feat: Implement VFX management, Undo/Redo, Find in File; docs: Update README and plans
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175
test/test_vfx.js
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175
test/test_vfx.js
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const http = require('http');
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const CONFIG = {
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host: '127.0.0.1',
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port: 3456, // Ideally read from profile or keep dynamic, but fixed for test
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timeout: 5000
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};
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// HTTP Helper
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function request(method, path, data) {
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return new Promise((resolve, reject) => {
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const options = {
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hostname: CONFIG.host,
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port: CONFIG.port,
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path: path,
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method: method,
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headers: { 'Content-Type': 'application/json' },
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timeout: CONFIG.timeout
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};
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const req = http.request(options, (res) => {
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let body = '';
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res.on('data', chunk => body += chunk);
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res.on('end', () => {
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if (res.statusCode >= 200 && res.statusCode < 300) {
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try { resolve(JSON.parse(body)); } catch (e) { resolve(body); }
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} else {
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reject(new Error(`HTTP ${res.statusCode}: ${body}`));
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}
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});
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});
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req.on('error', (e) => reject(new Error(`Connection failed: ${e.message}`)));
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req.end(data ? JSON.stringify(data) : undefined);
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});
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}
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async function callTool(name, args = {}) {
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const payload = { name: name, arguments: args };
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const response = await request('POST', '/call-tool', payload);
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if (response && response.content && Array.isArray(response.content)) {
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const textContent = response.content.find(c => c.type === 'text');
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if (textContent) {
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try { return JSON.parse(textContent.text); } catch { return textContent.text; }
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}
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}
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return response;
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}
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// Helper to wait
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const wait = (ms) => new Promise(r => setTimeout(r, ms));
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async function run() {
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console.log("Testing manage_vfx...");
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try {
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// 1. Create a Particle Node
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const nodeName = "VFX_Test_" + Date.now();
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console.log(`Creating particle node: ${nodeName}`);
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const createResult = await callTool('manage_vfx', {
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action: 'create',
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name: nodeName,
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properties: {
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duration: 5,
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emissionRate: 50,
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startColor: "#FF0000",
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endColor: "#0000FF"
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}
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});
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let nodeId = createResult;
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// Check if result is UUID string or object
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if (typeof createResult === 'object') {
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// Sometimes mcp-bridge returns object? No, scene-script returns uuid or error.
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// But checking just in case
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nodeId = createResult.uuid || createResult;
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}
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if (!nodeId || typeof nodeId !== 'string') {
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console.error("FAILED: Could not create VFX node.", createResult);
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return;
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}
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console.log(`VFX Node created: ${nodeId}`);
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await wait(1000);
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// 2. Perform Undo (Verify creation undo)
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// ... Optional, let's focus on Update first.
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// 3. Update Particle Properties
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console.log("Updating particle properties...");
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const updateResult = await callTool('manage_vfx', {
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action: 'update',
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nodeId: nodeId,
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properties: {
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emissionRate: 100,
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startSize: 50,
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speed: 200
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}
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});
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console.log("Update result:", updateResult);
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await wait(1000);
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// 4. Get Info to Verify
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console.log("Verifying properties...");
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const info = await callTool('manage_vfx', { action: 'get_info', nodeId: nodeId });
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if (!info) {
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console.error("FAILED: Could not get info.");
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return;
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}
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console.log("Particle Info:", JSON.stringify(info, null, 2));
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if (info.emissionRate === 100 && info.speed === 200) {
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console.log("PASS: Properties updated and verified.");
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} else {
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console.error("FAILED: Properties mismatch.");
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}
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// 5. Verify 'custom' property using manage_components
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// We need to ensure custom is true for properties to take effect visually
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console.log("Verifying 'custom' property...");
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const components = await callTool('manage_components', {
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nodeId: nodeId,
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action: 'get'
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});
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let particleComp = null;
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if (components && Array.isArray(components)) {
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particleComp = components.find(c => c.type === 'cc.ParticleSystem' || c.type === 'ParticleSystem');
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}
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if (particleComp && particleComp.properties) {
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if (particleComp.properties.custom === true) {
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console.log("PASS: ParticleSystem.custom is TRUE.");
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} else {
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console.error("FAILED: ParticleSystem.custom is FALSE or Undefined.", particleComp.properties.custom);
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}
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// Check texture/file if possible
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if (particleComp.properties.file || particleComp.properties.texture) {
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console.log("PASS: ParticleSystem has file/texture.");
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} else {
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console.warn("WARNING: ParticleSystem might not have a texture/file set.");
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}
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} else {
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console.error("FAILED: Could not retrieve component details.");
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}
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await wait(1000);
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// 6. Fetch Logs to debug texture loading
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console.log("Fetching recent Editor Logs...");
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const logs = await callTool('read_console', { limit: 20 });
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if (logs && Array.isArray(logs)) {
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logs.forEach(log => {
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const msg = log.message || JSON.stringify(log);
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const type = log.type || 'info';
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// Filter for our debug logs or errors
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if (typeof msg === 'string' && (msg.includes("[mcp-bridge]") || type === 'error' || type === 'warn')) {
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console.log(`[Editor Log] [${type}] ${msg}`);
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}
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});
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}
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} catch (e) {
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console.error("Error:", e.message);
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}
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}
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run();
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