feat: 完成第二阶段开发\n\n- 添加 scene_management 工具\n- 添加 prefab_management 工具\n- 优化面板布局和响应式设计\n- 添加滚动条支持\n- 移除旧的 create_scene 和 create_prefab 工具\n- 更新 README 文档

This commit is contained in:
火焰库拉
2026-01-31 19:36:55 +08:00
parent 3b2e78eee7
commit 157b99290d
5 changed files with 462 additions and 689 deletions

177
main.js
View File

@@ -5,6 +5,7 @@ const path = require("path");
let logBuffer = []; // 存储所有日志
let mcpServer = null;
let isSceneBusy = false;
let serverConfig = {
port: 3456,
active: false,
@@ -230,9 +231,36 @@ const getToolsList = () => {
required: ["action", "path"],
},
},
{
name: "scene_management",
description: "场景管理",
inputSchema: {
type: "object",
properties: {
action: { type: "string", enum: ["create", "delete", "duplicate", "get_info"], description: "操作类型" },
path: { type: "string", description: "场景路径,如 db://assets/scenes/NewScene.fire" },
targetPath: { type: "string", description: "目标路径 (用于 duplicate 操作)" },
name: { type: "string", description: "场景名称 (用于 create 操作)" },
},
required: ["action", "path"],
},
},
{
name: "prefab_management",
description: "预制体管理",
inputSchema: {
type: "object",
properties: {
action: { type: "string", enum: ["create", "update", "instantiate", "get_info"], description: "操作类型" },
path: { type: "string", description: "预制体路径,如 db://assets/prefabs/NewPrefab.prefab" },
nodeId: { type: "string", description: "节点 ID (用于 create 操作)" },
parentId: { type: "string", description: "父节点 ID (用于 instantiate 操作)" },
},
required: ["action", "path"],
},
},
];
};
let isSceneBusy = false;
module.exports = {
"scene-script": "scene-script.js",
@@ -441,6 +469,14 @@ module.exports = {
this.manageAsset(args, callback);
break;
case "scene_management":
this.sceneManagement(args, callback);
break;
case "prefab_management":
this.prefabManagement(args, callback);
break;
default:
callback(`Unknown tool: ${name}`);
break;
@@ -592,9 +628,142 @@ export default class NewScript extends cc.Component {
default:
callback(`Unknown asset action: ${action}`);
break;
}
},
// 暴露给 MCP 或面板的 API 封装
}
},
// 场景管理
sceneManagement(args, callback) {
const { action, path, targetPath, name } = args;
switch (action) {
case "create":
if (Editor.assetdb.exists(path)) {
return callback(`Scene already exists at ${path}`);
}
// 确保父目录存在
const fs = require('fs');
const pathModule = require('path');
const absolutePath = Editor.assetdb.urlToFspath(path);
const dirPath = pathModule.dirname(absolutePath);
if (!fs.existsSync(dirPath)) {
fs.mkdirSync(dirPath, { recursive: true });
}
Editor.assetdb.create(path, getNewSceneTemplate(), (err) => {
callback(err, err ? null : `Scene created at ${path}`);
});
break;
case "delete":
if (!Editor.assetdb.exists(path)) {
return callback(`Scene not found at ${path}`);
}
Editor.assetdb.delete([path], (err) => {
callback(err, err ? null : `Scene deleted at ${path}`);
});
break;
case "duplicate":
if (!Editor.assetdb.exists(path)) {
return callback(`Scene not found at ${path}`);
}
if (!targetPath) {
return callback(`Target path is required for duplicate operation`);
}
if (Editor.assetdb.exists(targetPath)) {
return callback(`Target scene already exists at ${targetPath}`);
}
// 读取原场景内容
Editor.assetdb.loadAny(path, (err, content) => {
if (err) {
return callback(`Failed to read scene: ${err}`);
}
// 确保目标目录存在
const fs = require('fs');
const pathModule = require('path');
const targetAbsolutePath = Editor.assetdb.urlToFspath(targetPath);
const targetDirPath = pathModule.dirname(targetAbsolutePath);
if (!fs.existsSync(targetDirPath)) {
fs.mkdirSync(targetDirPath, { recursive: true });
}
// 创建复制的场景
Editor.assetdb.create(targetPath, content, (err) => {
callback(err, err ? null : `Scene duplicated from ${path} to ${targetPath}`);
});
});
break;
case "get_info":
Editor.assetdb.queryInfoByUuid(Editor.assetdb.urlToUuid(path), (err, info) => {
callback(err, err ? null : info);
});
break;
default:
callback(`Unknown scene action: ${action}`);
break;
}
},
// 预制体管理
prefabManagement(args, callback) {
const { action, path, nodeId, parentId } = args;
switch (action) {
case "create":
if (!nodeId) {
return callback(`Node ID is required for create operation`);
}
if (Editor.assetdb.exists(path)) {
return callback(`Prefab already exists at ${path}`);
}
// 确保父目录存在
const fs = require('fs');
const pathModule = require('path');
const absolutePath = Editor.assetdb.urlToFspath(path);
const dirPath = pathModule.dirname(absolutePath);
if (!fs.existsSync(dirPath)) {
fs.mkdirSync(dirPath, { recursive: true });
}
// 从节点创建预制体
Editor.Ipc.sendToMain("scene:create-prefab", nodeId, path);
callback(null, `Command sent: Creating prefab from node ${nodeId} at ${path}`);
break;
case "update":
if (!nodeId) {
return callback(`Node ID is required for update operation`);
}
if (!Editor.assetdb.exists(path)) {
return callback(`Prefab not found at ${path}`);
}
// 更新预制体
Editor.Ipc.sendToMain("scene:update-prefab", nodeId, path);
callback(null, `Command sent: Updating prefab ${path} from node ${nodeId}`);
break;
case "instantiate":
if (!Editor.assetdb.exists(path)) {
return callback(`Prefab not found at ${path}`);
}
// 实例化预制体
Editor.Scene.callSceneScript("mcp-bridge", "instantiate-prefab", {
prefabPath: path,
parentId: parentId
}, callback);
break;
case "get_info":
Editor.assetdb.queryInfoByUuid(Editor.assetdb.urlToUuid(path), (err, info) => {
callback(err, err ? null : info);
});
break;
default:
callback(`Unknown prefab action: ${action}`);
break;
}
},
// 暴露给 MCP 或面板的 API 封装
messages: {
"open-test-panel"() {
Editor.Panel.open("mcp-bridge");