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mcp-bridge/scene-script.js

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"use strict";
module.exports = {
"set-property": function (event, args) {
const { id, path, value } = args;
// 1. 获取节点
let node = cc.engine.getInstanceById(id);
if (node) {
// 2. 修改属性
if (path === "name") {
node.name = value;
} else {
node[path] = value;
}
// 3. 【解决报错的关键】告诉编辑器场景变脏了(需要保存)
// 在场景进程中,我们发送 IPC 给主进程
Editor.Ipc.sendToMain("scene:dirty");
// 4. 【额外补丁】通知层级管理器Hierarchy同步更新节点名称
// 否则你修改了名字,层级管理器可能还是显示旧名字
Editor.Ipc.sendToAll("scene:node-changed", {
uuid: id,
});
if (event.reply) {
event.reply(null, `Node ${id} updated to ${value}`);
}
} else {
if (event.reply) {
event.reply(new Error("Scene Script: Node not found " + id));
}
}
},
"get-hierarchy": function (event) {
const scene = cc.director.getScene();
function dumpNodes(node) {
// 【优化】跳过编辑器内部的私有节点,减少数据量
if (node.name.startsWith("Editor Scene") || node.name === "gizmoRoot") {
return null;
}
let nodeData = {
name: node.name,
uuid: node.uuid,
active: node.active,
position: { x: Math.round(node.x), y: Math.round(node.y) },
scale: { x: node.scaleX, y: node.scaleY },
size: { width: node.width, height: node.height },
// 记录组件类型,让 AI 知道这是个什么节点
components: node._components.map((c) => c.__typename),
children: [],
};
for (let i = 0; i < node.childrenCount; i++) {
let childData = dumpNodes(node.children[i]);
if (childData) nodeData.children.push(childData);
}
return nodeData;
}
const hierarchy = dumpNodes(scene);
if (event.reply) event.reply(null, hierarchy);
},
"update-node-transform": function (event, args) {
const { id, x, y, scaleX, scaleY, color } = args;
Editor.log(`[scene-script] update-node-transform called for ${id} with args: ${JSON.stringify(args)}`);
let node = cc.engine.getInstanceById(id);
if (node) {
Editor.log(`[scene-script] Node found: ${node.name}, Current Pos: (${node.x}, ${node.y})`);
if (x !== undefined) {
node.x = Number(x); // 强制转换确保类型正确
Editor.log(`[scene-script] Set x to ${node.x}`);
}
if (y !== undefined) {
node.y = Number(y);
Editor.log(`[scene-script] Set y to ${node.y}`);
}
if (scaleX !== undefined) node.scaleX = Number(scaleX);
if (scaleY !== undefined) node.scaleY = Number(scaleY);
if (color) {
node.color = new cc.Color().fromHEX(color);
}
Editor.Ipc.sendToMain("scene:dirty");
Editor.Ipc.sendToAll("scene:node-changed", { uuid: id });
Editor.log(`[scene-script] Update complete. New Pos: (${node.x}, ${node.y})`);
if (event.reply) event.reply(null, "Transform updated");
} else {
Editor.error(`[scene-script] Node not found: ${id}`);
if (event.reply) event.reply(new Error("Node not found"));
}
},
"create-node": function (event, args) {
const { name, parentId, type } = args;
const scene = cc.director.getScene();
if (!scene) {
if (event.reply) event.reply(new Error("Scene not ready or loading."));
return;
}
let newNode = null;
// 特殊处理:如果是创建 Canvas自动设置好适配
if (type === "canvas" || name === "Canvas") {
newNode = new cc.Node("Canvas");
let canvas = newNode.addComponent(cc.Canvas);
newNode.addComponent(cc.Widget);
// 设置默认设计分辨率
canvas.designResolution = cc.size(960, 640);
canvas.fitHeight = true;
// 自动在 Canvas 下创建一个 Camera
let camNode = new cc.Node("Main Camera");
camNode.addComponent(cc.Camera);
camNode.parent = newNode;
} else if (type === "sprite") {
newNode = new cc.Node(name || "New Sprite");
newNode.addComponent(cc.Sprite);
} else if (type === "label") {
newNode = new cc.Node(name || "New Label");
let l = newNode.addComponent(cc.Label);
l.string = "New Label";
} else {
newNode = new cc.Node(name || "New Node");
}
// 设置层级
let parent = parentId ? cc.engine.getInstanceById(parentId) : scene;
if (parent) {
newNode.parent = parent;
// 【优化】通知主进程场景变脏
Editor.Ipc.sendToMain("scene:dirty");
// 【关键】使用 setTimeout 延迟通知 UI 刷新,让出主循环
setTimeout(() => {
Editor.Ipc.sendToAll("scene:node-created", {
uuid: newNode.uuid,
parentUuid: parent.uuid,
});
}, 10);
if (event.reply) event.reply(null, newNode.uuid);
}
},
"manage-components": function (event, args) {
const { nodeId, action, componentType, componentId, properties } = args;
let node = cc.engine.getInstanceById(nodeId);
if (!node) {
if (event.reply) event.reply(new Error("Node not found"));
return;
}
switch (action) {
case "add":
if (!componentType) {
if (event.reply) event.reply(new Error("Component type is required"));
return;
}
try {
// 解析组件类型
let compClass = null;
if (componentType.startsWith("cc.")) {
const className = componentType.replace("cc.", "");
compClass = cc[className];
} else {
// 尝试获取自定义组件
compClass = cc.js.getClassByName(componentType);
}
if (!compClass) {
if (event.reply) event.reply(new Error(`Component type not found: ${componentType}`));
return;
}
// 添加组件
const component = node.addComponent(compClass);
// 设置属性
if (properties) {
for (const [key, value] of Object.entries(properties)) {
if (component[key] !== undefined) {
component[key] = value;
}
}
}
Editor.Ipc.sendToMain("scene:dirty");
Editor.Ipc.sendToAll("scene:node-changed", { uuid: nodeId });
if (event.reply) event.reply(null, `Component ${componentType} added`);
} catch (err) {
if (event.reply) event.reply(new Error(`Failed to add component: ${err.message}`));
}
break;
case "remove":
if (!componentId) {
if (event.reply) event.reply(new Error("Component ID is required"));
return;
}
try {
// 查找并移除组件
let component = null;
if (node._components) {
for (let i = 0; i < node._components.length; i++) {
if (node._components[i].uuid === componentId) {
component = node._components[i];
break;
}
}
}
if (component) {
node.removeComponent(component);
Editor.Ipc.sendToMain("scene:dirty");
Editor.Ipc.sendToAll("scene:node-changed", { uuid: nodeId });
if (event.reply) event.reply(null, "Component removed");
} else {
if (event.reply) event.reply(new Error("Component not found"));
}
} catch (err) {
if (event.reply) event.reply(new Error(`Failed to remove component: ${err.message}`));
}
break;
case "get":
try {
const components = node._components.map((c) => {
// 获取组件属性
const properties = {};
for (const key in c) {
if (typeof c[key] !== "function" && !key.startsWith("_") && c[key] !== undefined) {
try {
// Safe serialization check
const val = c[key];
if (val === null || val === undefined) {
properties[key] = val;
continue;
}
// Primitives are safe
if (typeof val !== 'object') {
properties[key] = val;
continue;
}
// Special Cocos Types
if (val instanceof cc.ValueType) {
properties[key] = val.toString();
} else if (val instanceof cc.Asset) {
properties[key] = `Asset(${val.name})`;
} else if (val instanceof cc.Node) {
properties[key] = `Node(${val.name})`;
} else if (val instanceof cc.Component) {
properties[key] = `Component(${val.name}<${val.__typename}>)`;
} else {
// Arrays and Plain Objects
// Attempt to strip to pure JSON data to avoid IPC errors with Native/Circular objects
try {
const jsonStr = JSON.stringify(val);
// Ensure we don't pass the original object reference
properties[key] = JSON.parse(jsonStr);
} catch (e) {
// If JSON fails (e.g. circular), format as string
properties[key] = `[Complex Object: ${val.constructor ? val.constructor.name : typeof val}]`;
}
}
} catch (e) {
properties[key] = "[Serialization Error]";
}
}
}
return {
type: cc.js.getClassName(c) || c.constructor.name || "Unknown",
uuid: c.uuid,
properties: properties,
};
});
if (event.reply) event.reply(null, components);
} catch (err) {
if (event.reply) event.reply(new Error(`Failed to get components: ${err.message}`));
}
break;
default:
if (event.reply) event.reply(new Error(`Unknown component action: ${action}`));
break;
}
},
"get-component-properties": function (component) {
const properties = {};
// 遍历组件属性
for (const key in component) {
if (typeof component[key] !== "function" && !key.startsWith("_") && component[key] !== undefined) {
try {
properties[key] = component[key];
} catch (e) {
// 忽略无法序列化的属性
}
}
}
return properties;
},
"instantiate-prefab": function (event, args) {
const { prefabUuid, parentId } = args;
const scene = cc.director.getScene();
if (!scene) {
if (event.reply) event.reply(new Error("Scene not ready or loading."));
return;
}
if (!prefabUuid) {
if (event.reply) event.reply(new Error("Prefab UUID is required."));
return;
}
// 使用 cc.assetManager.loadAny 通过 UUID 加载 (Cocos 2.4+)
// 如果是旧版,可能需要 cc.loader.load({uuid: ...}),但在 2.4 环境下 assetManager 更推荐
cc.assetManager.loadAny(prefabUuid, (err, prefab) => {
if (err) {
if (event.reply) event.reply(new Error(`Failed to load prefab: ${err.message}`));
return;
}
// 实例化预制体
const instance = cc.instantiate(prefab);
if (!instance) {
if (event.reply) event.reply(new Error("Failed to instantiate prefab"));
return;
}
// 设置父节点
let parent = parentId ? cc.engine.getInstanceById(parentId) : scene;
if (parent) {
instance.parent = parent;
// 通知场景变脏
Editor.Ipc.sendToMain("scene:dirty");
// 通知 UI 刷新
setTimeout(() => {
Editor.Ipc.sendToAll("scene:node-created", {
uuid: instance.uuid,
parentUuid: parent.uuid,
});
}, 10);
if (event.reply) event.reply(null, `Prefab instantiated successfully with UUID: ${instance.uuid}`);
} else {
if (event.reply) event.reply(new Error("Parent node not found"));
}
});
},
"find-gameobjects": function (event, args) {
const { conditions, recursive = true } = args;
const result = [];
const scene = cc.director.getScene();
function searchNode(node) {
// 跳过编辑器内部的私有节点
if (node.name.startsWith("Editor Scene") || node.name === "gizmoRoot") {
return;
}
// 检查节点是否满足条件
let match = true;
if (conditions.name && !node.name.includes(conditions.name)) {
match = false;
}
if (conditions.component) {
let hasComponent = false;
try {
if (conditions.component.startsWith("cc.")) {
const className = conditions.component.replace("cc.", "");
hasComponent = node.getComponent(cc[className]) !== null;
} else {
hasComponent = node.getComponent(conditions.component) !== null;
}
} catch (e) {
hasComponent = false;
}
if (!hasComponent) {
match = false;
}
}
if (conditions.active !== undefined && node.active !== conditions.active) {
match = false;
}
if (match) {
result.push({
uuid: node.uuid,
name: node.name,
active: node.active,
position: { x: node.x, y: node.y },
scale: { x: node.scaleX, y: node.scaleY },
size: { width: node.width, height: node.height },
components: node._components.map((c) => c.__typename),
});
}
// 递归搜索子节点
if (recursive) {
for (let i = 0; i < node.childrenCount; i++) {
searchNode(node.children[i]);
}
}
}
// 从场景根节点开始搜索
if (scene) {
searchNode(scene);
}
if (event.reply) {
event.reply(null, result);
}
},
"manage-vfx": function (event, args) {
const { action, nodeId, properties, name, parentId } = args;
const scene = cc.director.getScene();
const applyParticleProperties = (particleSystem, props) => {
if (!props) return;
if (props.duration !== undefined) particleSystem.duration = props.duration;
if (props.emissionRate !== undefined) particleSystem.emissionRate = props.emissionRate;
if (props.life !== undefined) particleSystem.life = props.life;
if (props.lifeVar !== undefined) particleSystem.lifeVar = props.lifeVar;
// 【关键修复】启用自定义属性,否则属性修改可能不生效
particleSystem.custom = true;
if (props.startColor) particleSystem.startColor = new cc.Color().fromHEX(props.startColor);
if (props.endColor) particleSystem.endColor = new cc.Color().fromHEX(props.endColor);
if (props.startSize !== undefined) particleSystem.startSize = props.startSize;
if (props.endSize !== undefined) particleSystem.endSize = props.endSize;
if (props.speed !== undefined) particleSystem.speed = props.speed;
if (props.angle !== undefined) particleSystem.angle = props.angle;
if (props.gravity) {
if (props.gravity.x !== undefined) particleSystem.gravity.x = props.gravity.x;
if (props.gravity.y !== undefined) particleSystem.gravity.y = props.gravity.y;
}
// 处理文件/纹理加载
if (props.file) {
// main.js 已经将 db:// 路径转换为 UUID
// 如果用户直接传递 URL (http/https) 或其他格式cc.assetManager.loadAny 也能处理
const uuid = props.file;
cc.assetManager.loadAny(uuid, (err, asset) => {
if (!err) {
if (asset instanceof cc.ParticleAsset) {
particleSystem.file = asset;
} else if (asset instanceof cc.Texture2D || asset instanceof cc.SpriteFrame) {
particleSystem.texture = asset;
}
Editor.Ipc.sendToMain("scene:dirty");
}
});
} else if (!particleSystem.texture && !particleSystem.file && args.defaultSpriteUuid) {
// 【关键修复】如果没有纹理,加载默认纹理 (UUID 由 main.js 传入)
Editor.log(`[mcp-bridge] Loading default texture with UUID: ${args.defaultSpriteUuid}`);
cc.assetManager.loadAny(args.defaultSpriteUuid, (err, asset) => {
if (err) {
Editor.error(`[mcp-bridge] Failed to load default texture: ${err.message}`);
} else if (asset instanceof cc.Texture2D || asset instanceof cc.SpriteFrame) {
Editor.log(`[mcp-bridge] Default texture loaded successfully.`);
particleSystem.texture = asset;
Editor.Ipc.sendToMain("scene:dirty");
} else {
Editor.warn(`[mcp-bridge] Loaded asset is not a texture: ${asset}`);
}
});
}
};
if (action === "create") {
let newNode = new cc.Node(name || "New Particle");
let particleSystem = newNode.addComponent(cc.ParticleSystem);
// 设置默认值
particleSystem.resetSystem();
particleSystem.custom = true; // 确保新创建的也是 custom 模式
applyParticleProperties(particleSystem, properties);
let parent = parentId ? cc.engine.getInstanceById(parentId) : scene;
if (parent) {
newNode.parent = parent;
Editor.Ipc.sendToMain("scene:dirty");
setTimeout(() => {
Editor.Ipc.sendToAll("scene:node-created", {
uuid: newNode.uuid,
parentUuid: parent.uuid,
});
}, 10);
if (event.reply) event.reply(null, newNode.uuid);
} else {
if (event.reply) event.reply(new Error("Parent node not found"));
}
} else if (action === "update") {
let node = cc.engine.getInstanceById(nodeId);
if (node) {
let particleSystem = node.getComponent(cc.ParticleSystem);
if (!particleSystem) {
// 如果没有组件,自动添加
particleSystem = node.addComponent(cc.ParticleSystem);
}
applyParticleProperties(particleSystem, properties);
Editor.Ipc.sendToMain("scene:dirty");
Editor.Ipc.sendToAll("scene:node-changed", { uuid: nodeId });
if (event.reply) event.reply(null, "VFX updated");
} else {
if (event.reply) event.reply(new Error("Node not found"));
}
} else if (action === "get_info") {
let node = cc.engine.getInstanceById(nodeId);
if (node) {
let ps = node.getComponent(cc.ParticleSystem);
if (ps) {
const info = {
duration: ps.duration,
emissionRate: ps.emissionRate,
life: ps.life,
lifeVar: ps.lifeVar,
startColor: ps.startColor.toHEX("#RRGGBB"),
endColor: ps.endColor.toHEX("#RRGGBB"),
startSize: ps.startSize,
endSize: ps.endSize,
speed: ps.speed,
angle: ps.angle,
gravity: { x: ps.gravity.x, y: ps.gravity.y },
file: ps.file ? ps.file.name : null
};
if (event.reply) event.reply(null, info);
} else {
if (event.reply) event.reply(null, { hasParticleSystem: false });
}
} else {
if (event.reply) event.reply(new Error("Node not found"));
}
} else {
if (event.reply) event.reply(new Error(`Unknown VFX action: ${action}`));
}
},
};