Node" typename="Node" droppable="node" id="node"></ui-node>
</div>
<hr />
<div>
FilePath: <span id="label"></span>
<ui-input value="path" id="inputPath"}></ui-input>
</div>
<hr />
<div>
<span id="polygonLabel"></span>
<ui-num-input style="width: 130px;" step=1 min=1 id="changePolygon"></ui-num-input>
</div>
<hr />
<div style="text-align:right">
<ui-button id="btn" class="green">生成表</ui-button>
<ui-button id="deleteBtn" class="red">刪除表</ui-button>
<ui-button id="updateBtn" class="blue">刷新資源</ui-button>
</div>
`,
$: {
/** 保存按鈕 */
btn: "#btn",
/** 固定路徑前label */
label: "#label",
/** 檔案名稱前label */
polygonLabel:"#polygonLabel",
/** 固定路徑 */
inputPath:"#inputPath",
/** 更改檔案名稱 */
changePolygon:"#changePolygon",
/** 刪除按鈕 */
deleteBtn:"#deleteBtn",
/** 刷新按鈕 */
updateBtn:"#updateBtn",
/** Node */
node:"#node"
},
ready () {
Editor.Ipc.sendToMain("output-component:panel-load-finish");
this.init();
this.saveBtnClick();
this.setPolygonConfigurationDefaultPath();
this.changePolygonEvent();
this.deleteBtnClick();
this.updateBtnClick();
this.resetBtnClick();
},
init() {
this.$label.innerText = "(默認文件路徑)";
this.$polygonLabel.innerText = "(檔案名稱): " + polygonNameHeader;
this.$changePolygon.value = 1;
polygonName = polygonNameHeader + this.$changePolygon.value;
},
/** 更改名稱事件 */
changePolygonEvent() {
this.$changePolygon.addEventListener("change",() => {
polygonName = polygonNameHeader + this.$changePolygon.value;
})
},
/** 重置場景按鈕點擊 */
resetBtnClick() {
this.$resetBtn.addEventListener("confirm",() => {
Editor.Scene.callSceneScript("output-component", "reset-scene", function (err, res) {
});
})
},
/** 刷新按鈕點擊事件 */
updateBtnClick() {
this.$updateBtn.addEventListener("confirm",() => {
Editor.assetdb.refresh("db://" + defaultPolygonPath, function (err, results) {
if(err) {
Editor.log("刷新文件目錄失敗!!!")
return;
}
Editor.log("刷新文件目錄成功!!!")
});
})
},
/** 刪除按鈕點擊事件 */
deleteBtnClick() {
this.$deleteBtn.addEventListener("confirm",() => {
Editor.Ipc.sendToMain("output-component:delete-click", defaultPolygonPath + polygonName);
})
},
/** 保存按鈕點擊事件 */
saveBtnClick() {
this.$btn.addEventListener("confirm", () => {
Editor.Ipc.sendToMain("output-component:save-click", defaultPolygonPath + polygonName, this.$node);
});
},
/** 設置默認的配置路徑 */
setPolygonConfigurationDefaultPath() {
this.$inputPath.addEventListener("confirm",() => {
defaultPolygonPath = this.$inputPath.value;
if(defaultPolygonPath === "") {
defaultPolygonPath = "assets/";
}
Editor.Ipc.sendToMain("output-component:set-path", defaultPolygonPath);
})
},
messages : {
"setDefaultPath":function (event,...agrs) {
if(agrs[0] && agrs[0] != "") {
defaultPolygonPath = agrs[0];
this.$inputPath.value = agrs[0];
}
if (event.reply) {
//if no error, the first argument should be null
event.reply(null, "Fine, thank you!");
}
}
}
});

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"use strict";
module.exports = {
/**
* 獲取場景節點下的配置信息
* @param event event
* @param data 這邊把panel的Node帶進來
*/
"get-scene-info": function (event, data) {
var node = cc.find(data.node._name);
if (!node) {
var can = cc.find("Canvas");
node = this.getAllChildByUuid(can, data.node._nodeID);
}
let objArray = [];
if (node) {
Editor.log("Node:" + node.name);
let singleInfo = this.setObjInfo(node, 0, can);
objArray = (singleInfo);
} else {
Editor.log("沒有找到節點");
}
let json = JSON.stringify(objArray);
if (event.reply) {
event.reply(null, json);
}
},
/**
* 把節點需要輸出的資料設置到每個json
* @param Node 需要取得資料的節點
*/
setObjInfo(Node) {
let PhysicsPolygonCollider = Node.getComponent(cc.PhysicsPolygonCollider);
let Points = JSON.parse("[]");
let count = 0;
if (PhysicsPolygonCollider) {
for (let i = 0; i < PhysicsPolygonCollider.points.length; i++) {
Points[count] = JSON.parse("[]");
Points[count][0] = PhysicsPolygonCollider.points[i].x;
Points[count][1] = PhysicsPolygonCollider.points[i].y;
count++;
}
Editor.log("Points: " + JSON.stringify(Points));
} else {
Editor.log("沒有PhysicsPolygonCollider這個Component!!");
Node.addComponent(cc.PhysicsPolygonCollider);
Editor.log("已增加PhysicsPolygonCollider!!");
PhysicsPolygonCollider = Node.getComponent(cc.PhysicsPolygonCollider);
for (let i = 0; i < PhysicsPolygonCollider.points.length; i++) {
Points[count] = JSON.parse("[]");
Points[count][0] = PhysicsPolygonCollider.points[i].x;
Points[count][1] = PhysicsPolygonCollider.points[i].y;
count++;
}
Editor.log("Points: " + JSON.stringify(Points));
}
return Points;
},
/**
* 根據Node去尋找底下每個子節點有沒有符合的UUID
* @param Node 需要搜尋的節點
* @param UUID 目標的UUID
*/
getAllChildByUuid(Node, UUID) {
for (let i = 0; i < Node.childrenCount; i++) {
// Editor.log("Node: " + Node.name, "UUID: " + Node.uuid);
if (Node.uuid == UUID) {
// Editor.log("找到 Node: " + Node.name, "UUID: " + Node.uuid);
return Node;
} else {
// Editor.log("Node: " + Node.children[i].name, "UUID: " + Node.children[i].uuid);
if (Node.children[i].uuid == UUID) {
return Node.children[i];
}
}
if (Node.children[i].childrenCount > 0) {
// Editor.log(Node.children[i].name + " childrenCount > 0");
let getAllChildByUuid = this.getAllChildByUuid(Node.children[i], UUID);
if (getAllChildByUuid) {
return getAllChildByUuid;
}
}
}
// Editor.log("Node: " + Node.children[1].childrenCount);
return null;
},
};

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