From ffa918751d92d3f89a93c24d9a60dd0d2b82b508 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E7=81=AB=E7=84=B0=E5=BA=93=E6=8B=89?= <820449643@qq.com> Date: Wed, 25 Feb 2026 11:11:21 +0800 Subject: [PATCH] =?UTF-8?q?=E7=89=B9=E6=80=A7(MCP):=20=E5=A2=9E=E5=BC=BA?= =?UTF-8?q?=20AI=20=E5=8F=82=E6=95=B0=E5=B9=BB=E8=A7=89=E5=AE=B9=E9=94=99?= =?UTF-8?q?=E4=B8=8E=E5=85=A8=E8=A7=88=E6=97=A5=E5=BF=97?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 在 \scene-script.js\ 中为 manage_components 启用 operation 作为 action 的后备别名防范 AI 传参幻觉导致中断。 - 在 \main.js\ 的 /call-tool 请求日志中透传完整 arguments JSON 数据,并在超长时予以截断。 - 同步补全 README.md, UPDATE_LOG.md 与 注意事项.md 针对传参错写的防避规则和特性的更新记录。 --- README.md | 23 +- UPDATE_LOG.md | 15 + main.js | 4977 ++++++++++++++++++++++++----------------------- scene-script.js | 2250 ++++++++++----------- 注意事项.md | 16 +- 5 files changed, 3664 insertions(+), 3617 deletions(-) diff --git a/README.md b/README.md index 4a6dcb0..f47825a 100644 --- a/README.md +++ b/README.md @@ -71,12 +71,12 @@ Args: [你的项目所在盘符]:/[项目路径]/packages/mcp-bridge/mcp-proxy.j ```json { - "mcpServers": { - "cocos-creator": { - "command": "node", - "args": ["[Cocos Creator 项目的绝对路径]/packages/mcp-bridge/mcp-proxy.js"] - } - } + "mcpServers": { + "cocos-creator": { + "command": "node", + "args": ["[Cocos Creator 项目的绝对路径]/packages/mcp-bridge/mcp-proxy.js"] + } + } } ``` @@ -403,12 +403,13 @@ Args: [你的项目所在盘符]:/[项目路径]/packages/mcp-bridge/mcp-proxy.j ### 日志管理 -插件会记录所有操作的日志,包括: +插件会通过内置的测试面板(MCP Bridge/Open Panel)实时记录所有操作的日志,包括: -- 服务启动/停止 -- MCP 请求接收 -- 操作成功/失败状态 -- 错误信息 +- 服务启动/停止状态 +- MCP 客户端请求接收(完整包含工具的 `arguments` 参数,超长自动截断) +- 场景节点树遍历与耗时信息 +- 工具调用的执行成功/失败状态返回 +- IPC 消息和核心底层报错堆栈 ## 注意事项 diff --git a/UPDATE_LOG.md b/UPDATE_LOG.md index f1fb361..943ff83 100644 --- a/UPDATE_LOG.md +++ b/UPDATE_LOG.md @@ -170,3 +170,18 @@ - **问题**: AI 助手创建或修改脚本后,若不主动触发系统刷新,后续试图通过 `manage_components` 将该新脚本挂载为组件时,会由于缺乏有效的 `.meta` 扫描和 UUID 索引而失败。 - **优化**: 在 `main.js` 中的 `manage_script` 工具 `description` 提示词中,将原本建议性质的刷新语气,修改为严格指令:“**创建后必须调用 refresh_editor (务必指定 path) 生成 meta 文件,否则无法作为组件添加**”。 - **效益**: 在不增加 Token 开销的前提下,强制规范了大语言模型的行为,保障了脚本创建到组件挂载工作流的健壮性。 + +--- + +## 十、 AI 幻觉容错与调试体验增强 (2026-02-25) + +### 1. `manage_components` 参数容错 + +- **问题**: AI 客户端在调用 `manage_components` 等工具时偶尔会产生“幻觉”,将操作类型参数 `action` 错误拼写为含义相近的 `operation`,导致插件抛出“未知的组件操作类型: undefined”等错误而中断执行。 +- **修复**: 在 `scene-script.js` 及其核心操作流中增加了参数别名映射逻辑,允许将 `operation` 作为 `action` 的后备别名(Fallback)。即使 AI 传参名称发生漂移也能顺畅执行后续流程,大幅提升了对大模型无规律输出错漏的容错率。 + +### 2. MCP 请求日志全览解析 (Full Arguments Logging) + +- **问题**: 现有的面板调试终端在记录 AI 工具调用时,只有指令头如 `REQ -> [manage_components]`,无法透视 AI 实际上到底提交了哪些参数。致使类似参数名称写错的幽灵 Bug 极难被常规察觉。 +- **优化**: 修改了 `main.js` 中的 `/call-tool` 路由逻辑。现在系统拦截不仅会记录动作名称,还会将完整的 `arguments` 以 JSON 序列化的形态连同日志一并输出在面板中:例如 `参数: {"nodeId":"...","operation":"get"}`。 +- **保护机制**: 为防止类似多边形顶点数据等过大的参数体撑爆编辑器控制台缓存或导致 UI 卡顿,日志处理对超过 500 个字符长度的序列化结果启用了自动截断显示 (`...[Truncated]`)。 diff --git a/main.js b/main.js index 025b5ef..02aabe8 100644 --- a/main.js +++ b/main.js @@ -10,8 +10,8 @@ let logBuffer = []; // 存储所有日志 let mcpServer = null; let isSceneBusy = false; let serverConfig = { - port: 3456, - active: false, + port: 3456, + active: false, }; /** @@ -28,32 +28,32 @@ let isProcessingCommand = false; * @returns {Promise} 操作完成后 resolve */ function enqueueCommand(fn) { - return new Promise((resolve) => { - commandQueue.push({ fn, resolve }); - processNextCommand(); - }); + return new Promise((resolve) => { + commandQueue.push({ fn, resolve }); + processNextCommand(); + }); } /** * 从队列中取出下一个指令并执行 */ function processNextCommand() { - if (isProcessingCommand || commandQueue.length === 0) return; - isProcessingCommand = true; - const { fn, resolve } = commandQueue.shift(); - try { - fn(() => { - isProcessingCommand = false; - resolve(); - processNextCommand(); - }); - } catch (e) { - // 防止队列因未捕获异常永久阻塞 - addLog("error", `[CommandQueue] 指令执行异常: ${e.message}`); - isProcessingCommand = false; - resolve(); - processNextCommand(); - } + if (isProcessingCommand || commandQueue.length === 0) return; + isProcessingCommand = true; + const { fn, resolve } = commandQueue.shift(); + try { + fn(() => { + isProcessingCommand = false; + resolve(); + processNextCommand(); + }); + } catch (e) { + // 防止队列因未捕获异常永久阻塞 + addLog("error", `[CommandQueue] 指令执行异常: ${e.message}`); + isProcessingCommand = false; + resolve(); + processNextCommand(); + } } /** @@ -66,29 +66,29 @@ function processNextCommand() { * @param {number} timeout 超时毫秒数,默认 15000 */ function callSceneScriptWithTimeout(pluginName, method, args, callback, timeout = 15000) { - let settled = false; - const timer = setTimeout(() => { - if (!settled) { - settled = true; - addLog("error", `[超时] callSceneScript "${method}" 超过 ${timeout}ms 未响应`); - callback(`操作超时: ${method} (${timeout}ms)`); - } - }, timeout); + let settled = false; + const timer = setTimeout(() => { + if (!settled) { + settled = true; + addLog("error", `[超时] callSceneScript "${method}" 超过 ${timeout}ms 未响应`); + callback(`操作超时: ${method} (${timeout}ms)`); + } + }, timeout); - // callSceneScript 支持 3 参数(无 args)和 4 参数两种调用形式 - const wrappedCallback = (err, result) => { - if (!settled) { - settled = true; - clearTimeout(timer); - callback(err, result); - } - }; + // callSceneScript 支持 3 参数(无 args)和 4 参数两种调用形式 + const wrappedCallback = (err, result) => { + if (!settled) { + settled = true; + clearTimeout(timer); + callback(err, result); + } + }; - if (args === null || args === undefined) { - Editor.Scene.callSceneScript(pluginName, method, wrappedCallback); - } else { - Editor.Scene.callSceneScript(pluginName, method, args, wrappedCallback); - } + if (args === null || args === undefined) { + Editor.Scene.callSceneScript(pluginName, method, wrappedCallback); + } else { + Editor.Scene.callSceneScript(pluginName, method, args, wrappedCallback); + } } /** @@ -97,21 +97,21 @@ function callSceneScriptWithTimeout(pluginName, method, args, callback, timeout * @param {string} message 日志内容 */ function addLog(type, message) { - const logEntry = { - time: new Date().toLocaleTimeString(), - type: type, - content: message, - }; - logBuffer.push(logEntry); - Editor.Ipc.sendToPanel("mcp-bridge", "mcp-bridge:on-log", logEntry); + const logEntry = { + time: new Date().toLocaleTimeString(), + type: type, + content: message, + }; + logBuffer.push(logEntry); + Editor.Ipc.sendToPanel("mcp-bridge", "mcp-bridge:on-log", logEntry); - // 【修改】确保所有日志都输出到编辑器控制台,以便用户查看 - if (type === "error") { - Editor.error(`[MCP] ${message}`); - } else if (type === "warn") { - Editor.warn(`[MCP] ${message}`); - } else { - } + // 【修改】确保所有日志都输出到编辑器控制台,以便用户查看 + if (type === "error") { + Editor.error(`[MCP] ${message}`); + } else if (type === "warn") { + Editor.warn(`[MCP] ${message}`); + } else { + } } /** @@ -119,7 +119,7 @@ function addLog(type, message) { * @returns {string} 拼接后的日志字符串 */ function getLogContent() { - return logBuffer.map((entry) => `[${entry.time}] [${entry.type}] ${entry.content}`).join("\n"); + return logBuffer.map((entry) => `[${entry.time}] [${entry.type}] ${entry.content}`).join("\n"); } /** @@ -127,40 +127,40 @@ function getLogContent() { * @returns {string} 场景数据的 JSON 字符串 */ const getNewSceneTemplate = () => { - // 尝试获取 UUID 生成函数 - let newId = ""; - if (Editor.Utils && Editor.Utils.uuid) { - newId = Editor.Utils.uuid(); - } else if (Editor.Utils && Editor.Utils.UuidUtils && Editor.Utils.UuidUtils.uuid) { - newId = Editor.Utils.UuidUtils.uuid(); - } else { - // 兜底方案:如果找不到编辑器 API,生成一个随机字符串 - newId = Math.random().toString(36).substring(2, 15); - } + // 尝试获取 UUID 生成函数 + let newId = ""; + if (Editor.Utils && Editor.Utils.uuid) { + newId = Editor.Utils.uuid(); + } else if (Editor.Utils && Editor.Utils.UuidUtils && Editor.Utils.UuidUtils.uuid) { + newId = Editor.Utils.UuidUtils.uuid(); + } else { + // 兜底方案:如果找不到编辑器 API,生成一个随机字符串 + newId = Math.random().toString(36).substring(2, 15); + } - const sceneData = [ - { - __type__: "cc.SceneAsset", - _name: "", - _objFlags: 0, - _native: "", - scene: { __id__: 1 }, - }, - { - __id__: 1, - __type__: "cc.Scene", - _name: "", - _objFlags: 0, - _parent: null, - _children: [], - _active: true, - _level: 0, - _components: [], - autoReleaseAssets: false, - _id: newId, - }, - ]; - return JSON.stringify(sceneData); + const sceneData = [ + { + __type__: "cc.SceneAsset", + _name: "", + _objFlags: 0, + _native: "", + scene: { __id__: 1 }, + }, + { + __id__: 1, + __type__: "cc.Scene", + _name: "", + _objFlags: 0, + _parent: null, + _children: [], + _active: true, + _level: 0, + _components: [], + autoReleaseAssets: false, + _id: newId, + }, + ]; + return JSON.stringify(sceneData); }; /** @@ -168,1062 +168,1073 @@ const getNewSceneTemplate = () => { * @returns {Array} 工具定义数组 */ const getToolsList = () => { - const globalPrecautions = - "【AI 安全守则】: 1. 执行任何写操作前必须先通过 get_scene_hierarchy 或 manage_components(get) 验证主体存在。 2. 严禁基于假设盲目猜测属性名。 3. 资源属性(如 cc.Prefab)必须通过 UUID 进行赋值。 4. 严禁频繁刷新全局资源 (refresh_editor),必须通过 properties.path 指定具体修改的文件或目录以防止编辑器长期卡死。"; - return [ - { - name: "get_selected_node", - description: `获取当前编辑器中选中的节点 ID。建议获取后立即调用 get_scene_hierarchy 确认该节点是否仍存在于当前场景中。`, - inputSchema: { type: "object", properties: {} }, - }, - { - name: "set_node_name", - description: `${globalPrecautions} 修改指定节点的名称`, - inputSchema: { - type: "object", - properties: { - id: { type: "string", description: "节点的 UUID" }, - newName: { type: "string", description: "新的节点名称" }, - }, - required: ["id", "newName"], - }, - }, - { - name: "save_scene", - description: `保存当前场景的修改`, - inputSchema: { type: "object", properties: {} }, - }, - { - name: "get_scene_hierarchy", - description: `获取当前场景的节点树结构(包含 UUID、名称、子节点数)。若要查询节点组件详情等,请使用 manage_components。`, - inputSchema: { - type: "object", - properties: { - nodeId: { type: "string", description: "指定的根节点 UUID。如果不传则获取整个场景的根。" }, - depth: { - type: "number", - description: "遍历的深度限制,默认为 2。用来防止过大场景导致返回数据超长。", - }, - includeDetails: { type: "boolean", description: "是否包含坐标、缩放等杂项详情,默认为 false。" }, - }, - }, - }, - { - name: "update_node_transform", - description: `${globalPrecautions} 修改节点的坐标、缩放或颜色。执行前必须调用 get_scene_hierarchy 确保 node ID 有效。`, - inputSchema: { - type: "object", - properties: { - id: { type: "string", description: "节点 UUID" }, - x: { type: "number" }, - y: { type: "number" }, - width: { type: "number" }, - height: { type: "number" }, - scaleX: { type: "number" }, - scaleY: { type: "number" }, - color: { type: "string", description: "HEX 颜色代码如 #FF0000" }, - }, - required: ["id"], - }, - }, - { - name: "create_scene", - description: `在 assets 目录下创建一个新的场景文件。创建并通过 open_scene 打开后,请务必初始化基础节点(如 Canvas 和 Camera)。`, - inputSchema: { - type: "object", - properties: { - sceneName: { type: "string", description: "场景名称" }, - }, - required: ["sceneName"], - }, - }, - { - name: "create_prefab", - description: `${globalPrecautions} 将场景中的某个节点保存为预制体资源`, - inputSchema: { - type: "object", - properties: { - nodeId: { type: "string", description: "节点 UUID" }, - prefabName: { type: "string", description: "预制体名称" }, - }, - required: ["nodeId", "prefabName"], - }, - }, - { - name: "open_scene", - description: `打开场景文件。注意:这是一个异步且耗时的操作,打开后请等待几秒。重要:如果是新创建或空的场景,请务必先创建并初始化基础节点(Canvas/Camera)。`, - inputSchema: { - type: "object", - properties: { - url: { - type: "string", - description: "场景资源路径,如 db://assets/NewScene.fire", - }, - }, - required: ["url"], - }, - }, - { - name: "open_prefab", - description: `在编辑器中打开预制体文件进入编辑模式。注意:这是一个异步操作,打开后请等待几秒。`, - inputSchema: { - type: "object", - properties: { - url: { - type: "string", - description: "预制体资源路径,如 db://assets/prefabs/Test.prefab", - }, - }, - required: ["url"], - }, - }, - { - name: "create_node", - description: `${globalPrecautions} 在当前场景中创建一个新节点。重要提示:1. 如果指定 parentId,必须先通过 get_scene_hierarchy 确保该父节点真实存在且未被删除。2. 类型说明:'sprite' (100x100 尺寸 + 默认贴图), 'button' (150x50 尺寸 + 深色底图 + Button组件), 'label' (120x40 尺寸 + Label组件), 'empty' (纯空节点)。`, - inputSchema: { - type: "object", - properties: { - name: { type: "string", description: "节点名称" }, - parentId: { - type: "string", - description: "父节点 UUID (可选,不传则挂在场景根部)", - }, - type: { - type: "string", - enum: ["empty", "sprite", "label", "button"], - description: "节点预设类型", - }, - }, - required: ["name"], - }, - }, - { - name: "manage_components", - description: `${globalPrecautions} 管理节点组件。重要提示:1. 操作前必须调用 get_scene_hierarchy 确认 nodeId 对应的节点仍然存在。2. 添加前先用 'get' 检查是否已存在。3. 添加 cc.Sprite 后必须设置 spriteFrame 属性,否则节点不显示。4. 创建按钮时,请确保目标节点有足够的 width 和 height 作为点击区域。5. 赋值或更新属性前,必须确保目标属性在组件上真实存在,严禁盲目操作不存在的属性。6. 对于资源类属性(如 cc.Prefab, sp.SkeletonData),传递资源的 UUID。插件会自动进行异步加载并正确序列化,避免 Inspector 出现 Type Error。`, - inputSchema: { - type: "object", - properties: { - nodeId: { type: "string", description: "节点 UUID" }, - action: { - type: "string", - enum: ["add", "remove", "update", "get"], - description: - "操作类型 (add: 添加组件, remove: 移除组件, update: 更新组件属性, get: 获取组件列表)", - }, - componentType: { type: "string", description: "组件类型,如 cc.Sprite (add/update 操作需要)" }, - componentId: { type: "string", description: "组件 ID (remove/update 操作可选)" }, - properties: { - type: "object", - description: - "组件属性 (add/update 操作使用). 支持智能解析: 如果属性类型是组件但提供了节点UUID,会自动查找对应组件。", - }, - }, - required: ["nodeId", "action"], - }, - }, - { - name: "manage_script", - description: `${globalPrecautions} 管理脚本文件。注意:创建或修改脚本需时间编译。创建后必须调用 refresh_editor (务必指定 path) 生成 meta 文件,否则无法作为组件添加。`, - inputSchema: { - type: "object", - properties: { - action: { type: "string", enum: ["create", "delete", "read", "write"], description: "操作类型" }, - path: { type: "string", description: "脚本路径,如 db://assets/scripts/NewScript.js" }, - content: { type: "string", description: "脚本内容 (用于 create 和 write 操作)" }, - name: { type: "string", description: "脚本名称 (用于 create 操作)" }, - }, - required: ["action", "path"], - }, - }, - { - name: "batch_execute", - description: `${globalPrecautions} 批处理执行多个操作`, - inputSchema: { - type: "object", - properties: { - operations: { - type: "array", - items: { - type: "object", - properties: { - tool: { type: "string", description: "工具名称" }, - params: { type: "object", description: "工具参数" }, - }, - required: ["tool", "params"], - }, - description: "操作列表", - }, - }, - required: ["operations"], - }, - }, - { - name: "manage_asset", - description: `${globalPrecautions} 管理资源`, - inputSchema: { - type: "object", - properties: { - action: { type: "string", enum: ["create", "delete", "move", "get_info"], description: "操作类型" }, - path: { type: "string", description: "资源路径,如 db://assets/textures" }, - targetPath: { type: "string", description: "目标路径 (用于 move 操作)" }, - content: { type: "string", description: "资源内容 (用于 create 操作)" }, - }, - required: ["action", "path"], - }, - }, - { - name: "scene_management", - description: `${globalPrecautions} 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: `${globalPrecautions} 预制体管理`, - inputSchema: { - type: "object", - properties: { - action: { - type: "string", - enum: ["create", "update", "instantiate", "get_info"], - description: "操作类型", - }, - path: { type: "string", description: "预制体路径,如 db://assets/prefabs/NewPrefab.prefab" }, - nodeId: { type: "string", description: "节点 ID (用于 create 操作)" }, - parentId: { type: "string", description: "父节点 ID (用于 instantiate 操作)" }, - }, - required: ["action", "path"], - }, - }, - { - name: "manage_editor", - description: `${globalPrecautions} 管理编辑器`, - inputSchema: { - type: "object", - properties: { - action: { - type: "string", - enum: ["get_selection", "set_selection", "refresh_editor"], - description: "操作类型", - }, - target: { - type: "string", - enum: ["node", "asset"], - description: "目标类型 (用于 set_selection 操作)", - }, - properties: { - type: "object", - description: - "操作属性。⚠️极为重要:refresh_editor 必须通过 properties.path 指定精确的刷新路径(如 'db://assets/scripts/MyScript.ts')。严禁不带 path 参数进行全局刷新 (db://assets),这在大型项目中会导致编辑器卡死数分钟,严重阻塞工作流。", - }, - }, - required: ["action"], - }, - }, - { - name: "find_gameobjects", - description: `按条件在场景中搜索游戏对象。返回匹配节点的轻量级结构 (UUID, name, active, components 等)。若要获取完整的详细组件属性,请进一步对目标使用 manage_components。`, - inputSchema: { - type: "object", - properties: { - conditions: { - type: "object", - description: - "查找条件。支持的属性:name (节点名称,支持模糊匹配), component (包含的组件类名,如 'cc.Sprite'), active (布尔值,节点的激活状态)。", - }, - recursive: { type: "boolean", default: true, description: "是否递归查找所有子节点" }, - }, - required: ["conditions"], - }, - }, - { - name: "manage_material", - description: `${globalPrecautions} 管理材质。支持创建、获取信息以及更新 Shader、Defines 和 Uniforms 参数。`, - inputSchema: { - type: "object", - properties: { - action: { - type: "string", - enum: ["create", "delete", "get_info", "update"], - description: "操作类型", - }, - path: { type: "string", description: "材质路径,如 db://assets/materials/NewMaterial.mat" }, - properties: { - type: "object", - description: "材质属性 (add/update 操作使用)", - properties: { - shaderUuid: { type: "string", description: "关联的 Shader (Effect) UUID" }, - defines: { type: "object", description: "预编译宏定义" }, - uniforms: { type: "object", description: "Uniform 参数列表" }, - }, - }, - }, - required: ["action", "path"], - }, - }, - { - name: "manage_texture", - description: `${globalPrecautions} 管理纹理`, - inputSchema: { - type: "object", - properties: { - action: { - type: "string", - enum: ["create", "delete", "get_info", "update"], - description: "操作类型", - }, - path: { type: "string", description: "纹理路径,如 db://assets/textures/NewTexture.png" }, - properties: { type: "object", description: "纹理属性" }, - }, - required: ["action", "path"], - }, - }, - { - name: "manage_shader", - description: `${globalPrecautions} 管理着色器 (Effect)。支持创建、读取、更新、删除和获取信息。`, - inputSchema: { - type: "object", - properties: { - action: { - type: "string", - enum: ["create", "delete", "read", "write", "get_info"], - description: "操作类型", - }, - path: { type: "string", description: "着色器路径,如 db://assets/effects/NewEffect.effect" }, - content: { type: "string", description: "着色器内容 (create/write)" }, - }, - required: ["action", "path"], - }, - }, - { - name: "execute_menu_item", - description: `${globalPrecautions} 执行菜单项。对于节点删除,请使用 "delete-node:UUID" 格式以确保精确执行。对于保存、撤销等操作,请优先使用专用工具 (save_scene, manage_undo)。`, - inputSchema: { - type: "object", - properties: { - menuPath: { - type: "string", - description: "菜单项路径 (支持 'Project/Build' 或 'delete-node:UUID')", - }, - }, - required: ["menuPath"], - }, - }, - { - name: "apply_text_edits", - description: `${globalPrecautions} 对文件应用文本编辑。**专用于修改脚本源代码 (.js, .ts) 或文本文件**。如果要修改场景节点属性,请使用 'manage_components'。`, - inputSchema: { - type: "object", - properties: { - edits: { - type: "array", - items: { - type: "object", - properties: { - type: { - type: "string", - enum: ["insert", "delete", "replace"], - description: "操作类型", - }, - start: { type: "number", description: "起始偏移量 (字符索引)" }, - end: { type: "number", description: "结束偏移量 (delete/replace 用)" }, - position: { type: "number", description: "插入位置 (insert 用)" }, - text: { type: "string", description: "要插入或替换的文本" }, - }, - }, - description: "编辑操作列表。请严格使用偏移量(offset)而非行号。", - }, - filePath: { type: "string", description: "文件路径 (db://...)" }, - }, - required: ["filePath", "edits"], - }, - }, - { - name: "read_console", - description: `读取控制台`, - inputSchema: { - type: "object", - properties: { - limit: { type: "number", description: "输出限制" }, - type: { - type: "string", - enum: ["info", "warn", "error", "success", "mcp"], - description: "输出类型 (info, warn, error, success, mcp)", - }, - }, - }, - }, - { - name: "validate_script", - description: `验证脚本`, - inputSchema: { - type: "object", - properties: { - filePath: { type: "string", description: "脚本路径" }, - }, - required: ["filePath"], - }, - }, - { - name: "search_project", - description: `搜索项目文件。支持三种模式:1. 'content' (默认): 搜索文件内容,支持正则表达式;2. 'file_name': 在指定目录下搜索匹配的文件名;3. 'dir_name': 在指定目录下搜索匹配的文件夹名。`, - inputSchema: { - type: "object", - properties: { - query: { type: "string", description: "搜索关键词或正则表达式模式" }, - useRegex: { - type: "boolean", - description: - "是否将 query 视为正则表达式 (仅在 matchType 为 'content', 'file_name' 或 'dir_name' 时生效)", - }, - path: { - type: "string", - description: "搜索起点路径,例如 'db://assets/scripts'。默认为 'db://assets'", - }, - matchType: { - type: "string", - enum: ["content", "file_name", "dir_name"], - description: - "匹配模式:'content' (内容关键词/正则), 'file_name' (搜索文件名), 'dir_name' (搜索文件夹名)", - }, - extensions: { - type: "array", - items: { type: "string" }, - description: - "限定文件后缀 (如 ['.js', '.ts'])。仅在 matchType 为 'content' 或 'file_name' 时有效。", - default: [".js", ".ts", ".json", ".fire", ".prefab", ".xml", ".txt", ".md"], - }, - includeSubpackages: { type: "boolean", default: true, description: "是否递归搜索子目录" }, - }, - required: ["query"], - }, - }, - { - name: "manage_undo", - description: `${globalPrecautions} 管理编辑器的撤销和重做历史`, - inputSchema: { - type: "object", - properties: { - action: { - type: "string", - enum: ["undo", "redo", "begin_group", "end_group", "cancel_group"], - description: "操作类型", - }, - description: { type: "string", description: "撤销组的描述 (用于 begin_group)" }, - }, - required: ["action"], - }, - }, - { - name: "manage_vfx", - description: `${globalPrecautions} 管理全场景特效 (粒子系统)。重要提示:在创建或更新前,必须通过 get_scene_hierarchy 或 manage_components 确认父节点或目标节点的有效性。严禁对不存在的对象进行操作。`, - inputSchema: { - type: "object", - properties: { - action: { - type: "string", - enum: ["create", "update", "get_info"], - description: "操作类型", - }, - nodeId: { type: "string", description: "节点 UUID (用于 update/get_info)" }, - properties: { - type: "object", - description: "粒子系统属性 (用于 create/update)", - properties: { - duration: { type: "number", description: "发射时长" }, - emissionRate: { type: "number", description: "发射速率" }, - life: { type: "number", description: "生命周期" }, - lifeVar: { type: "number", description: "生命周期变化" }, - startColor: { type: "string", description: "起始颜色 (Hex)" }, - endColor: { type: "string", description: "结束颜色 (Hex)" }, - startSize: { type: "number", description: "起始大小" }, - endSize: { type: "number", description: "结束大小" }, - speed: { type: "number", description: "速度" }, - angle: { type: "number", description: "角度" }, - gravity: { type: "object", properties: { x: { type: "number" }, y: { type: "number" } } }, - file: { type: "string", description: "粒子文件路径 (plist) 或 texture 路径" }, - }, - }, - name: { type: "string", description: "节点名称 (用于 create)" }, - parentId: { type: "string", description: "父节点 ID (用于 create)" }, - }, - required: ["action"], - }, - }, - { - name: "get_sha", - description: `获取指定文件的 SHA-256 哈希值`, - inputSchema: { - type: "object", - properties: { - path: { type: "string", description: "文件路径,如 db://assets/scripts/Test.ts" }, - }, - required: ["path"], - }, - }, - { - name: "manage_animation", - description: `${globalPrecautions} 管理节点的动画组件。重要提示:在执行 play/pause 等操作前,必须先确认节点及其 Animation 组件存在。严禁操作空引用。`, - inputSchema: { - type: "object", - properties: { - action: { - type: "string", - enum: ["get_list", "get_info", "play", "stop", "pause", "resume"], - description: "操作类型", - }, - nodeId: { type: "string", description: "节点 UUID" }, - clipName: { type: "string", description: "动画剪辑名称 (用于 play)" }, - }, - required: ["action", "nodeId"], - }, - }, - ]; + const globalPrecautions = + "【AI 安全守则】: 1. 执行任何写操作前必须先通过 get_scene_hierarchy 或 manage_components(get) 验证主体存在。 2. 严禁基于假设盲目猜测属性名。 3. 资源属性(如 cc.Prefab)必须通过 UUID 进行赋值。 4. 严禁频繁刷新全局资源 (refresh_editor),必须通过 properties.path 指定具体修改的文件或目录以防止编辑器长期卡死。"; + return [ + { + name: "get_selected_node", + description: `获取当前编辑器中选中的节点 ID。建议获取后立即调用 get_scene_hierarchy 确认该节点是否仍存在于当前场景中。`, + inputSchema: { type: "object", properties: {} }, + }, + { + name: "set_node_name", + description: `${globalPrecautions} 修改指定节点的名称`, + inputSchema: { + type: "object", + properties: { + id: { type: "string", description: "节点的 UUID" }, + newName: { type: "string", description: "新的节点名称" }, + }, + required: ["id", "newName"], + }, + }, + { + name: "save_scene", + description: `保存当前场景的修改`, + inputSchema: { type: "object", properties: {} }, + }, + { + name: "get_scene_hierarchy", + description: `获取当前场景的节点树结构(包含 UUID、名称、子节点数)。若要查询节点组件详情等,请使用 manage_components。`, + inputSchema: { + type: "object", + properties: { + nodeId: { type: "string", description: "指定的根节点 UUID。如果不传则获取整个场景的根。" }, + depth: { + type: "number", + description: "遍历的深度限制,默认为 2。用来防止过大场景导致返回数据超长。", + }, + includeDetails: { type: "boolean", description: "是否包含坐标、缩放等杂项详情,默认为 false。" }, + }, + }, + }, + { + name: "update_node_transform", + description: `${globalPrecautions} 修改节点的坐标、缩放或颜色。执行前必须调用 get_scene_hierarchy 确保 node ID 有效。`, + inputSchema: { + type: "object", + properties: { + id: { type: "string", description: "节点 UUID" }, + x: { type: "number" }, + y: { type: "number" }, + width: { type: "number" }, + height: { type: "number" }, + scaleX: { type: "number" }, + scaleY: { type: "number" }, + color: { type: "string", description: "HEX 颜色代码如 #FF0000" }, + }, + required: ["id"], + }, + }, + { + name: "create_scene", + description: `在 assets 目录下创建一个新的场景文件。创建并通过 open_scene 打开后,请务必初始化基础节点(如 Canvas 和 Camera)。`, + inputSchema: { + type: "object", + properties: { + sceneName: { type: "string", description: "场景名称" }, + }, + required: ["sceneName"], + }, + }, + { + name: "create_prefab", + description: `${globalPrecautions} 将场景中的某个节点保存为预制体资源`, + inputSchema: { + type: "object", + properties: { + nodeId: { type: "string", description: "节点 UUID" }, + prefabName: { type: "string", description: "预制体名称" }, + }, + required: ["nodeId", "prefabName"], + }, + }, + { + name: "open_scene", + description: `打开场景文件。注意:这是一个异步且耗时的操作,打开后请等待几秒。重要:如果是新创建或空的场景,请务必先创建并初始化基础节点(Canvas/Camera)。`, + inputSchema: { + type: "object", + properties: { + url: { + type: "string", + description: "场景资源路径,如 db://assets/NewScene.fire", + }, + }, + required: ["url"], + }, + }, + { + name: "open_prefab", + description: `在编辑器中打开预制体文件进入编辑模式。注意:这是一个异步操作,打开后请等待几秒。`, + inputSchema: { + type: "object", + properties: { + url: { + type: "string", + description: "预制体资源路径,如 db://assets/prefabs/Test.prefab", + }, + }, + required: ["url"], + }, + }, + { + name: "create_node", + description: `${globalPrecautions} 在当前场景中创建一个新节点。重要提示:1. 如果指定 parentId,必须先通过 get_scene_hierarchy 确保该父节点真实存在且未被删除。2. 类型说明:'sprite' (100x100 尺寸 + 默认贴图), 'button' (150x50 尺寸 + 深色底图 + Button组件), 'label' (120x40 尺寸 + Label组件), 'empty' (纯空节点)。`, + inputSchema: { + type: "object", + properties: { + name: { type: "string", description: "节点名称" }, + parentId: { + type: "string", + description: "父节点 UUID (可选,不传则挂在场景根部)", + }, + type: { + type: "string", + enum: ["empty", "sprite", "label", "button"], + description: "节点预设类型", + }, + }, + required: ["name"], + }, + }, + { + name: "manage_components", + description: `${globalPrecautions} 管理节点组件。重要提示:1. 操作前必须调用 get_scene_hierarchy 确认 nodeId 对应的节点仍然存在。2. 添加前先用 'get' 检查是否已存在。3. 添加 cc.Sprite 后必须设置 spriteFrame 属性,否则节点不显示。4. 创建按钮时,请确保目标节点有足够的 width 和 height 作为点击区域。5. 赋值或更新属性前,必须确保目标属性在组件上真实存在,严禁盲目操作不存在的属性。6. 对于资源类属性(如 cc.Prefab, sp.SkeletonData),传递资源的 UUID。插件会自动进行异步加载并正确序列化,避免 Inspector 出现 Type Error。`, + inputSchema: { + type: "object", + properties: { + nodeId: { type: "string", description: "节点 UUID" }, + action: { + type: "string", + enum: ["add", "remove", "update", "get"], + description: + "操作类型 (add: 添加组件, remove: 移除组件, update: 更新组件属性, get: 获取组件列表)", + }, + componentType: { type: "string", description: "组件类型,如 cc.Sprite (add/update 操作需要)" }, + componentId: { type: "string", description: "组件 ID (remove/update 操作可选)" }, + properties: { + type: "object", + description: + "组件属性 (add/update 操作使用). 支持智能解析: 如果属性类型是组件但提供了节点UUID,会自动查找对应组件。", + }, + }, + required: ["nodeId", "action"], + }, + }, + { + name: "manage_script", + description: `${globalPrecautions} 管理脚本文件。注意:创建或修改脚本需时间编译。创建后必须调用 refresh_editor (务必指定 path) 生成 meta 文件,否则无法作为组件添加。`, + inputSchema: { + type: "object", + properties: { + action: { type: "string", enum: ["create", "delete", "read", "write"], description: "操作类型" }, + path: { type: "string", description: "脚本路径,如 db://assets/scripts/NewScript.js" }, + content: { type: "string", description: "脚本内容 (用于 create 和 write 操作)" }, + name: { type: "string", description: "脚本名称 (用于 create 操作)" }, + }, + required: ["action", "path"], + }, + }, + { + name: "batch_execute", + description: `${globalPrecautions} 批处理执行多个操作`, + inputSchema: { + type: "object", + properties: { + operations: { + type: "array", + items: { + type: "object", + properties: { + tool: { type: "string", description: "工具名称" }, + params: { type: "object", description: "工具参数" }, + }, + required: ["tool", "params"], + }, + description: "操作列表", + }, + }, + required: ["operations"], + }, + }, + { + name: "manage_asset", + description: `${globalPrecautions} 管理资源`, + inputSchema: { + type: "object", + properties: { + action: { type: "string", enum: ["create", "delete", "move", "get_info"], description: "操作类型" }, + path: { type: "string", description: "资源路径,如 db://assets/textures" }, + targetPath: { type: "string", description: "目标路径 (用于 move 操作)" }, + content: { type: "string", description: "资源内容 (用于 create 操作)" }, + }, + required: ["action", "path"], + }, + }, + { + name: "scene_management", + description: `${globalPrecautions} 场景管理`, + inputSchema: { + type: "object", + properties: { + action: { + type: "string", + enum: ["create", "delete", "duplicate", "get_info"], + description: "操作类型", + }, + path: { type: "string", description: "场景路径,如 db://assets/scenes/NewScene.fire" }, + targetPath: { type: "string", description: "目标路径 (用于 duplicate 操作)" }, + name: { type: "string", description: "场景名称 (用于 create 操作)" }, + }, + required: ["action", "path"], + }, + }, + { + name: "prefab_management", + description: `${globalPrecautions} 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"], + }, + }, + { + name: "manage_editor", + description: `${globalPrecautions} 管理编辑器`, + inputSchema: { + type: "object", + properties: { + action: { + type: "string", + enum: ["get_selection", "set_selection", "refresh_editor"], + description: "操作类型", + }, + target: { + type: "string", + enum: ["node", "asset"], + description: "目标类型 (用于 set_selection 操作)", + }, + properties: { + type: "object", + description: + "操作属性。⚠️极为重要:refresh_editor 必须通过 properties.path 指定精确的刷新路径(如 'db://assets/scripts/MyScript.ts')。严禁不带 path 参数进行全局刷新 (db://assets),这在大型项目中会导致编辑器卡死数分钟,严重阻塞工作流。", + }, + }, + required: ["action"], + }, + }, + { + name: "find_gameobjects", + description: `按条件在场景中搜索游戏对象。返回匹配节点的轻量级结构 (UUID, name, active, components 等)。若要获取完整的详细组件属性,请进一步对目标使用 manage_components。`, + inputSchema: { + type: "object", + properties: { + conditions: { + type: "object", + description: + "查找条件。支持的属性:name (节点名称,支持模糊匹配), component (包含的组件类名,如 'cc.Sprite'), active (布尔值,节点的激活状态)。", + }, + recursive: { type: "boolean", default: true, description: "是否递归查找所有子节点" }, + }, + required: ["conditions"], + }, + }, + { + name: "manage_material", + description: `${globalPrecautions} 管理材质。支持创建、获取信息以及更新 Shader、Defines 和 Uniforms 参数。`, + inputSchema: { + type: "object", + properties: { + action: { + type: "string", + enum: ["create", "delete", "get_info", "update"], + description: "操作类型", + }, + path: { type: "string", description: "材质路径,如 db://assets/materials/NewMaterial.mat" }, + properties: { + type: "object", + description: "材质属性 (add/update 操作使用)", + properties: { + shaderUuid: { type: "string", description: "关联的 Shader (Effect) UUID" }, + defines: { type: "object", description: "预编译宏定义" }, + uniforms: { type: "object", description: "Uniform 参数列表" }, + }, + }, + }, + required: ["action", "path"], + }, + }, + { + name: "manage_texture", + description: `${globalPrecautions} 管理纹理`, + inputSchema: { + type: "object", + properties: { + action: { + type: "string", + enum: ["create", "delete", "get_info", "update"], + description: "操作类型", + }, + path: { type: "string", description: "纹理路径,如 db://assets/textures/NewTexture.png" }, + properties: { type: "object", description: "纹理属性" }, + }, + required: ["action", "path"], + }, + }, + { + name: "manage_shader", + description: `${globalPrecautions} 管理着色器 (Effect)。支持创建、读取、更新、删除和获取信息。`, + inputSchema: { + type: "object", + properties: { + action: { + type: "string", + enum: ["create", "delete", "read", "write", "get_info"], + description: "操作类型", + }, + path: { type: "string", description: "着色器路径,如 db://assets/effects/NewEffect.effect" }, + content: { type: "string", description: "着色器内容 (create/write)" }, + }, + required: ["action", "path"], + }, + }, + { + name: "execute_menu_item", + description: `${globalPrecautions} 执行菜单项。对于节点删除,请使用 "delete-node:UUID" 格式以确保精确执行。对于保存、撤销等操作,请优先使用专用工具 (save_scene, manage_undo)。`, + inputSchema: { + type: "object", + properties: { + menuPath: { + type: "string", + description: "菜单项路径 (支持 'Project/Build' 或 'delete-node:UUID')", + }, + }, + required: ["menuPath"], + }, + }, + { + name: "apply_text_edits", + description: `${globalPrecautions} 对文件应用文本编辑。**专用于修改脚本源代码 (.js, .ts) 或文本文件**。如果要修改场景节点属性,请使用 'manage_components'。`, + inputSchema: { + type: "object", + properties: { + edits: { + type: "array", + items: { + type: "object", + properties: { + type: { + type: "string", + enum: ["insert", "delete", "replace"], + description: "操作类型", + }, + start: { type: "number", description: "起始偏移量 (字符索引)" }, + end: { type: "number", description: "结束偏移量 (delete/replace 用)" }, + position: { type: "number", description: "插入位置 (insert 用)" }, + text: { type: "string", description: "要插入或替换的文本" }, + }, + }, + description: "编辑操作列表。请严格使用偏移量(offset)而非行号。", + }, + filePath: { type: "string", description: "文件路径 (db://...)" }, + }, + required: ["filePath", "edits"], + }, + }, + { + name: "read_console", + description: `读取控制台`, + inputSchema: { + type: "object", + properties: { + limit: { type: "number", description: "输出限制" }, + type: { + type: "string", + enum: ["info", "warn", "error", "success", "mcp"], + description: "输出类型 (info, warn, error, success, mcp)", + }, + }, + }, + }, + { + name: "validate_script", + description: `验证脚本`, + inputSchema: { + type: "object", + properties: { + filePath: { type: "string", description: "脚本路径" }, + }, + required: ["filePath"], + }, + }, + { + name: "search_project", + description: `搜索项目文件。支持三种模式:1. 'content' (默认): 搜索文件内容,支持正则表达式;2. 'file_name': 在指定目录下搜索匹配的文件名;3. 'dir_name': 在指定目录下搜索匹配的文件夹名。`, + inputSchema: { + type: "object", + properties: { + query: { type: "string", description: "搜索关键词或正则表达式模式" }, + useRegex: { + type: "boolean", + description: + "是否将 query 视为正则表达式 (仅在 matchType 为 'content', 'file_name' 或 'dir_name' 时生效)", + }, + path: { + type: "string", + description: "搜索起点路径,例如 'db://assets/scripts'。默认为 'db://assets'", + }, + matchType: { + type: "string", + enum: ["content", "file_name", "dir_name"], + description: + "匹配模式:'content' (内容关键词/正则), 'file_name' (搜索文件名), 'dir_name' (搜索文件夹名)", + }, + extensions: { + type: "array", + items: { type: "string" }, + description: + "限定文件后缀 (如 ['.js', '.ts'])。仅在 matchType 为 'content' 或 'file_name' 时有效。", + default: [".js", ".ts", ".json", ".fire", ".prefab", ".xml", ".txt", ".md"], + }, + includeSubpackages: { type: "boolean", default: true, description: "是否递归搜索子目录" }, + }, + required: ["query"], + }, + }, + { + name: "manage_undo", + description: `${globalPrecautions} 管理编辑器的撤销和重做历史`, + inputSchema: { + type: "object", + properties: { + action: { + type: "string", + enum: ["undo", "redo", "begin_group", "end_group", "cancel_group"], + description: "操作类型", + }, + description: { type: "string", description: "撤销组的描述 (用于 begin_group)" }, + }, + required: ["action"], + }, + }, + { + name: "manage_vfx", + description: `${globalPrecautions} 管理全场景特效 (粒子系统)。重要提示:在创建或更新前,必须通过 get_scene_hierarchy 或 manage_components 确认父节点或目标节点的有效性。严禁对不存在的对象进行操作。`, + inputSchema: { + type: "object", + properties: { + action: { + type: "string", + enum: ["create", "update", "get_info"], + description: "操作类型", + }, + nodeId: { type: "string", description: "节点 UUID (用于 update/get_info)" }, + properties: { + type: "object", + description: "粒子系统属性 (用于 create/update)", + properties: { + duration: { type: "number", description: "发射时长" }, + emissionRate: { type: "number", description: "发射速率" }, + life: { type: "number", description: "生命周期" }, + lifeVar: { type: "number", description: "生命周期变化" }, + startColor: { type: "string", description: "起始颜色 (Hex)" }, + endColor: { type: "string", description: "结束颜色 (Hex)" }, + startSize: { type: "number", description: "起始大小" }, + endSize: { type: "number", description: "结束大小" }, + speed: { type: "number", description: "速度" }, + angle: { type: "number", description: "角度" }, + gravity: { type: "object", properties: { x: { type: "number" }, y: { type: "number" } } }, + file: { type: "string", description: "粒子文件路径 (plist) 或 texture 路径" }, + }, + }, + name: { type: "string", description: "节点名称 (用于 create)" }, + parentId: { type: "string", description: "父节点 ID (用于 create)" }, + }, + required: ["action"], + }, + }, + { + name: "get_sha", + description: `获取指定文件的 SHA-256 哈希值`, + inputSchema: { + type: "object", + properties: { + path: { type: "string", description: "文件路径,如 db://assets/scripts/Test.ts" }, + }, + required: ["path"], + }, + }, + { + name: "manage_animation", + description: `${globalPrecautions} 管理节点的动画组件。重要提示:在执行 play/pause 等操作前,必须先确认节点及其 Animation 组件存在。严禁操作空引用。`, + inputSchema: { + type: "object", + properties: { + action: { + type: "string", + enum: ["get_list", "get_info", "play", "stop", "pause", "resume"], + description: "操作类型", + }, + nodeId: { type: "string", description: "节点 UUID" }, + clipName: { type: "string", description: "动画剪辑名称 (用于 play)" }, + }, + required: ["action", "nodeId"], + }, + }, + ]; }; module.exports = { - "scene-script": "scene-script.js", - /** - * 插件加载时的回调 - */ - load() { - addLog("info", "MCP Bridge Plugin Loaded"); - // 读取配置 - let profile = this.getProfile(); - serverConfig.port = profile.get("last-port") || 3456; - let autoStart = profile.get("auto-start"); + "scene-script": "scene-script.js", + /** + * 插件加载时的回调 + */ + load() { + addLog("info", "MCP Bridge Plugin Loaded"); + // 读取配置 + let profile = this.getProfile(); + serverConfig.port = profile.get("last-port") || 3456; + let autoStart = profile.get("auto-start"); - if (autoStart) { - addLog("info", "Auto-start is enabled. Initializing server..."); - // 延迟一点启动,确保编辑器环境完全就绪 - setTimeout(() => { - this.startServer(serverConfig.port); - }, 1000); - } - }, - /** - * 获取插件配置文件的辅助函数 - * @returns {Object} Editor.Profile 实例 - */ - getProfile() { - // 'project' 表示存储在项目本地(settings/mcp-bridge.json),实现配置隔离 - return Editor.Profile.load("profile://project/mcp-bridge.json", "mcp-bridge"); - }, + if (autoStart) { + addLog("info", "Auto-start is enabled. Initializing server..."); + // 延迟一点启动,确保编辑器环境完全就绪 + setTimeout(() => { + this.startServer(serverConfig.port); + }, 1000); + } + }, + /** + * 获取插件配置文件的辅助函数 + * @returns {Object} Editor.Profile 实例 + */ + getProfile() { + // 'project' 表示存储在项目本地(settings/mcp-bridge.json),实现配置隔离 + return Editor.Profile.load("profile://project/mcp-bridge.json", "mcp-bridge"); + }, - /** - * 插件卸载时的回调 - */ - unload() { - this.stopServer(); - }, - /** - * 启动 HTTP 服务器 - * @param {number} port 监听端口 - */ - startServer(port) { - if (mcpServer) this.stopServer(); + /** + * 插件卸载时的回调 + */ + unload() { + this.stopServer(); + }, + /** + * 启动 HTTP 服务器 + * @param {number} port 监听端口 + */ + startServer(port) { + if (mcpServer) this.stopServer(); - const tryStart = (currentPort, retries) => { - if (retries <= 0) { - addLog("error", `Failed to find an available port after multiple attempts.`); - return; - } + const tryStart = (currentPort, retries) => { + if (retries <= 0) { + addLog("error", `Failed to find an available port after multiple attempts.`); + return; + } - try { - mcpServer = http.createServer((req, res) => { - this._handleRequest(req, res); - }); + try { + mcpServer = http.createServer((req, res) => { + this._handleRequest(req, res); + }); - mcpServer.on("error", (e) => { - if (e.code === "EADDRINUSE") { - addLog("warn", `Port ${currentPort} is in use, trying ${currentPort + 1}...`); - try { - mcpServer.close(); - } catch (err) { - // align - } - mcpServer = null; - // Delay slightly to ensure cleanup - setTimeout(() => { - tryStart(currentPort + 1, retries - 1); - }, 100); - } else { - addLog("error", `Server Error: ${e.message}`); - } - }); + mcpServer.on("error", (e) => { + if (e.code === "EADDRINUSE") { + addLog("warn", `Port ${currentPort} is in use, trying ${currentPort + 1}...`); + try { + mcpServer.close(); + } catch (err) { + // align + } + mcpServer = null; + // Delay slightly to ensure cleanup + setTimeout(() => { + tryStart(currentPort + 1, retries - 1); + }, 100); + } else { + addLog("error", `Server Error: ${e.message}`); + } + }); - mcpServer.listen(currentPort, () => { - serverConfig.active = true; - serverConfig.port = currentPort; - addLog("success", `MCP Server running at http://127.0.0.1:${currentPort}`); - Editor.Ipc.sendToPanel("mcp-bridge", "mcp-bridge:state-changed", serverConfig); + mcpServer.listen(currentPort, () => { + serverConfig.active = true; + serverConfig.port = currentPort; + addLog("success", `MCP Server running at http://127.0.0.1:${currentPort}`); + Editor.Ipc.sendToPanel("mcp-bridge", "mcp-bridge:state-changed", serverConfig); - // Important: Do NOT save the auto-assigned port to profile to avoid pollution - }); - } catch (e) { - addLog("error", `Failed to start server: ${e.message}`); - } - }; + // Important: Do NOT save the auto-assigned port to profile to avoid pollution + }); + } catch (e) { + addLog("error", `Failed to start server: ${e.message}`); + } + }; - // Start trying from the configured port, retry 10 times - tryStart(port, 10); - }, + // Start trying from the configured port, retry 10 times + tryStart(port, 10); + }, - _handleRequest(req, res) { - res.setHeader("Content-Type", "application/json"); - res.setHeader("Access-Control-Allow-Origin", "*"); + _handleRequest(req, res) { + res.setHeader("Content-Type", "application/json"); + res.setHeader("Access-Control-Allow-Origin", "*"); - let body = ""; - req.on("data", (chunk) => { - body += chunk; - }); - req.on("end", () => { - const url = req.url; - if (url === "/list-tools") { - const tools = getToolsList(); - addLog("info", `AI Client requested tool list`); - res.writeHead(200); - return res.end(JSON.stringify({ tools: tools })); - } - if (url === "/list-resources") { - const resources = this.getResourcesList(); - addLog("info", `AI Client requested resource list`); - res.writeHead(200); - return res.end(JSON.stringify({ resources: resources })); - } - if (url === "/read-resource") { - try { - const { uri } = JSON.parse(body || "{}"); - addLog("mcp", `READ -> [${uri}]`); - this.handleReadResource(uri, (err, content) => { - if (err) { - addLog("error", `读取失败: ${err}`); - res.writeHead(500); - return res.end(JSON.stringify({ error: err })); - } - addLog("success", `读取成功: ${uri}`); - res.writeHead(200); - res.end( - JSON.stringify({ - contents: [ - { - uri: uri, - mimeType: "application/json", - text: typeof content === "string" ? content : JSON.stringify(content), - }, - ], - }), - ); - }); - } catch (e) { - res.writeHead(500); - res.end(JSON.stringify({ error: e.message })); - } - return; - } - if (url === "/call-tool") { - try { - const { name, arguments: args } = JSON.parse(body || "{}"); - addLog("mcp", `REQ -> [${name}] (队列长度: ${commandQueue.length})`); + let body = ""; + req.on("data", (chunk) => { + body += chunk; + }); + req.on("end", () => { + const url = req.url; + if (url === "/list-tools") { + const tools = getToolsList(); + addLog("info", `AI Client requested tool list`); + res.writeHead(200); + return res.end(JSON.stringify({ tools: tools })); + } + if (url === "/list-resources") { + const resources = this.getResourcesList(); + addLog("info", `AI Client requested resource list`); + res.writeHead(200); + return res.end(JSON.stringify({ resources: resources })); + } + if (url === "/read-resource") { + try { + const { uri } = JSON.parse(body || "{}"); + addLog("mcp", `READ -> [${uri}]`); + this.handleReadResource(uri, (err, content) => { + if (err) { + addLog("error", `读取失败: ${err}`); + res.writeHead(500); + return res.end(JSON.stringify({ error: err })); + } + addLog("success", `读取成功: ${uri}`); + res.writeHead(200); + res.end( + JSON.stringify({ + contents: [ + { + uri: uri, + mimeType: "application/json", + text: typeof content === "string" ? content : JSON.stringify(content), + }, + ], + }), + ); + }); + } catch (e) { + res.writeHead(500); + res.end(JSON.stringify({ error: e.message })); + } + return; + } + if (url === "/call-tool") { + try { + const { name, arguments: args } = JSON.parse(body || "{}"); + let argsPreview = ""; + if (args) { + try { + argsPreview = typeof args === "object" ? JSON.stringify(args) : String(args); + if (argsPreview.length > 500) { + argsPreview = argsPreview.substring(0, 500) + "...[Truncated]"; + } + } catch (e) { + argsPreview = "[无法序列化的参数]"; + } + } + addLog("mcp", `REQ -> [${name}] (队列长度: ${commandQueue.length}) 参数: ${argsPreview}`); - enqueueCommand((done) => { - this.handleMcpCall(name, args, (err, result) => { - const response = { - content: [ - { - type: "text", - text: err - ? `Error: ${err}` - : typeof result === "object" - ? JSON.stringify(result, null, 2) - : result, - }, - ], - }; - if (err) { - addLog("error", `RES <- [${name}] 失败: ${err}`); - } else { - let preview = ""; - if (typeof result === "string") { - preview = result.length > 100 ? result.substring(0, 100) + "..." : result; - } else if (typeof result === "object") { - try { - const jsonStr = JSON.stringify(result); - preview = jsonStr.length > 100 ? jsonStr.substring(0, 100) + "..." : jsonStr; - } catch (e) { - preview = "Object (Circular/Unserializable)"; - } - } - addLog("success", `RES <- [${name}] 成功 : ${preview}`); - } - res.writeHead(200); - res.end(JSON.stringify(response)); - done(); - }); - }); - } catch (e) { - if (e instanceof SyntaxError) { - addLog("error", `JSON Parse Error: ${e.message}`); - res.writeHead(400); - res.end(JSON.stringify({ error: "Invalid JSON" })); - } else { - addLog("error", `Internal Server Error: ${e.message}`); - res.writeHead(500); - res.end(JSON.stringify({ error: e.message })); - } - } - return; - } + enqueueCommand((done) => { + this.handleMcpCall(name, args, (err, result) => { + const response = { + content: [ + { + type: "text", + text: err + ? `Error: ${err}` + : typeof result === "object" + ? JSON.stringify(result, null, 2) + : result, + }, + ], + }; + if (err) { + addLog("error", `RES <- [${name}] 失败: ${err}`); + } else { + let preview = ""; + if (typeof result === "string") { + preview = result.length > 100 ? result.substring(0, 100) + "..." : result; + } else if (typeof result === "object") { + try { + const jsonStr = JSON.stringify(result); + preview = jsonStr.length > 100 ? jsonStr.substring(0, 100) + "..." : jsonStr; + } catch (e) { + preview = "Object (Circular/Unserializable)"; + } + } + addLog("success", `RES <- [${name}] 成功 : ${preview}`); + } + res.writeHead(200); + res.end(JSON.stringify(response)); + done(); + }); + }); + } catch (e) { + if (e instanceof SyntaxError) { + addLog("error", `JSON Parse Error: ${e.message}`); + res.writeHead(400); + res.end(JSON.stringify({ error: "Invalid JSON" })); + } else { + addLog("error", `Internal Server Error: ${e.message}`); + res.writeHead(500); + res.end(JSON.stringify({ error: e.message })); + } + } + return; + } - res.writeHead(404); - res.end(JSON.stringify({ error: "Not Found", url: url })); - }); - }, + res.writeHead(404); + res.end(JSON.stringify({ error: "Not Found", url: url })); + }); + }, - /** - * 关闭 HTTP 服务器 - */ - stopServer() { - if (mcpServer) { - mcpServer.close(); - mcpServer = null; - serverConfig.active = false; - addLog("warn", "MCP Server stopped"); - Editor.Ipc.sendToPanel("mcp-bridge", "mcp-bridge:state-changed", serverConfig); - } - }, + /** + * 关闭 HTTP 服务器 + */ + stopServer() { + if (mcpServer) { + mcpServer.close(); + mcpServer = null; + serverConfig.active = false; + addLog("warn", "MCP Server stopped"); + Editor.Ipc.sendToPanel("mcp-bridge", "mcp-bridge:state-changed", serverConfig); + } + }, - /** - * 获取 MCP 资源列表 - * @returns {Array} 资源列表数组 - */ - getResourcesList() { - return [ - { - uri: "cocos://hierarchy", - name: "Scene Hierarchy", - description: "当前场景层级的 JSON 快照", - mimeType: "application/json", - }, - { - uri: "cocos://selection", - name: "Current Selection", - description: "当前选中节点的 UUID 列表", - mimeType: "application/json", - }, - { - uri: "cocos://logs/latest", - name: "Editor Logs", - description: "最新的编辑器日志 (内存缓存)", - mimeType: "text/plain", - }, - ]; - }, + /** + * 获取 MCP 资源列表 + * @returns {Array} 资源列表数组 + */ + getResourcesList() { + return [ + { + uri: "cocos://hierarchy", + name: "Scene Hierarchy", + description: "当前场景层级的 JSON 快照", + mimeType: "application/json", + }, + { + uri: "cocos://selection", + name: "Current Selection", + description: "当前选中节点的 UUID 列表", + mimeType: "application/json", + }, + { + uri: "cocos://logs/latest", + name: "Editor Logs", + description: "最新的编辑器日志 (内存缓存)", + mimeType: "text/plain", + }, + ]; + }, - /** - * 读取指定的 MCP 资源内容 - * @param {string} uri 资源统一资源标识符 (URI) - * @param {Function} callback 完成回调 (err, content) - */ - handleReadResource(uri, callback) { - let parsed; - try { - parsed = new URL(uri); - } catch (e) { - return callback(`Invalid URI: ${uri}`); - } + /** + * 读取指定的 MCP 资源内容 + * @param {string} uri 资源统一资源标识符 (URI) + * @param {Function} callback 完成回调 (err, content) + */ + handleReadResource(uri, callback) { + let parsed; + try { + parsed = new URL(uri); + } catch (e) { + return callback(`Invalid URI: ${uri}`); + } - if (parsed.protocol !== "cocos:") { - return callback(`Unsupported protocol: ${parsed.protocol}`); - } + if (parsed.protocol !== "cocos:") { + return callback(`Unsupported protocol: ${parsed.protocol}`); + } - const type = parsed.hostname; // hierarchy, selection, logs + const type = parsed.hostname; // hierarchy, selection, logs - switch (type) { - case "hierarchy": - // 注意: query-hierarchy 是异步的 - Editor.Ipc.sendToPanel("scene", "scene:query-hierarchy", (err, sceneId, hierarchy) => { - if (err) return callback(err); - callback(null, JSON.stringify(hierarchy, null, 2)); - }); - break; + switch (type) { + case "hierarchy": + // 注意: query-hierarchy 是异步的 + Editor.Ipc.sendToPanel("scene", "scene:query-hierarchy", (err, sceneId, hierarchy) => { + if (err) return callback(err); + callback(null, JSON.stringify(hierarchy, null, 2)); + }); + break; - case "selection": - const selection = Editor.Selection.curSelection("node"); - callback(null, JSON.stringify(selection)); - break; + case "selection": + const selection = Editor.Selection.curSelection("node"); + callback(null, JSON.stringify(selection)); + break; - case "logs": - callback(null, getLogContent()); - break; + case "logs": + callback(null, getLogContent()); + break; - default: - callback(`Resource not found: ${uri}`); - break; - } - }, + default: + callback(`Resource not found: ${uri}`); + break; + } + }, - /** - * 处理来自 HTTP 的 MCP 调用请求 - * @param {string} name 工具名称 - * @param {Object} args 工具参数 - * @param {Function} callback 完成回调 (err, result) - */ - handleMcpCall(name, args, callback) { - if (isSceneBusy && (name === "save_scene" || name === "create_node")) { - return callback("编辑器正忙(正在处理场景),请稍候。"); - } - switch (name) { - case "get_selected_node": - const ids = Editor.Selection.curSelection("node"); - callback(null, ids); - break; + /** + * 处理来自 HTTP 的 MCP 调用请求 + * @param {string} name 工具名称 + * @param {Object} args 工具参数 + * @param {Function} callback 完成回调 (err, result) + */ + handleMcpCall(name, args, callback) { + if (isSceneBusy && (name === "save_scene" || name === "create_node")) { + return callback("编辑器正忙(正在处理场景),请稍候。"); + } + switch (name) { + case "get_selected_node": + const ids = Editor.Selection.curSelection("node"); + callback(null, ids); + break; - case "set_node_name": - // 使用 scene:set-property 以支持撤销 - Editor.Ipc.sendToPanel("scene", "scene:set-property", { - id: args.id, - path: "name", - type: "String", - value: args.newName, - isSubProp: false, - }); - callback(null, `节点名称已更新为 ${args.newName}`); - break; + case "set_node_name": + // 使用 scene:set-property 以支持撤销 + Editor.Ipc.sendToPanel("scene", "scene:set-property", { + id: args.id, + path: "name", + type: "String", + value: args.newName, + isSubProp: false, + }); + callback(null, `节点名称已更新为 ${args.newName}`); + break; - case "save_scene": - isSceneBusy = true; - addLog("info", "准备保存场景... 等待 UI 同步。"); - Editor.Ipc.sendToPanel("scene", "scene:stash-and-save"); - isSceneBusy = false; - addLog("info", "安全保存已完成。"); - callback(null, "场景保存成功。"); - break; + case "save_scene": + isSceneBusy = true; + addLog("info", "准备保存场景... 等待 UI 同步。"); + Editor.Ipc.sendToPanel("scene", "scene:stash-and-save"); + isSceneBusy = false; + addLog("info", "安全保存已完成。"); + callback(null, "场景保存成功。"); + break; - case "get_scene_hierarchy": - callSceneScriptWithTimeout("mcp-bridge", "get-hierarchy", args, callback); - break; + case "get_scene_hierarchy": + callSceneScriptWithTimeout("mcp-bridge", "get-hierarchy", args, callback); + break; - case "update_node_transform": - // 直接调用场景脚本更新属性,绕过可能导致 "Unknown object" 的复杂 Undo 系统 - callSceneScriptWithTimeout("mcp-bridge", "update-node-transform", args, (err, result) => { - if (err) { - addLog("error", `Transform update failed: ${err}`); - callback(err); - } else { - callback(null, "变换信息已更新"); - } - }); - break; + case "update_node_transform": + // 直接调用场景脚本更新属性,绕过可能导致 "Unknown object" 的复杂 Undo 系统 + callSceneScriptWithTimeout("mcp-bridge", "update-node-transform", args, (err, result) => { + if (err) { + addLog("error", `Transform update failed: ${err}`); + callback(err); + } else { + callback(null, "变换信息已更新"); + } + }); + break; - case "create_scene": - const sceneUrl = `db://assets/${args.sceneName}.fire`; - if (Editor.assetdb.exists(sceneUrl)) { - return callback("场景已存在"); - } - Editor.assetdb.create(sceneUrl, getNewSceneTemplate(), (err) => { - callback(err, err ? null : `标准场景已创建于 ${sceneUrl}`); - }); - break; + case "create_scene": + const sceneUrl = `db://assets/${args.sceneName}.fire`; + if (Editor.assetdb.exists(sceneUrl)) { + return callback("场景已存在"); + } + Editor.assetdb.create(sceneUrl, getNewSceneTemplate(), (err) => { + callback(err, err ? null : `标准场景已创建于 ${sceneUrl}`); + }); + break; - case "create_prefab": - const prefabUrl = `db://assets/${args.prefabName}.prefab`; - Editor.Ipc.sendToMain("scene:create-prefab", args.nodeId, prefabUrl); - callback(null, `命令已发送:正在创建预制体 '${args.prefabName}'`); - break; + case "create_prefab": + const prefabUrl = `db://assets/${args.prefabName}.prefab`; + Editor.Ipc.sendToMain("scene:create-prefab", args.nodeId, prefabUrl); + callback(null, `命令已发送:正在创建预制体 '${args.prefabName}'`); + break; - case "open_scene": - isSceneBusy = true; // 锁定 - const openUuid = Editor.assetdb.urlToUuid(args.url); - if (openUuid) { - Editor.Ipc.sendToMain("scene:open-by-uuid", openUuid); - setTimeout(() => { - isSceneBusy = false; - callback(null, `成功:正在打开场景 ${args.url}`); - }, 2000); - } else { - isSceneBusy = false; - callback(`找不到路径为 ${args.url} 的资源`); - } - break; + case "open_scene": + isSceneBusy = true; // 锁定 + const openUuid = Editor.assetdb.urlToUuid(args.url); + if (openUuid) { + Editor.Ipc.sendToMain("scene:open-by-uuid", openUuid); + setTimeout(() => { + isSceneBusy = false; + callback(null, `成功:正在打开场景 ${args.url}`); + }, 2000); + } else { + isSceneBusy = false; + callback(`找不到路径为 ${args.url} 的资源`); + } + break; - case "open_prefab": - isSceneBusy = true; // 锁定 - const prefabUuid = Editor.assetdb.urlToUuid(args.url); - if (prefabUuid) { - // 【核心修复】使用正确的 IPC 消息进入预制体编辑模式 - Editor.Ipc.sendToAll("scene:enter-prefab-edit-mode", prefabUuid); - setTimeout(() => { - isSceneBusy = false; - callback(null, `成功:正在打开预制体 ${args.url}`); - }, 2000); - } else { - isSceneBusy = false; - callback(`找不到路径为 ${args.url} 的资源`); - } - break; + case "open_prefab": + isSceneBusy = true; // 锁定 + const prefabUuid = Editor.assetdb.urlToUuid(args.url); + if (prefabUuid) { + // 【核心修复】使用正确的 IPC 消息进入预制体编辑模式 + Editor.Ipc.sendToAll("scene:enter-prefab-edit-mode", prefabUuid); + setTimeout(() => { + isSceneBusy = false; + callback(null, `成功:正在打开预制体 ${args.url}`); + }, 2000); + } else { + isSceneBusy = false; + callback(`找不到路径为 ${args.url} 的资源`); + } + break; - case "create_node": - if (args.type === "sprite" || args.type === "button") { - const splashUuid = Editor.assetdb.urlToUuid( - "db://internal/image/default_sprite_splash.png/default_sprite_splash", - ); - args.defaultSpriteUuid = splashUuid; - } - callSceneScriptWithTimeout("mcp-bridge", "create-node", args, callback); - break; + case "create_node": + if (args.type === "sprite" || args.type === "button") { + const splashUuid = Editor.assetdb.urlToUuid( + "db://internal/image/default_sprite_splash.png/default_sprite_splash", + ); + args.defaultSpriteUuid = splashUuid; + } + callSceneScriptWithTimeout("mcp-bridge", "create-node", args, callback); + break; - case "manage_components": - callSceneScriptWithTimeout("mcp-bridge", "manage-components", args, callback); - break; + case "manage_components": + callSceneScriptWithTimeout("mcp-bridge", "manage-components", args, callback); + break; - case "manage_script": - this.manageScript(args, callback); - break; + case "manage_script": + this.manageScript(args, callback); + break; - case "batch_execute": - this.batchExecute(args, callback); - break; + case "batch_execute": + this.batchExecute(args, callback); + break; - case "manage_asset": - this.manageAsset(args, callback); - break; + case "manage_asset": + this.manageAsset(args, callback); + break; - case "scene_management": - this.sceneManagement(args, callback); - break; + case "scene_management": + this.sceneManagement(args, callback); + break; - case "prefab_management": - this.prefabManagement(args, callback); - break; + case "prefab_management": + this.prefabManagement(args, callback); + break; - case "manage_editor": - this.manageEditor(args, callback); - break; - case "get_sha": - this.getSha(args, callback); - break; - case "manage_animation": - this.manageAnimation(args, callback); - break; + case "manage_editor": + this.manageEditor(args, callback); + break; + case "get_sha": + this.getSha(args, callback); + break; + case "manage_animation": + this.manageAnimation(args, callback); + break; - case "find_gameobjects": - callSceneScriptWithTimeout("mcp-bridge", "find-gameobjects", args, callback); - break; + case "find_gameobjects": + callSceneScriptWithTimeout("mcp-bridge", "find-gameobjects", args, callback); + break; - case "manage_material": - this.manageMaterial(args, callback); - break; + case "manage_material": + this.manageMaterial(args, callback); + break; - case "manage_texture": - this.manageTexture(args, callback); - break; + case "manage_texture": + this.manageTexture(args, callback); + break; - case "manage_shader": - this.manageShader(args, callback); - break; + case "manage_shader": + this.manageShader(args, callback); + break; - case "execute_menu_item": - this.executeMenuItem(args, callback); - break; + case "execute_menu_item": + this.executeMenuItem(args, callback); + break; - case "apply_text_edits": - this.applyTextEdits(args, callback); - break; + case "apply_text_edits": + this.applyTextEdits(args, callback); + break; - case "read_console": - this.readConsole(args, callback); - break; + case "read_console": + this.readConsole(args, callback); + break; - case "validate_script": - this.validateScript(args, callback); - break; + case "validate_script": + this.validateScript(args, callback); + break; - case "search_project": - this.searchProject(args, callback); - break; + case "search_project": + this.searchProject(args, callback); + break; - case "manage_undo": - this.manageUndo(args, callback); - break; + case "manage_undo": + this.manageUndo(args, callback); + break; - case "manage_vfx": - // 【修复】在主进程预先解析 URL 为 UUID,因为渲染进程(scene-script)无法访问 Editor.assetdb - if (args.properties && args.properties.file) { - if (typeof args.properties.file === "string" && args.properties.file.startsWith("db://")) { - const uuid = Editor.assetdb.urlToUuid(args.properties.file); - if (uuid) { - args.properties.file = uuid; // 替换为 UUID - } else { - console.warn(`Failed to resolve path to UUID: ${args.properties.file}`); - } - } - } - // 预先获取默认贴图 UUID (尝试多个可能的路径) - const defaultPaths = [ - "db://internal/image/default_sprite_splash", - "db://internal/image/default_sprite_splash.png", - "db://internal/image/default_particle", - "db://internal/image/default_particle.png", - ]; + case "manage_vfx": + // 【修复】在主进程预先解析 URL 为 UUID,因为渲染进程(scene-script)无法访问 Editor.assetdb + if (args.properties && args.properties.file) { + if (typeof args.properties.file === "string" && args.properties.file.startsWith("db://")) { + const uuid = Editor.assetdb.urlToUuid(args.properties.file); + if (uuid) { + args.properties.file = uuid; // 替换为 UUID + } else { + console.warn(`Failed to resolve path to UUID: ${args.properties.file}`); + } + } + } + // 预先获取默认贴图 UUID (尝试多个可能的路径) + const defaultPaths = [ + "db://internal/image/default_sprite_splash", + "db://internal/image/default_sprite_splash.png", + "db://internal/image/default_particle", + "db://internal/image/default_particle.png", + ]; - for (const path of defaultPaths) { - const uuid = Editor.assetdb.urlToUuid(path); - if (uuid) { - args.defaultSpriteUuid = uuid; - addLog("info", `[mcp-bridge] Resolved Default Sprite UUID: ${uuid} from ${path}`); - break; - } - } + for (const path of defaultPaths) { + const uuid = Editor.assetdb.urlToUuid(path); + if (uuid) { + args.defaultSpriteUuid = uuid; + addLog("info", `[mcp-bridge] Resolved Default Sprite UUID: ${uuid} from ${path}`); + break; + } + } - if (!args.defaultSpriteUuid) { - addLog("warn", "[mcp-bridge] Failed to resolve any default sprite UUID."); - } + if (!args.defaultSpriteUuid) { + addLog("warn", "[mcp-bridge] Failed to resolve any default sprite UUID."); + } - callSceneScriptWithTimeout("mcp-bridge", "manage-vfx", args, callback); - break; + callSceneScriptWithTimeout("mcp-bridge", "manage-vfx", args, callback); + break; - default: - callback(`Unknown tool: ${name}`); - break; - } - }, + default: + callback(`Unknown tool: ${name}`); + break; + } + }, - /** - * 管理项目中的脚本文件 (TS/JS) - * @param {Object} args 参数 - * @param {Function} callback 完成回调 - */ - manageScript(args, callback) { - const { action, path: scriptPath, content } = args; + /** + * 管理项目中的脚本文件 (TS/JS) + * @param {Object} args 参数 + * @param {Function} callback 完成回调 + */ + manageScript(args, callback) { + const { action, path: scriptPath, content } = args; - switch (action) { - case "create": - if (Editor.assetdb.exists(scriptPath)) { - return callback(`脚本已存在: ${scriptPath}`); - } - // 确保父目录存在 - const absolutePath = Editor.assetdb.urlToFspath(scriptPath); - const dirPath = pathModule.dirname(absolutePath); - if (!fs.existsSync(dirPath)) { - fs.mkdirSync(dirPath, { recursive: true }); - } - Editor.assetdb.create( - scriptPath, - content || - `const { ccclass, property } = cc._decorator; + switch (action) { + case "create": + if (Editor.assetdb.exists(scriptPath)) { + return callback(`脚本已存在: ${scriptPath}`); + } + // 确保父目录存在 + const absolutePath = Editor.assetdb.urlToFspath(scriptPath); + const dirPath = pathModule.dirname(absolutePath); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath, { recursive: true }); + } + Editor.assetdb.create( + scriptPath, + content || + `const { ccclass, property } = cc._decorator; @ccclass export default class NewScript extends cc.Component { @@ -1241,418 +1252,418 @@ export default class NewScript extends cc.Component { update (dt) {} }`, - (err) => { - if (err) { - callback(err); - } else { - // 【关键修复】创建脚本后,必须刷新 AssetDB 并等待完成, - // 否则后续立即挂载脚本的操作(manage_components)会因找不到脚本 UUID 而失败。 - Editor.assetdb.refresh(scriptPath, (refreshErr) => { - if (refreshErr) { - addLog("warn", `脚本创建后刷新失败: ${refreshErr}`); - } - callback(null, `脚本已创建: ${scriptPath}`); - }); - } - }, - ); - break; + (err) => { + if (err) { + callback(err); + } else { + // 【关键修复】创建脚本后,必须刷新 AssetDB 并等待完成, + // 否则后续立即挂载脚本的操作(manage_components)会因找不到脚本 UUID 而失败。 + Editor.assetdb.refresh(scriptPath, (refreshErr) => { + if (refreshErr) { + addLog("warn", `脚本创建后刷新失败: ${refreshErr}`); + } + callback(null, `脚本已创建: ${scriptPath}`); + }); + } + }, + ); + break; - case "delete": - if (!Editor.assetdb.exists(scriptPath)) { - return callback(`找不到脚本: ${scriptPath}`); - } - Editor.assetdb.delete([scriptPath], (err) => { - callback(err, err ? null : `脚本已删除: ${scriptPath}`); - }); - break; + case "delete": + if (!Editor.assetdb.exists(scriptPath)) { + return callback(`找不到脚本: ${scriptPath}`); + } + Editor.assetdb.delete([scriptPath], (err) => { + callback(err, err ? null : `脚本已删除: ${scriptPath}`); + }); + break; - case "read": - // 使用 fs 读取,绕过 assetdb.loadAny - const readFsPath = Editor.assetdb.urlToFspath(scriptPath); - if (!readFsPath || !fs.existsSync(readFsPath)) { - return callback(`找不到脚本: ${scriptPath}`); - } - try { - const content = fs.readFileSync(readFsPath, "utf-8"); - callback(null, content); - } catch (e) { - callback(`读取脚本失败: ${e.message}`); - } - break; + case "read": + // 使用 fs 读取,绕过 assetdb.loadAny + const readFsPath = Editor.assetdb.urlToFspath(scriptPath); + if (!readFsPath || !fs.existsSync(readFsPath)) { + return callback(`找不到脚本: ${scriptPath}`); + } + try { + const content = fs.readFileSync(readFsPath, "utf-8"); + callback(null, content); + } catch (e) { + callback(`读取脚本失败: ${e.message}`); + } + break; - case "write": - // 使用 fs 写入 + refresh,确保覆盖成功 - const writeFsPath = Editor.assetdb.urlToFspath(scriptPath); - if (!writeFsPath) { - return callback(`路径无效: ${scriptPath}`); - } + case "write": + // 使用 fs 写入 + refresh,确保覆盖成功 + const writeFsPath = Editor.assetdb.urlToFspath(scriptPath); + if (!writeFsPath) { + return callback(`路径无效: ${scriptPath}`); + } - try { - fs.writeFileSync(writeFsPath, content, "utf-8"); - Editor.assetdb.refresh(scriptPath, (err) => { - if (err) addLog("warn", `写入脚本后刷新失败: ${err}`); - callback(null, `脚本已更新: ${scriptPath}`); - }); - } catch (e) { - callback(`写入脚本失败: ${e.message}`); - } - break; + try { + fs.writeFileSync(writeFsPath, content, "utf-8"); + Editor.assetdb.refresh(scriptPath, (err) => { + if (err) addLog("warn", `写入脚本后刷新失败: ${err}`); + callback(null, `脚本已更新: ${scriptPath}`); + }); + } catch (e) { + callback(`写入脚本失败: ${e.message}`); + } + break; - default: - callback(`未知的脚本操作类型: ${action}`); - break; - } - }, + default: + callback(`未知的脚本操作类型: ${action}`); + break; + } + }, - /** - * 批量执行多个 MCP 工具操作(串行链式执行) - * 【重要修复】原并行 forEach 会导致多个 AssetDB 操作同时执行引发编辑器卡死, - * 改为串行执行确保每个操作完成后再执行下一个 - * @param {Object} args 参数 (operations 数组) - * @param {Function} callback 完成回调 - */ - batchExecute(args, callback) { - const { operations } = args; - const results = []; + /** + * 批量执行多个 MCP 工具操作(串行链式执行) + * 【重要修复】原并行 forEach 会导致多个 AssetDB 操作同时执行引发编辑器卡死, + * 改为串行执行确保每个操作完成后再执行下一个 + * @param {Object} args 参数 (operations 数组) + * @param {Function} callback 完成回调 + */ + batchExecute(args, callback) { + const { operations } = args; + const results = []; - if (!operations || operations.length === 0) { - return callback("未提供任何操作指令"); - } + if (!operations || operations.length === 0) { + return callback("未提供任何操作指令"); + } - let index = 0; - const next = () => { - if (index >= operations.length) { - return callback(null, results); - } - const operation = operations[index]; - this.handleMcpCall(operation.tool, operation.params, (err, result) => { - results[index] = { tool: operation.tool, error: err, result: result }; - index++; - next(); - }); - }; - next(); - }, + let index = 0; + const next = () => { + if (index >= operations.length) { + return callback(null, results); + } + const operation = operations[index]; + this.handleMcpCall(operation.tool, operation.params, (err, result) => { + results[index] = { tool: operation.tool, error: err, result: result }; + index++; + next(); + }); + }; + next(); + }, - /** - * 通用的资源管理函数 (创建、删除、移动等) - * @param {Object} args 参数 - * @param {Function} callback 完成回调 - */ - manageAsset(args, callback) { - const { action, path, targetPath, content } = args; + /** + * 通用的资源管理函数 (创建、删除、移动等) + * @param {Object} args 参数 + * @param {Function} callback 完成回调 + */ + manageAsset(args, callback) { + const { action, path, targetPath, content } = args; - switch (action) { - case "create": - if (Editor.assetdb.exists(path)) { - return callback(`资源已存在: ${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, content || "", (err) => { - callback(err, err ? null : `资源已创建: ${path}`); - }); - break; + switch (action) { + case "create": + if (Editor.assetdb.exists(path)) { + return callback(`资源已存在: ${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, content || "", (err) => { + callback(err, err ? null : `资源已创建: ${path}`); + }); + break; - case "delete": - if (!Editor.assetdb.exists(path)) { - return callback(`找不到资源: ${path}`); - } - Editor.assetdb.delete([path], (err) => { - callback(err, err ? null : `资源已删除: ${path}`); - }); - break; + case "delete": + if (!Editor.assetdb.exists(path)) { + return callback(`找不到资源: ${path}`); + } + Editor.assetdb.delete([path], (err) => { + callback(err, err ? null : `资源已删除: ${path}`); + }); + break; - case "move": - if (!Editor.assetdb.exists(path)) { - return callback(`找不到资源: ${path}`); - } - if (Editor.assetdb.exists(targetPath)) { - return callback(`目标资源已存在: ${targetPath}`); - } - Editor.assetdb.move(path, targetPath, (err) => { - callback(err, err ? null : `资源已从 ${path} 移动到 ${targetPath}`); - }); - break; + case "move": + if (!Editor.assetdb.exists(path)) { + return callback(`找不到资源: ${path}`); + } + if (Editor.assetdb.exists(targetPath)) { + return callback(`目标资源已存在: ${targetPath}`); + } + Editor.assetdb.move(path, targetPath, (err) => { + callback(err, err ? null : `资源已从 ${path} 移动到 ${targetPath}`); + }); + break; - case "get_info": - try { - if (!Editor.assetdb.exists(path)) { - return callback(`找不到资源: ${path}`); - } - const uuid = Editor.assetdb.urlToUuid(path); - const info = Editor.assetdb.assetInfoByUuid(uuid); - if (info) { - callback(null, info); - } else { - // 备选方案:如果 API 未返回信息但资源确实存在 - callback(null, { url: path, uuid: uuid, exists: true }); - } - } catch (e) { - callback(`获取资源信息失败: ${e.message}`); - } - break; + case "get_info": + try { + if (!Editor.assetdb.exists(path)) { + return callback(`找不到资源: ${path}`); + } + const uuid = Editor.assetdb.urlToUuid(path); + const info = Editor.assetdb.assetInfoByUuid(uuid); + if (info) { + callback(null, info); + } else { + // 备选方案:如果 API 未返回信息但资源确实存在 + callback(null, { url: path, uuid: uuid, exists: true }); + } + } catch (e) { + callback(`获取资源信息失败: ${e.message}`); + } + break; - default: - callback(`未知的资源管理操作: ${action}`); - break; - } - }, + default: + callback(`未知的资源管理操作: ${action}`); + break; + } + }, - /** - * 场景相关的资源管理 (创建、克隆场景等) - * @param {Object} args 参数 - * @param {Function} callback 完成回调 - */ - sceneManagement(args, callback) { - const { action, path, targetPath, name } = args; + /** + * 场景相关的资源管理 (创建、克隆场景等) + * @param {Object} args 参数 + * @param {Function} callback 完成回调 + */ + sceneManagement(args, callback) { + const { action, path, targetPath, name } = args; - switch (action) { - case "create": - if (Editor.assetdb.exists(path)) { - return callback(`场景已存在: ${path}`); - } - // 确保父目录存在 - 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 : `场景已创建: ${path}`); - }); - break; + switch (action) { + case "create": + if (Editor.assetdb.exists(path)) { + return callback(`场景已存在: ${path}`); + } + // 确保父目录存在 + 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 : `场景已创建: ${path}`); + }); + break; - case "delete": - if (!Editor.assetdb.exists(path)) { - return callback(`找不到场景: ${path}`); - } - Editor.assetdb.delete([path], (err) => { - callback(err, err ? null : `场景已删除: ${path}`); - }); - break; + case "delete": + if (!Editor.assetdb.exists(path)) { + return callback(`找不到场景: ${path}`); + } + Editor.assetdb.delete([path], (err) => { + callback(err, err ? null : `场景已删除: ${path}`); + }); + break; - case "duplicate": - if (!Editor.assetdb.exists(path)) { - return callback(`找不到场景: ${path}`); - } - if (!targetPath) { - return callback("复制操作需要目标路径"); - } - if (Editor.assetdb.exists(targetPath)) { - return callback(`目标场景已存在: ${targetPath}`); - } - // 【修复】Cocos 2.4.x 主进程中 Editor.assetdb 没有 loadAny - // 直接使用 fs 读取物理文件 - try { - const sourceFsPath = Editor.assetdb.urlToFspath(path); - if (!sourceFsPath || !fs.existsSync(sourceFsPath)) { - return callback(`定位源场景文件失败: ${path}`); - } - const content = fs.readFileSync(sourceFsPath, "utf-8"); + case "duplicate": + if (!Editor.assetdb.exists(path)) { + return callback(`找不到场景: ${path}`); + } + if (!targetPath) { + return callback("复制操作需要目标路径"); + } + if (Editor.assetdb.exists(targetPath)) { + return callback(`目标场景已存在: ${targetPath}`); + } + // 【修复】Cocos 2.4.x 主进程中 Editor.assetdb 没有 loadAny + // 直接使用 fs 读取物理文件 + try { + const sourceFsPath = Editor.assetdb.urlToFspath(path); + if (!sourceFsPath || !fs.existsSync(sourceFsPath)) { + return callback(`定位源场景文件失败: ${path}`); + } + const content = fs.readFileSync(sourceFsPath, "utf-8"); - // 确保目标目录存在 - 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) => { - if (err) return callback(err); - // 【增加】关键刷新,确保数据库能查到新文件 - Editor.assetdb.refresh(targetPath, (refreshErr) => { - callback(refreshErr, refreshErr ? null : `场景已从 ${path} 复制到 ${targetPath}`); - }); - }); - } catch (e) { - callback(`Duplicate failed: ${e.message}`); - } - break; + // 确保目标目录存在 + 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) => { + if (err) return callback(err); + // 【增加】关键刷新,确保数据库能查到新文件 + Editor.assetdb.refresh(targetPath, (refreshErr) => { + callback(refreshErr, refreshErr ? null : `场景已从 ${path} 复制到 ${targetPath}`); + }); + }); + } catch (e) { + callback(`Duplicate failed: ${e.message}`); + } + break; - case "get_info": - if (Editor.assetdb.exists(path)) { - const uuid = Editor.assetdb.urlToUuid(path); - const info = Editor.assetdb.assetInfoByUuid(uuid); - callback(null, info || { url: path, uuid: uuid, exists: true }); - } else { - return callback(`找不到场景: ${path}`); - } - break; + case "get_info": + if (Editor.assetdb.exists(path)) { + const uuid = Editor.assetdb.urlToUuid(path); + const info = Editor.assetdb.assetInfoByUuid(uuid); + callback(null, info || { url: path, uuid: uuid, exists: true }); + } else { + return callback(`找不到场景: ${path}`); + } + break; - default: - callback(`Unknown scene action: ${action}`); - break; - } - }, + default: + callback(`Unknown scene action: ${action}`); + break; + } + }, - // 预制体管理 - prefabManagement(args, callback) { - const { action, path: prefabPath, nodeId, parentId } = args; + // 预制体管理 + prefabManagement(args, callback) { + const { action, path: prefabPath, nodeId, parentId } = args; - switch (action) { - case "create": - if (!nodeId) { - return callback("创建预制体需要节点 ID"); - } - if (Editor.assetdb.exists(prefabPath)) { - return callback(`预制体已存在: ${prefabPath}`); - } - // 确保父目录存在 - const absolutePath = Editor.assetdb.urlToFspath(prefabPath); - const dirPath = pathModule.dirname(absolutePath); - if (!fs.existsSync(dirPath)) { - fs.mkdirSync(dirPath, { recursive: true }); - // 【增强】确保 AssetDB 刷新文件夹,防止场景脚本找不到目标目录 - Editor.assetdb.refresh(targetDir); - } + switch (action) { + case "create": + if (!nodeId) { + return callback("创建预制体需要节点 ID"); + } + if (Editor.assetdb.exists(prefabPath)) { + return callback(`预制体已存在: ${prefabPath}`); + } + // 确保父目录存在 + const absolutePath = Editor.assetdb.urlToFspath(prefabPath); + const dirPath = pathModule.dirname(absolutePath); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath, { recursive: true }); + // 【增强】确保 AssetDB 刷新文件夹,防止场景脚本找不到目标目录 + Editor.assetdb.refresh(targetDir); + } - // 解析目标目录和文件名 - const fileName = prefabPath.substring(prefabPath.lastIndexOf("/") + 1); - const prefabName = fileName.replace(".prefab", ""); + // 解析目标目录和文件名 + const fileName = prefabPath.substring(prefabPath.lastIndexOf("/") + 1); + const prefabName = fileName.replace(".prefab", ""); - // 1. 重命名节点以匹配预制体名称 - Editor.Ipc.sendToPanel("scene", "scene:set-property", { - id: nodeId, - path: "name", - type: "String", - value: prefabName, - isSubProp: false, - }); + // 1. 重命名节点以匹配预制体名称 + Editor.Ipc.sendToPanel("scene", "scene:set-property", { + id: nodeId, + path: "name", + type: "String", + value: prefabName, + isSubProp: false, + }); - // 2. 发送创建命令 (参数: [uuids], dirPath) - // 注意: scene:create-prefab 第三个参数必须是 db:// 目录路径 - // 【增强】增加延迟到 300ms,确保 IPC 消息处理并同步到底层引擎 - setTimeout(() => { - Editor.Ipc.sendToPanel("scene", "scene:create-prefab", [nodeId], targetDir); - }, 300); + // 2. 发送创建命令 (参数: [uuids], dirPath) + // 注意: scene:create-prefab 第三个参数必须是 db:// 目录路径 + // 【增强】增加延迟到 300ms,确保 IPC 消息处理并同步到底层引擎 + setTimeout(() => { + Editor.Ipc.sendToPanel("scene", "scene:create-prefab", [nodeId], targetDir); + }, 300); - callback(null, `指令已发送: 从节点 ${nodeId} 在目录 ${targetDir} 创建名为 ${prefabName} 的预制体`); - break; + callback(null, `指令已发送: 从节点 ${nodeId} 在目录 ${targetDir} 创建名为 ${prefabName} 的预制体`); + break; - case "update": - if (!nodeId) { - return callback("更新预制体需要节点 ID"); - } - if (!Editor.assetdb.exists(prefabPath)) { - return callback(`找不到预制体: ${prefabPath}`); - } - // 更新预制体 - Editor.Ipc.sendToPanel("scene", "scene:update-prefab", nodeId, prefabPath); - callback(null, `指令已发送: 从节点 ${nodeId} 更新预制体 ${prefabPath}`); - break; + case "update": + if (!nodeId) { + return callback("更新预制体需要节点 ID"); + } + if (!Editor.assetdb.exists(prefabPath)) { + return callback(`找不到预制体: ${prefabPath}`); + } + // 更新预制体 + Editor.Ipc.sendToPanel("scene", "scene:update-prefab", nodeId, prefabPath); + callback(null, `指令已发送: 从节点 ${nodeId} 更新预制体 ${prefabPath}`); + break; - case "instantiate": - if (!Editor.assetdb.exists(prefabPath)) { - return callback(`路径为 ${prefabPath} 的预制体不存在`); - } - // 实例化预制体 - const prefabUuid = Editor.assetdb.urlToUuid(prefabPath); - callSceneScriptWithTimeout( - "mcp-bridge", - "instantiate-prefab", - { - prefabUuid: prefabUuid, - parentId: parentId, - }, - callback, - ); - break; + case "instantiate": + if (!Editor.assetdb.exists(prefabPath)) { + return callback(`路径为 ${prefabPath} 的预制体不存在`); + } + // 实例化预制体 + const prefabUuid = Editor.assetdb.urlToUuid(prefabPath); + callSceneScriptWithTimeout( + "mcp-bridge", + "instantiate-prefab", + { + prefabUuid: prefabUuid, + parentId: parentId, + }, + callback, + ); + break; - case "get_info": - if (Editor.assetdb.exists(prefabPath)) { - const uuid = Editor.assetdb.urlToUuid(prefabPath); - const info = Editor.assetdb.assetInfoByUuid(uuid); - // 确保返回对象包含 exists: true,以满足测试验证 - const result = info || { url: prefabPath, uuid: uuid }; - result.exists = true; - callback(null, result); - } else { - return callback(`找不到预制体: ${prefabPath}`); - } - break; + case "get_info": + if (Editor.assetdb.exists(prefabPath)) { + const uuid = Editor.assetdb.urlToUuid(prefabPath); + const info = Editor.assetdb.assetInfoByUuid(uuid); + // 确保返回对象包含 exists: true,以满足测试验证 + const result = info || { url: prefabPath, uuid: uuid }; + result.exists = true; + callback(null, result); + } else { + return callback(`找不到预制体: ${prefabPath}`); + } + break; - default: - callback(`未知的预制体管理操作: ${action}`); - } - }, + default: + callback(`未知的预制体管理操作: ${action}`); + } + }, - /** - * 管理编辑器状态 (选中对象、刷新等) - * @param {Object} args 参数 - * @param {Function} callback 完成回调 - */ - manageEditor(args, callback) { - const { action, target, properties } = args; + /** + * 管理编辑器状态 (选中对象、刷新等) + * @param {Object} args 参数 + * @param {Function} callback 完成回调 + */ + manageEditor(args, callback) { + const { action, target, properties } = args; - switch (action) { - case "get_selection": - // 获取当前选中的资源或节点 - const nodeSelection = Editor.Selection.curSelection("node"); - const assetSelection = Editor.Selection.curSelection("asset"); - callback(null, { - nodes: nodeSelection, - assets: assetSelection, - }); - break; - case "set_selection": - // 设置选中状态 - if (target === "node") { - const ids = properties.ids || properties.nodes; - if (ids) Editor.Selection.select("node", ids); - } else if (target === "asset") { - const ids = properties.ids || properties.assets; - if (ids) Editor.Selection.select("asset", ids); - } - callback(null, "选中状态已更新"); - break; - case "refresh_editor": - // 刷新编辑器资源数据库 - // 支持指定路径以避免大型项目全量刷新耗时过长 - // 示例: properties.path = 'db://assets/scripts/MyScript.ts' (刷新单个文件) - // properties.path = 'db://assets/resources' (刷新某个目录) - // 不传 (默认 'db://assets',全量刷新) - const refreshPath = properties && properties.path ? properties.path : "db://assets"; - addLog("info", `[refresh_editor] 开始刷新: ${refreshPath}`); - Editor.assetdb.refresh(refreshPath, (err) => { - if (err) { - addLog("error", `刷新失败: ${err}`); - callback(err); - } else { - callback(null, `编辑器已刷新: ${refreshPath}`); - } - }); - break; - default: - callback("未知的编辑器管理操作"); - break; - } - }, + switch (action) { + case "get_selection": + // 获取当前选中的资源或节点 + const nodeSelection = Editor.Selection.curSelection("node"); + const assetSelection = Editor.Selection.curSelection("asset"); + callback(null, { + nodes: nodeSelection, + assets: assetSelection, + }); + break; + case "set_selection": + // 设置选中状态 + if (target === "node") { + const ids = properties.ids || properties.nodes; + if (ids) Editor.Selection.select("node", ids); + } else if (target === "asset") { + const ids = properties.ids || properties.assets; + if (ids) Editor.Selection.select("asset", ids); + } + callback(null, "选中状态已更新"); + break; + case "refresh_editor": + // 刷新编辑器资源数据库 + // 支持指定路径以避免大型项目全量刷新耗时过长 + // 示例: properties.path = 'db://assets/scripts/MyScript.ts' (刷新单个文件) + // properties.path = 'db://assets/resources' (刷新某个目录) + // 不传 (默认 'db://assets',全量刷新) + const refreshPath = properties && properties.path ? properties.path : "db://assets"; + addLog("info", `[refresh_editor] 开始刷新: ${refreshPath}`); + Editor.assetdb.refresh(refreshPath, (err) => { + if (err) { + addLog("error", `刷新失败: ${err}`); + callback(err); + } else { + callback(null, `编辑器已刷新: ${refreshPath}`); + } + }); + break; + default: + callback("未知的编辑器管理操作"); + break; + } + }, - // 管理着色器 (Effect) - manageShader(args, callback) { - const { action, path: effectPath, content } = args; + // 管理着色器 (Effect) + manageShader(args, callback) { + const { action, path: effectPath, content } = args; - switch (action) { - case "create": - if (Editor.assetdb.exists(effectPath)) { - return callback(`Effect 已存在: ${effectPath}`); - } - // 确保父目录存在 - const absolutePath = Editor.assetdb.urlToFspath(effectPath); - const dirPath = pathModule.dirname(absolutePath); - if (!fs.existsSync(dirPath)) { - fs.mkdirSync(dirPath, { recursive: true }); - } + switch (action) { + case "create": + if (Editor.assetdb.exists(effectPath)) { + return callback(`Effect 已存在: ${effectPath}`); + } + // 确保父目录存在 + const absolutePath = Editor.assetdb.urlToFspath(effectPath); + const dirPath = pathModule.dirname(absolutePath); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath, { recursive: true }); + } - const defaultEffect = `CCEffect %{ + const defaultEffect = `CCEffect %{ techniques: - passes: - vert: vs @@ -1691,1022 +1702,1022 @@ CCProgram fs %{ } }%`; - Editor.assetdb.create(effectPath, content || defaultEffect, (err) => { - if (err) return callback(err); - Editor.assetdb.refresh(effectPath, (refreshErr) => { - callback(refreshErr, refreshErr ? null : `Effect 已创建: ${effectPath}`); - }); - }); - break; - - case "read": - if (!Editor.assetdb.exists(effectPath)) { - return callback(`找不到 Effect: ${effectPath}`); - } - const fspath = Editor.assetdb.urlToFspath(effectPath); - try { - const data = fs.readFileSync(fspath, "utf-8"); - callback(null, data); - } catch (e) { - callback(`读取 Effect 失败: ${e.message}`); - } - break; - - case "write": - if (!Editor.assetdb.exists(effectPath)) { - return callback(`Effect not found: ${effectPath}`); - } - const writeFsPath = Editor.assetdb.urlToFspath(effectPath); - try { - fs.writeFileSync(writeFsPath, content, "utf-8"); - Editor.assetdb.refresh(effectPath, (err) => { - callback(err, err ? null : `Effect 已更新: ${effectPath}`); - }); - } catch (e) { - callback(`更新 Effect 失败: ${e.message}`); - } - break; - - case "delete": - if (!Editor.assetdb.exists(effectPath)) { - return callback(`找不到 Effect: ${effectPath}`); - } - Editor.assetdb.delete([effectPath], (err) => { - callback(err, err ? null : `Effect 已删除: ${effectPath}`); - }); - break; - - case "get_info": - if (Editor.assetdb.exists(effectPath)) { - const uuid = Editor.assetdb.urlToUuid(effectPath); - const info = Editor.assetdb.assetInfoByUuid(uuid); - callback(null, info || { url: effectPath, uuid: uuid, exists: true }); - } else { - callback(`找不到 Effect: ${effectPath}`); - } - break; - - default: - callback(`Unknown shader action: ${action}`); - break; - } - }, - - // 管理材质 - manageMaterial(args, callback) { - const { action, path: matPath, properties = {} } = args; - - switch (action) { - case "create": - if (Editor.assetdb.exists(matPath)) { - return callback(`材质已存在: ${matPath}`); - } - // 确保父目录存在 - const absolutePath = Editor.assetdb.urlToFspath(matPath); - const dirPath = pathModule.dirname(absolutePath); - if (!fs.existsSync(dirPath)) { - fs.mkdirSync(dirPath, { recursive: true }); - } - - // 构造 Cocos 2.4.x 材质内容 - const materialData = { - __type__: "cc.Material", - _name: "", - _objFlags: 0, - _native: "", - _effectAsset: properties.shaderUuid ? { __uuid__: properties.shaderUuid } : null, - _techniqueIndex: 0, - _techniqueData: { - 0: { - defines: properties.defines || {}, - props: properties.uniforms || {}, - }, - }, - }; - - Editor.assetdb.create(matPath, JSON.stringify(materialData, null, 2), (err) => { - if (err) return callback(err); - Editor.assetdb.refresh(matPath, (refreshErr) => { - callback(refreshErr, refreshErr ? null : `材质已创建: ${matPath}`); - }); - }); - break; - - case "update": - if (!Editor.assetdb.exists(matPath)) { - return callback(`找不到材质: ${matPath}`); - } - const fspath = Editor.assetdb.urlToFspath(matPath); - try { - const content = fs.readFileSync(fspath, "utf-8"); - const matData = JSON.parse(content); - - // 确保结构存在 - if (!matData._techniqueData) matData._techniqueData = {}; - if (!matData._techniqueData["0"]) matData._techniqueData["0"] = {}; - const tech = matData._techniqueData["0"]; - - // 更新 Shader - if (properties.shaderUuid) { - matData._effectAsset = { __uuid__: properties.shaderUuid }; - } - - // 更新 Defines - if (properties.defines) { - tech.defines = Object.assign(tech.defines || {}, properties.defines); - } - - // 更新 Props/Uniforms - if (properties.uniforms) { - tech.props = Object.assign(tech.props || {}, properties.uniforms); - } - - fs.writeFileSync(fspath, JSON.stringify(matData, null, 2), "utf-8"); - Editor.assetdb.refresh(matPath, (err) => { - callback(err, err ? null : `材质已更新: ${matPath}`); - }); - } catch (e) { - callback(`更新材质失败: ${e.message}`); - } - break; - - case "delete": - if (!Editor.assetdb.exists(matPath)) { - return callback(`找不到材质: ${matPath}`); - } - Editor.assetdb.delete([matPath], (err) => { - callback(err, err ? null : `材质已删除: ${matPath}`); - }); - break; - - case "get_info": - if (Editor.assetdb.exists(matPath)) { - const uuid = Editor.assetdb.urlToUuid(matPath); - const info = Editor.assetdb.assetInfoByUuid(uuid); - callback(null, info || { url: matPath, uuid: uuid, exists: true }); - } else { - callback(`找不到材质: ${matPath}`); - } - break; - - default: - callback(`Unknown material action: ${action}`); - break; - } - }, - - // 管理纹理 - manageTexture(args, callback) { - const { action, path, properties } = args; - - switch (action) { - case "create": - if (Editor.assetdb.exists(path)) { - return callback(`纹理已存在: ${path}`); - } - // 确保父目录存在 - const absolutePath = Editor.assetdb.urlToFspath(path); - const dirPath = pathModule.dirname(absolutePath); - if (!fs.existsSync(dirPath)) { - fs.mkdirSync(dirPath, { recursive: true }); - } - - // 1. 准备文件内容 (优先使用 properties.content,否则使用默认 1x1) - let base64Data = - "iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mP8z8BQDwAEhQGAhKmMIQAAAABJRU5ErkJggg=="; - if (properties && properties.content) { - base64Data = properties.content; - } - const buffer = Buffer.from(base64Data, "base64"); - - try { - // 2. 写入物理文件 - fs.writeFileSync(absolutePath, buffer); - - // 3. 刷新该资源以生成 Meta - Editor.assetdb.refresh(path, (err, results) => { - if (err) return callback(err); - - // 4. 如果有 9-slice 设置,更新 Meta - if (properties && (properties.border || properties.type)) { - const uuid = Editor.assetdb.urlToUuid(path); - if (!uuid) return callback(null, `纹理已创建,但未能立即获取 UUID。`); - - // 稍微延迟确保 Meta 已生成 - setTimeout(() => { - const meta = Editor.assetdb.loadMeta(uuid); - if (meta) { - let changed = false; - if (properties.type) { - meta.type = properties.type; - changed = true; - } - - // 设置 9-slice (border) - // 注意:Cocos 2.4 纹理 Meta 中 subMetas 下通常有一个与纹理同名的 key (或者主要的一个 key) - if (properties.border) { - // 确保类型是 sprite - meta.type = "sprite"; - - // 找到 SpriteFrame 的 subMeta - const subKeys = Object.keys(meta.subMetas); - if (subKeys.length > 0) { - const subMeta = meta.subMetas[subKeys[0]]; - subMeta.border = properties.border; // [top, bottom, left, right] - changed = true; - } - } - - if (changed) { - Editor.assetdb.saveMeta(uuid, JSON.stringify(meta), (err) => { - if (err) Editor.warn(`保存资源 Meta 失败 ${path}: ${err}`); - callback(null, `纹理已创建并更新 Meta: ${path}`); - }); - return; - } - } - callback(null, `纹理已创建: ${path}`); - }, 100); - } else { - callback(null, `纹理已创建: ${path}`); - } - }); - } catch (e) { - callback(`写入纹理文件失败: ${e.message}`); - } - break; - case "delete": - if (!Editor.assetdb.exists(path)) { - return callback(`找不到纹理: ${path}`); - } - Editor.assetdb.delete([path], (err) => { - callback(err, err ? null : `纹理已删除: ${path}`); - }); - break; - case "get_info": - if (Editor.assetdb.exists(path)) { - const uuid = Editor.assetdb.urlToUuid(path); - const info = Editor.assetdb.assetInfoByUuid(uuid); - callback(null, info || { url: path, uuid: uuid, exists: true }); - } else { - callback(`找不到纹理: ${path}`); - } - break; - case "update": - if (!Editor.assetdb.exists(path)) { - return callback(`找不到纹理: ${path}`); - } - const uuid = Editor.assetdb.urlToUuid(path); - let meta = Editor.assetdb.loadMeta(uuid); - - // Fallback: 如果 Editor.assetdb.loadMeta 失败 (API 偶尔不稳定),尝试直接读取文件系统中的 .meta 文件 - if (!meta) { - try { - const fspath = Editor.assetdb.urlToFspath(path); - const metaPath = fspath + ".meta"; - if (fs.existsSync(metaPath)) { - const metaContent = fs.readFileSync(metaPath, "utf-8"); - meta = JSON.parse(metaContent); - addLog("info", `[manage_texture] Loaded meta from fs fallback: ${metaPath}`); - } - } catch (e) { - addLog("warn", `[manage_texture] Meta fs fallback failed: ${e.message}`); - } - } - - if (!meta) { - return callback(`加载资源 Meta 失败: ${path}`); - } - - let changed = false; - if (properties) { - // 更新类型 - if (properties.type) { - if (meta.type !== properties.type) { - meta.type = properties.type; - changed = true; - } - } - - // 更新 9-slice border - if (properties.border) { - // 确保类型是 sprite - if (meta.type !== "sprite") { - meta.type = "sprite"; - changed = true; - } - - // 找到 SubMeta - // Cocos Meta 结构: { subMetas: { "textureName": { ... } } } - // 注意:Cocos 2.x 的 meta 结构因版本而异,旧版可能使用 border: [t, b, l, r] 数组, - // 而新版 (如 2.3.x+) 通常使用 borderTop, borderBottom 等独立字段。 - // 此处逻辑实现了兼容性处理。 - const subKeys = Object.keys(meta.subMetas); - if (subKeys.length > 0) { - const subMeta = meta.subMetas[subKeys[0]]; - const newBorder = properties.border; // [top, bottom, left, right] - - // 方式 1: standard array style - if (subMeta.border !== undefined) { - const oldBorder = subMeta.border; - if ( - !oldBorder || - oldBorder[0] !== newBorder[0] || - oldBorder[1] !== newBorder[1] || - oldBorder[2] !== newBorder[2] || - oldBorder[3] !== newBorder[3] - ) { - subMeta.border = newBorder; - changed = true; - } - } - // 方式 2: individual fields style (common in 2.3.x) - else if (subMeta.borderTop !== undefined) { - // top, bottom, left, right - if ( - subMeta.borderTop !== newBorder[0] || - subMeta.borderBottom !== newBorder[1] || - subMeta.borderLeft !== newBorder[2] || - subMeta.borderRight !== newBorder[3] - ) { - subMeta.borderTop = newBorder[0]; - subMeta.borderBottom = newBorder[1]; - subMeta.borderLeft = newBorder[2]; - subMeta.borderRight = newBorder[3]; - changed = true; - } - } - // 方式 3: 如果都没有,尝试写入 individual fields - else { - subMeta.borderTop = newBorder[0]; - subMeta.borderBottom = newBorder[1]; - subMeta.borderLeft = newBorder[2]; - subMeta.borderRight = newBorder[3]; - changed = true; - } - } - } - } - - if (changed) { - // 使用 saveMeta 或者 fs 写入 - // 为了安全,如果 loadMeta 失败了,safeMeta 可能也会失败,所以这里尽量用 API,不行再 fallback (暂且只用 API) - Editor.assetdb.saveMeta(uuid, JSON.stringify(meta), (err) => { - if (err) return callback(`保存 Meta 失败: ${err}`); - callback(null, `纹理已更新: ${path}`); - }); - } else { - callback(null, `资源不需要更新: ${path}`); - } - break; - default: - callback(`未知的纹理操作类型: ${action}`); - break; - } - }, - - /** - * 对文件应用一系列精确的文本编辑操作 - * @param {Object} args 参数 - * @param {Function} callback 完成回调 - */ - applyTextEdits(args, callback) { - const { filePath, edits } = args; - - // 1. 获取文件系统路径 - const fspath = Editor.assetdb.urlToFspath(filePath); - if (!fspath) { - return callback(`找不到文件或 URL 无效: ${filePath}`); - } - - const fs = require("fs"); - if (!fs.existsSync(fspath)) { - return callback(`文件不存在: ${fspath}`); - } - - try { - // 2. 读取 - let updatedContent = fs.readFileSync(fspath, "utf-8"); - - // 3. 应用编辑 - // 必须按倒序应用编辑,否则后续编辑的位置会偏移 (假设edits未排序,这里简单处理,实际上LSP通常建议客户端倒序应用或计算偏移) - // 这里假设edits已经按照位置排序或者用户负责,如果需要严谨,应先按 start/position 倒序排序 - // 简单排序保险: - const sortedEdits = [...edits].sort((a, b) => { - const posA = a.position !== undefined ? a.position : a.start; - const posB = b.position !== undefined ? b.position : b.start; - return posB - posA; // 从大到小 - }); - - sortedEdits.forEach((edit) => { - switch (edit.type) { - case "insert": - updatedContent = - updatedContent.slice(0, edit.position) + edit.text + updatedContent.slice(edit.position); - break; - case "delete": - updatedContent = updatedContent.slice(0, edit.start) + updatedContent.slice(edit.end); - break; - case "replace": - updatedContent = - updatedContent.slice(0, edit.start) + edit.text + updatedContent.slice(edit.end); - break; - } - }); - - // 4. 写入 - fs.writeFileSync(fspath, updatedContent, "utf-8"); - - // 5. 通知编辑器资源变化 (重要) - Editor.assetdb.refresh(filePath, (err) => { - if (err) addLog("warn", `刷新失败 ${filePath}: ${err}`); - callback(null, `文本编辑已应用: ${filePath}`); - }); - } catch (err) { - callback(`操作失败: ${err.message}`); - } - }, - - // 读取控制台 - readConsole(args, callback) { - const { limit, type } = args; - let filteredOutput = logBuffer; - - if (type) { - // [优化] 支持别名映射 - const targetType = type === "log" ? "info" : type; - filteredOutput = filteredOutput.filter((item) => item.type === targetType); - } - - if (limit) { - filteredOutput = filteredOutput.slice(-limit); - } - - callback(null, filteredOutput); - }, - - /** - * 执行编辑器菜单项 - * @param {Object} args 参数 (menuPath) - * @param {Function} callback 完成回调 - */ - executeMenuItem(args, callback) { - const { menuPath } = args; - if (!menuPath) { - return callback("菜单路径是必填项"); - } - addLog("info", `执行菜单项: ${menuPath}`); - - // 菜单项映射表 (Cocos Creator 2.4.x IPC) - // 参考: IPC_MESSAGES.md - const menuMap = { - "File/New Scene": "scene:new-scene", - "File/Save Scene": "scene:stash-and-save", - "File/Save": "scene:stash-and-save", // 别名 - "Edit/Undo": "scene:undo", - "Edit/Redo": "scene:redo", - "Edit/Delete": "scene:delete-nodes", - Delete: "scene:delete-nodes", - delete: "scene:delete-nodes", - }; - - // 特殊处理 delete-node:UUID 格式 - if (menuPath.startsWith("delete-node:")) { - const uuid = menuPath.split(":")[1]; - if (uuid) { - callSceneScriptWithTimeout("mcp-bridge", "delete-node", { uuid }, (err, result) => { - if (err) callback(err); - else callback(null, result || `节点 ${uuid} 已通过场景脚本删除`); - }); - return; - } - } - - if (menuMap[menuPath]) { - const ipcMsg = menuMap[menuPath]; - try { - // 获取当前选中的节点进行删除(如果该消息是删除操作) - if (ipcMsg === "scene:delete-nodes") { - const selection = Editor.Selection.curSelection("node"); - if (selection.length > 0) { - Editor.Ipc.sendToMain(ipcMsg, selection); - callback(null, `菜单动作已触发: ${menuPath} -> ${ipcMsg} (影响 ${selection.length} 个节点)`); - } else { - callback("没有选中任何节点进行删除"); - } - } else { - Editor.Ipc.sendToMain(ipcMsg); - callback(null, `菜单动作已触发: ${menuPath} -> ${ipcMsg}`); - } - } catch (err) { - callback(`执行 IPC ${ipcMsg} 失败: ${err.message}`); - } - } else { - // 对于未在映射表中的菜单,尝试通用的 menu:click (虽然不一定有效) - // 或者直接返回不支持的警告 - addLog("warn", `支持映射表中找不到菜单项 '${menuPath}'。尝试通过旧版模式执行。`); - - // 尝试通用调用 - try { - // 注意:Cocos Creator 2.x 的 menu:click 通常需要 Electron 菜单 ID,而不只是路径 - // 这里做个尽力而为的尝试 - Editor.Ipc.sendToMain("menu:click", menuPath); - callback(null, `通用菜单动作已发送: ${menuPath} (仅支持项保证成功)`); - } catch (e) { - callback(`执行菜单项失败: ${menuPath}`); - } - } - }, - - /** - * 验证脚本文件的语法或基础结构 - * @param {Object} args 参数 (filePath) - * @param {Function} callback 完成回调 - */ - validateScript(args, callback) { - const { filePath } = args; - - // 1. 获取文件系统路径 - const fspath = Editor.assetdb.urlToFspath(filePath); - if (!fspath) { - return callback(`找不到文件或 URL 无效: ${filePath}`); - } - - // 2. 检查文件是否存在 - if (!fs.existsSync(fspath)) { - return callback(`文件不存在: ${fspath}`); - } - - // 3. 读取内容并验证 - try { - const content = fs.readFileSync(fspath, "utf-8"); - - // 检查空文件 - if (!content || content.trim().length === 0) { - return callback(null, { valid: false, message: "脚本内容为空" }); - } - - // 对于 JavaScript 脚本,使用 Function 构造器进行语法验证 - if (filePath.endsWith(".js")) { - const wrapper = `(function() { ${content} })`; - try { - new Function(wrapper); - callback(null, { valid: true, message: "JavaScript 语法验证通过" }); - } catch (syntaxErr) { - return callback(null, { valid: false, message: syntaxErr.message }); - } - } - // 对于 TypeScript,由于没有内置 TS 编译器,我们进行基础的"防呆"检查 - // 并明确告知用户无法进行完整编译验证 - else if (filePath.endsWith(".ts")) { - // 简单的正则表达式检查:是否有非法字符或明显错误结构 (示例) - // 这里暂时只做简单的括号匹配检查或直接通过,但给出一个 Warning - - // 检查是否有 class 定义 (简单的启发式检查) - if ( - !content.includes("class ") && - !content.includes("interface ") && - !content.includes("enum ") && - !content.includes("export ") - ) { - return callback(null, { - valid: true, - message: - "警告: TypeScript 文件似乎缺少标准定义 (class/interface/export),但由于缺少编译器,已跳过基础语法检查。", - }); - } - - callback(null, { - valid: true, - message: "TypeScript 基础检查通过。(完整编译验证需要通过编辑器构建流程)", - }); - } else { - callback(null, { valid: true, message: "未知的脚本类型,跳过验证。" }); - } - } catch (err) { - callback(null, { valid: false, message: `读取错误: ${err.message}` }); - } - }, - // 暴露给 MCP 或面板的 API 封装 - messages: { - "scan-ipc-messages"(event) { - try { - const msgs = IpcManager.getIpcMessages(); - if (event.reply) event.reply(null, msgs); - } catch (e) { - if (event.reply) event.reply(e.message); - } - }, - "test-ipc-message"(event, args) { - const { name, params } = args; - IpcManager.testIpcMessage(name, params).then((result) => { - if (event.reply) event.reply(null, result); - }); - }, - "open-test-panel"() { - Editor.Panel.open("mcp-bridge"); - }, - - "toggle-server"(event, port) { - if (serverConfig.active) this.stopServer(); - else { - // 用户手动启动时,保存偏好端口 - this.getProfile().set("last-port", port); - this.getProfile().save(); - this.startServer(port); - } - }, - "clear-logs"() { - logBuffer = []; - addLog("info", "日志已清理"); - }, - - // 修改场景中的节点(需要通过 scene-script) - "set-node-property"(event, args) { - addLog("mcp", `设置节点属性: ${args.name} (${args.type})`); - // 确保第一个参数 'mcp-bridge' 和 package.json 的 name 一致 - Editor.Scene.callSceneScript("mcp-bridge", "set-property", args, (err, result) => { - if (err) { - Editor.error("Scene Script Error:", err); - } - if (event && event.reply) { - event.reply(err, result); - } - }); - }, - "create-node"(event, args) { - addLog("mcp", `创建节点: ${args.name} (${args.type})`); - Editor.Scene.callSceneScript("mcp-bridge", "create-node", args, (err, result) => { - if (err) addLog("error", `创建节点失败: ${err}`); - else addLog("success", `节点已创建: ${result}`); - event.reply(err, result); - }); - }, - "get-server-state"(event) { - let profile = this.getProfile(); - event.reply(null, { - config: serverConfig, - logs: logBuffer, - autoStart: profile.get("auto-start"), // 返回自动启动状态 - }); - }, - - "set-auto-start"(event, value) { - this.getProfile().set("auto-start", value); - this.getProfile().save(); - addLog("info", `自动启动已设置为: ${value}`); - }, - - "inspect-apis"() { - addLog("info", "[API 检查器] 开始深度分析..."); - - // 获取函数参数的辅助函数 - const getArgs = (func) => { - try { - const str = func.toString(); - const match = str.match(/function\s.*?\(([^)]*)\)/) || str.match(/.*?\(([^)]*)\)/); - if (match) { - return match[1] - .split(",") - .map((arg) => arg.trim()) - .filter((a) => a) - .join(", "); - } - return `${func.length} args`; - } catch (e) { - return "?"; - } - }; - - // 检查对象的辅助函数 - const inspectObj = (name, obj) => { - if (!obj) return { name, exists: false }; - const props = {}; - const proto = Object.getPrototypeOf(obj); - - // 组合自身属性和原型属性 - const allKeys = new Set([ - ...Object.getOwnPropertyNames(obj), - ...Object.getOwnPropertyNames(proto || {}), - ]); - - allKeys.forEach((key) => { - if (key.startsWith("_")) return; // 跳过私有属性 - try { - const val = obj[key]; - if (typeof val === "function") { - props[key] = `func(${getArgs(val)})`; - } else { - props[key] = typeof val; - } - } catch (e) {} - }); - return { name, exists: true, props }; - }; - - // 1. 检查标准对象 - const standardObjects = { - "Editor.assetdb": Editor.assetdb, - "Editor.Selection": Editor.Selection, - "Editor.Ipc": Editor.Ipc, - "Editor.Panel": Editor.Panel, - "Editor.Scene": Editor.Scene, - "Editor.Utils": Editor.Utils, - "Editor.remote": Editor.remote, - }; - - const report = {}; - Object.keys(standardObjects).forEach((key) => { - report[key] = inspectObj(key, standardObjects[key]); - }); - - // 2. 检查特定论坛提到的 API - const forumChecklist = [ - "Editor.assetdb.queryInfoByUuid", - "Editor.assetdb.assetInfoByUuid", - "Editor.assetdb.move", - "Editor.assetdb.createOrSave", - "Editor.assetdb.delete", - "Editor.assetdb.urlToUuid", - "Editor.assetdb.uuidToUrl", - "Editor.assetdb.fspathToUrl", - "Editor.assetdb.urlToFspath", - "Editor.remote.assetdb.uuidToUrl", - "Editor.Selection.select", - "Editor.Selection.clear", - "Editor.Selection.curSelection", - "Editor.Selection.curGlobalActivate", - ]; - - const checklistResults = {}; - forumChecklist.forEach((path) => { - const parts = path.split("."); - let curr = global; // 在主进程中,Editor 是全局的 - let exists = true; - for (const part of parts) { - if (curr && curr[part]) { - curr = curr[part]; - } else { - exists = false; - break; - } - } - checklistResults[path] = exists - ? typeof curr === "function" - ? `Available(${getArgs(curr)})` - : "Available" - : "Missing"; - }); - - addLog("info", `[API 检查器] 标准对象:\n${JSON.stringify(report, null, 2)}`); - addLog("info", `[API 检查器] 论坛核查清单:\n${JSON.stringify(checklistResults, null, 2)}`); - - // 3. 检查内置包 IPC 消息 - const ipcReport = {}; - const builtinPackages = ["scene", "builder", "assets"]; // 核心内置包 - const fs = require("fs"); - - builtinPackages.forEach((pkgName) => { - try { - const pkgPath = Editor.url(`packages://${pkgName}/package.json`); - if (pkgPath && fs.existsSync(pkgPath)) { - const pkgData = JSON.parse(fs.readFileSync(pkgPath, "utf-8")); - if (pkgData.messages) { - ipcReport[pkgName] = Object.keys(pkgData.messages); - } else { - ipcReport[pkgName] = "No messages defined"; - } - } else { - ipcReport[pkgName] = "Package path not found"; - } - } catch (e) { - ipcReport[pkgName] = `Error: ${e.message}`; - } - }); - - addLog("info", `[API 检查器] 内置包 IPC 消息:\n${JSON.stringify(ipcReport, null, 2)}`); - }, - }, - - /** - * 全局项目文件搜索 (支持正则表达式、文件名、目录名搜索) - * @param {Object} args 参数 - * @param {Function} callback 完成回调 - */ - searchProject(args, callback) { - const { query, useRegex, path: searchPath, matchType, extensions } = args; - - // 默认值 - const rootPathUrl = searchPath || "db://assets"; - const rootPath = Editor.assetdb.urlToFspath(rootPathUrl); - - if (!rootPath || !fs.existsSync(rootPath)) { - return callback(`无效的搜索路径: ${rootPathUrl}`); - } - - const mode = matchType || "content"; // content, file_name, dir_name - const validExtensions = extensions || [".js", ".ts", ".json", ".fire", ".prefab", ".xml", ".txt", ".md"]; - const results = []; - const MAX_RESULTS = 500; - - let regex = null; - if (useRegex) { - try { - regex = new RegExp(query); - } catch (e) { - return callback(`Invalid regex: ${e.message}`); - } - } - - const checkMatch = (text) => { - if (useRegex) return regex.test(text); - return text.includes(query); - }; - - try { - const walk = (dir) => { - if (results.length >= MAX_RESULTS) return; - - const list = fs.readdirSync(dir); - list.forEach((file) => { - if (results.length >= MAX_RESULTS) return; - - // 忽略隐藏文件和常用忽略目录 - if ( - file.startsWith(".") || - file === "node_modules" || - file === "bin" || - file === "local" || - file === "library" || - file === "temp" - ) - return; - - const filePath = pathModule.join(dir, file); - const stat = fs.statSync(filePath); - - if (stat && stat.isDirectory()) { - // 目录名搜索 - if (mode === "dir_name") { - if (checkMatch(file)) { - const relativePath = pathModule.relative( - Editor.assetdb.urlToFspath("db://assets"), - filePath, - ); - const dbPath = "db://assets/" + relativePath.split(pathModule.sep).join("/"); - results.push({ - filePath: dbPath, - type: "directory", - name: file, - }); - } - } - // 递归 - walk(filePath); - } else { - const ext = pathModule.extname(file).toLowerCase(); - - // 文件名搜索 - if (mode === "file_name") { - if (validExtensions && validExtensions.length > 0 && !validExtensions.includes(ext)) { - // 如果指定了后缀,则必须匹配 - // (Logic kept simple: if extensions provided, filter by them. If not provided, search all files or default list?) - // Let's stick to validExtensions for file_name search too to avoid noise, or maybe allow all if extensions is explicitly null? - // Schema default is null. Let's start with checkMatch(file) directly if no extensions provided. - // Actually validExtensions has a default list. Let's respect it if it was default, but for file_name maybe we want all? - // Let's use validExtensions only if mode is content. For file_name, usually we search everything unless filtered. - // But to be safe and consistent with previous find_in_file, let's respect validExtensions. - } - - // 简化逻辑:对文件名搜索,也检查后缀(如果用户未传则用默认列表) - if (validExtensions.includes(ext)) { - if (checkMatch(file)) { - const relativePath = pathModule.relative( - Editor.assetdb.urlToFspath("db://assets"), - filePath, - ); - const dbPath = "db://assets/" + relativePath.split(pathModule.sep).join("/"); - results.push({ - filePath: dbPath, - type: "file", - name: file, - }); - } - } - // 如果需要搜索非文本文件(如 .png),可以传入 extensions=['.png'] - } - - // 内容搜索 - else if (mode === "content") { - if (validExtensions.includes(ext)) { - try { - const content = fs.readFileSync(filePath, "utf8"); - const lines = content.split("\n"); - lines.forEach((line, index) => { - if (results.length >= MAX_RESULTS) return; - if (checkMatch(line)) { - const relativePath = pathModule.relative( - Editor.assetdb.urlToFspath("db://assets"), - filePath, - ); - const dbPath = - "db://assets/" + relativePath.split(pathModule.sep).join("/"); - results.push({ - filePath: dbPath, - line: index + 1, - content: line.trim(), - }); - } - }); - } catch (e) { - // Skip read error - } - } - } - } - }); - }; - - walk(rootPath); - callback(null, results); - } catch (err) { - callback(`项目搜索失败: ${err.message}`); - } - }, - - /** - * 管理撤销/重做操作及事务分组 - * @param {Object} args 参数 (action, description, id) - * @param {Function} callback 完成回调 - */ - manageUndo(args, callback) { - const { action, description } = args; - - try { - switch (action) { - case "undo": - Editor.Ipc.sendToPanel("scene", "scene:undo"); - callback(null, "撤销指令已执行"); - break; - case "redo": - Editor.Ipc.sendToPanel("scene", "scene:redo"); - callback(null, "重做指令已执行"); - break; - case "begin_group": - addLog("info", `开始撤销组: ${description || "MCP 动作"}`); - // 如果有参数包含 id,则记录该节点 - if (args.id) { - Editor.Ipc.sendToPanel("scene", "scene:undo-record", args.id); - } - callback(null, `撤销组已启动: ${description || "MCP 动作"}`); - break; - case "end_group": - Editor.Ipc.sendToPanel("scene", "scene:undo-commit"); - callback(null, "撤销组已提交"); - break; - case "cancel_group": - Editor.Ipc.sendToPanel("scene", "scene:undo-cancel"); - callback(null, "撤销组已取消"); - break; - default: - callback(`未知的撤销操作: ${action}`); - } - } catch (err) { - callback(`撤销操作失败: ${err.message}`); - } - }, - - /** - * 计算资源的 SHA-256 哈希值 - * @param {Object} args 参数 (path) - * @param {Function} callback 完成回调 - */ - getSha(args, callback) { - const { path: url } = args; - const fspath = Editor.assetdb.urlToFspath(url); - - if (!fspath || !fs.existsSync(fspath)) { - return callback(`找不到文件: ${url}`); - } - - try { - const fileBuffer = fs.readFileSync(fspath); - const hashSum = crypto.createHash("sha256"); - hashSum.update(fileBuffer); - const sha = hashSum.digest("hex"); - callback(null, { path: url, sha: sha }); - } catch (err) { - callback(`计算 SHA 失败: ${err.message}`); - } - }, - - /** - * 管理节点动画 (播放、停止、获取信息等) - * @param {Object} args 参数 - * @param {Function} callback 完成回调 - */ - manageAnimation(args, callback) { - // 转发给场景脚本处理 - callSceneScriptWithTimeout("mcp-bridge", "manage-animation", args, callback); - }, + Editor.assetdb.create(effectPath, content || defaultEffect, (err) => { + if (err) return callback(err); + Editor.assetdb.refresh(effectPath, (refreshErr) => { + callback(refreshErr, refreshErr ? null : `Effect 已创建: ${effectPath}`); + }); + }); + break; + + case "read": + if (!Editor.assetdb.exists(effectPath)) { + return callback(`找不到 Effect: ${effectPath}`); + } + const fspath = Editor.assetdb.urlToFspath(effectPath); + try { + const data = fs.readFileSync(fspath, "utf-8"); + callback(null, data); + } catch (e) { + callback(`读取 Effect 失败: ${e.message}`); + } + break; + + case "write": + if (!Editor.assetdb.exists(effectPath)) { + return callback(`Effect not found: ${effectPath}`); + } + const writeFsPath = Editor.assetdb.urlToFspath(effectPath); + try { + fs.writeFileSync(writeFsPath, content, "utf-8"); + Editor.assetdb.refresh(effectPath, (err) => { + callback(err, err ? null : `Effect 已更新: ${effectPath}`); + }); + } catch (e) { + callback(`更新 Effect 失败: ${e.message}`); + } + break; + + case "delete": + if (!Editor.assetdb.exists(effectPath)) { + return callback(`找不到 Effect: ${effectPath}`); + } + Editor.assetdb.delete([effectPath], (err) => { + callback(err, err ? null : `Effect 已删除: ${effectPath}`); + }); + break; + + case "get_info": + if (Editor.assetdb.exists(effectPath)) { + const uuid = Editor.assetdb.urlToUuid(effectPath); + const info = Editor.assetdb.assetInfoByUuid(uuid); + callback(null, info || { url: effectPath, uuid: uuid, exists: true }); + } else { + callback(`找不到 Effect: ${effectPath}`); + } + break; + + default: + callback(`Unknown shader action: ${action}`); + break; + } + }, + + // 管理材质 + manageMaterial(args, callback) { + const { action, path: matPath, properties = {} } = args; + + switch (action) { + case "create": + if (Editor.assetdb.exists(matPath)) { + return callback(`材质已存在: ${matPath}`); + } + // 确保父目录存在 + const absolutePath = Editor.assetdb.urlToFspath(matPath); + const dirPath = pathModule.dirname(absolutePath); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath, { recursive: true }); + } + + // 构造 Cocos 2.4.x 材质内容 + const materialData = { + __type__: "cc.Material", + _name: "", + _objFlags: 0, + _native: "", + _effectAsset: properties.shaderUuid ? { __uuid__: properties.shaderUuid } : null, + _techniqueIndex: 0, + _techniqueData: { + 0: { + defines: properties.defines || {}, + props: properties.uniforms || {}, + }, + }, + }; + + Editor.assetdb.create(matPath, JSON.stringify(materialData, null, 2), (err) => { + if (err) return callback(err); + Editor.assetdb.refresh(matPath, (refreshErr) => { + callback(refreshErr, refreshErr ? null : `材质已创建: ${matPath}`); + }); + }); + break; + + case "update": + if (!Editor.assetdb.exists(matPath)) { + return callback(`找不到材质: ${matPath}`); + } + const fspath = Editor.assetdb.urlToFspath(matPath); + try { + const content = fs.readFileSync(fspath, "utf-8"); + const matData = JSON.parse(content); + + // 确保结构存在 + if (!matData._techniqueData) matData._techniqueData = {}; + if (!matData._techniqueData["0"]) matData._techniqueData["0"] = {}; + const tech = matData._techniqueData["0"]; + + // 更新 Shader + if (properties.shaderUuid) { + matData._effectAsset = { __uuid__: properties.shaderUuid }; + } + + // 更新 Defines + if (properties.defines) { + tech.defines = Object.assign(tech.defines || {}, properties.defines); + } + + // 更新 Props/Uniforms + if (properties.uniforms) { + tech.props = Object.assign(tech.props || {}, properties.uniforms); + } + + fs.writeFileSync(fspath, JSON.stringify(matData, null, 2), "utf-8"); + Editor.assetdb.refresh(matPath, (err) => { + callback(err, err ? null : `材质已更新: ${matPath}`); + }); + } catch (e) { + callback(`更新材质失败: ${e.message}`); + } + break; + + case "delete": + if (!Editor.assetdb.exists(matPath)) { + return callback(`找不到材质: ${matPath}`); + } + Editor.assetdb.delete([matPath], (err) => { + callback(err, err ? null : `材质已删除: ${matPath}`); + }); + break; + + case "get_info": + if (Editor.assetdb.exists(matPath)) { + const uuid = Editor.assetdb.urlToUuid(matPath); + const info = Editor.assetdb.assetInfoByUuid(uuid); + callback(null, info || { url: matPath, uuid: uuid, exists: true }); + } else { + callback(`找不到材质: ${matPath}`); + } + break; + + default: + callback(`Unknown material action: ${action}`); + break; + } + }, + + // 管理纹理 + manageTexture(args, callback) { + const { action, path, properties } = args; + + switch (action) { + case "create": + if (Editor.assetdb.exists(path)) { + return callback(`纹理已存在: ${path}`); + } + // 确保父目录存在 + const absolutePath = Editor.assetdb.urlToFspath(path); + const dirPath = pathModule.dirname(absolutePath); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath, { recursive: true }); + } + + // 1. 准备文件内容 (优先使用 properties.content,否则使用默认 1x1) + let base64Data = + "iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mP8z8BQDwAEhQGAhKmMIQAAAABJRU5ErkJggg=="; + if (properties && properties.content) { + base64Data = properties.content; + } + const buffer = Buffer.from(base64Data, "base64"); + + try { + // 2. 写入物理文件 + fs.writeFileSync(absolutePath, buffer); + + // 3. 刷新该资源以生成 Meta + Editor.assetdb.refresh(path, (err, results) => { + if (err) return callback(err); + + // 4. 如果有 9-slice 设置,更新 Meta + if (properties && (properties.border || properties.type)) { + const uuid = Editor.assetdb.urlToUuid(path); + if (!uuid) return callback(null, `纹理已创建,但未能立即获取 UUID。`); + + // 稍微延迟确保 Meta 已生成 + setTimeout(() => { + const meta = Editor.assetdb.loadMeta(uuid); + if (meta) { + let changed = false; + if (properties.type) { + meta.type = properties.type; + changed = true; + } + + // 设置 9-slice (border) + // 注意:Cocos 2.4 纹理 Meta 中 subMetas 下通常有一个与纹理同名的 key (或者主要的一个 key) + if (properties.border) { + // 确保类型是 sprite + meta.type = "sprite"; + + // 找到 SpriteFrame 的 subMeta + const subKeys = Object.keys(meta.subMetas); + if (subKeys.length > 0) { + const subMeta = meta.subMetas[subKeys[0]]; + subMeta.border = properties.border; // [top, bottom, left, right] + changed = true; + } + } + + if (changed) { + Editor.assetdb.saveMeta(uuid, JSON.stringify(meta), (err) => { + if (err) Editor.warn(`保存资源 Meta 失败 ${path}: ${err}`); + callback(null, `纹理已创建并更新 Meta: ${path}`); + }); + return; + } + } + callback(null, `纹理已创建: ${path}`); + }, 100); + } else { + callback(null, `纹理已创建: ${path}`); + } + }); + } catch (e) { + callback(`写入纹理文件失败: ${e.message}`); + } + break; + case "delete": + if (!Editor.assetdb.exists(path)) { + return callback(`找不到纹理: ${path}`); + } + Editor.assetdb.delete([path], (err) => { + callback(err, err ? null : `纹理已删除: ${path}`); + }); + break; + case "get_info": + if (Editor.assetdb.exists(path)) { + const uuid = Editor.assetdb.urlToUuid(path); + const info = Editor.assetdb.assetInfoByUuid(uuid); + callback(null, info || { url: path, uuid: uuid, exists: true }); + } else { + callback(`找不到纹理: ${path}`); + } + break; + case "update": + if (!Editor.assetdb.exists(path)) { + return callback(`找不到纹理: ${path}`); + } + const uuid = Editor.assetdb.urlToUuid(path); + let meta = Editor.assetdb.loadMeta(uuid); + + // Fallback: 如果 Editor.assetdb.loadMeta 失败 (API 偶尔不稳定),尝试直接读取文件系统中的 .meta 文件 + if (!meta) { + try { + const fspath = Editor.assetdb.urlToFspath(path); + const metaPath = fspath + ".meta"; + if (fs.existsSync(metaPath)) { + const metaContent = fs.readFileSync(metaPath, "utf-8"); + meta = JSON.parse(metaContent); + addLog("info", `[manage_texture] Loaded meta from fs fallback: ${metaPath}`); + } + } catch (e) { + addLog("warn", `[manage_texture] Meta fs fallback failed: ${e.message}`); + } + } + + if (!meta) { + return callback(`加载资源 Meta 失败: ${path}`); + } + + let changed = false; + if (properties) { + // 更新类型 + if (properties.type) { + if (meta.type !== properties.type) { + meta.type = properties.type; + changed = true; + } + } + + // 更新 9-slice border + if (properties.border) { + // 确保类型是 sprite + if (meta.type !== "sprite") { + meta.type = "sprite"; + changed = true; + } + + // 找到 SubMeta + // Cocos Meta 结构: { subMetas: { "textureName": { ... } } } + // 注意:Cocos 2.x 的 meta 结构因版本而异,旧版可能使用 border: [t, b, l, r] 数组, + // 而新版 (如 2.3.x+) 通常使用 borderTop, borderBottom 等独立字段。 + // 此处逻辑实现了兼容性处理。 + const subKeys = Object.keys(meta.subMetas); + if (subKeys.length > 0) { + const subMeta = meta.subMetas[subKeys[0]]; + const newBorder = properties.border; // [top, bottom, left, right] + + // 方式 1: standard array style + if (subMeta.border !== undefined) { + const oldBorder = subMeta.border; + if ( + !oldBorder || + oldBorder[0] !== newBorder[0] || + oldBorder[1] !== newBorder[1] || + oldBorder[2] !== newBorder[2] || + oldBorder[3] !== newBorder[3] + ) { + subMeta.border = newBorder; + changed = true; + } + } + // 方式 2: individual fields style (common in 2.3.x) + else if (subMeta.borderTop !== undefined) { + // top, bottom, left, right + if ( + subMeta.borderTop !== newBorder[0] || + subMeta.borderBottom !== newBorder[1] || + subMeta.borderLeft !== newBorder[2] || + subMeta.borderRight !== newBorder[3] + ) { + subMeta.borderTop = newBorder[0]; + subMeta.borderBottom = newBorder[1]; + subMeta.borderLeft = newBorder[2]; + subMeta.borderRight = newBorder[3]; + changed = true; + } + } + // 方式 3: 如果都没有,尝试写入 individual fields + else { + subMeta.borderTop = newBorder[0]; + subMeta.borderBottom = newBorder[1]; + subMeta.borderLeft = newBorder[2]; + subMeta.borderRight = newBorder[3]; + changed = true; + } + } + } + } + + if (changed) { + // 使用 saveMeta 或者 fs 写入 + // 为了安全,如果 loadMeta 失败了,safeMeta 可能也会失败,所以这里尽量用 API,不行再 fallback (暂且只用 API) + Editor.assetdb.saveMeta(uuid, JSON.stringify(meta), (err) => { + if (err) return callback(`保存 Meta 失败: ${err}`); + callback(null, `纹理已更新: ${path}`); + }); + } else { + callback(null, `资源不需要更新: ${path}`); + } + break; + default: + callback(`未知的纹理操作类型: ${action}`); + break; + } + }, + + /** + * 对文件应用一系列精确的文本编辑操作 + * @param {Object} args 参数 + * @param {Function} callback 完成回调 + */ + applyTextEdits(args, callback) { + const { filePath, edits } = args; + + // 1. 获取文件系统路径 + const fspath = Editor.assetdb.urlToFspath(filePath); + if (!fspath) { + return callback(`找不到文件或 URL 无效: ${filePath}`); + } + + const fs = require("fs"); + if (!fs.existsSync(fspath)) { + return callback(`文件不存在: ${fspath}`); + } + + try { + // 2. 读取 + let updatedContent = fs.readFileSync(fspath, "utf-8"); + + // 3. 应用编辑 + // 必须按倒序应用编辑,否则后续编辑的位置会偏移 (假设edits未排序,这里简单处理,实际上LSP通常建议客户端倒序应用或计算偏移) + // 这里假设edits已经按照位置排序或者用户负责,如果需要严谨,应先按 start/position 倒序排序 + // 简单排序保险: + const sortedEdits = [...edits].sort((a, b) => { + const posA = a.position !== undefined ? a.position : a.start; + const posB = b.position !== undefined ? b.position : b.start; + return posB - posA; // 从大到小 + }); + + sortedEdits.forEach((edit) => { + switch (edit.type) { + case "insert": + updatedContent = + updatedContent.slice(0, edit.position) + edit.text + updatedContent.slice(edit.position); + break; + case "delete": + updatedContent = updatedContent.slice(0, edit.start) + updatedContent.slice(edit.end); + break; + case "replace": + updatedContent = + updatedContent.slice(0, edit.start) + edit.text + updatedContent.slice(edit.end); + break; + } + }); + + // 4. 写入 + fs.writeFileSync(fspath, updatedContent, "utf-8"); + + // 5. 通知编辑器资源变化 (重要) + Editor.assetdb.refresh(filePath, (err) => { + if (err) addLog("warn", `刷新失败 ${filePath}: ${err}`); + callback(null, `文本编辑已应用: ${filePath}`); + }); + } catch (err) { + callback(`操作失败: ${err.message}`); + } + }, + + // 读取控制台 + readConsole(args, callback) { + const { limit, type } = args; + let filteredOutput = logBuffer; + + if (type) { + // [优化] 支持别名映射 + const targetType = type === "log" ? "info" : type; + filteredOutput = filteredOutput.filter((item) => item.type === targetType); + } + + if (limit) { + filteredOutput = filteredOutput.slice(-limit); + } + + callback(null, filteredOutput); + }, + + /** + * 执行编辑器菜单项 + * @param {Object} args 参数 (menuPath) + * @param {Function} callback 完成回调 + */ + executeMenuItem(args, callback) { + const { menuPath } = args; + if (!menuPath) { + return callback("菜单路径是必填项"); + } + addLog("info", `执行菜单项: ${menuPath}`); + + // 菜单项映射表 (Cocos Creator 2.4.x IPC) + // 参考: IPC_MESSAGES.md + const menuMap = { + "File/New Scene": "scene:new-scene", + "File/Save Scene": "scene:stash-and-save", + "File/Save": "scene:stash-and-save", // 别名 + "Edit/Undo": "scene:undo", + "Edit/Redo": "scene:redo", + "Edit/Delete": "scene:delete-nodes", + Delete: "scene:delete-nodes", + delete: "scene:delete-nodes", + }; + + // 特殊处理 delete-node:UUID 格式 + if (menuPath.startsWith("delete-node:")) { + const uuid = menuPath.split(":")[1]; + if (uuid) { + callSceneScriptWithTimeout("mcp-bridge", "delete-node", { uuid }, (err, result) => { + if (err) callback(err); + else callback(null, result || `节点 ${uuid} 已通过场景脚本删除`); + }); + return; + } + } + + if (menuMap[menuPath]) { + const ipcMsg = menuMap[menuPath]; + try { + // 获取当前选中的节点进行删除(如果该消息是删除操作) + if (ipcMsg === "scene:delete-nodes") { + const selection = Editor.Selection.curSelection("node"); + if (selection.length > 0) { + Editor.Ipc.sendToMain(ipcMsg, selection); + callback(null, `菜单动作已触发: ${menuPath} -> ${ipcMsg} (影响 ${selection.length} 个节点)`); + } else { + callback("没有选中任何节点进行删除"); + } + } else { + Editor.Ipc.sendToMain(ipcMsg); + callback(null, `菜单动作已触发: ${menuPath} -> ${ipcMsg}`); + } + } catch (err) { + callback(`执行 IPC ${ipcMsg} 失败: ${err.message}`); + } + } else { + // 对于未在映射表中的菜单,尝试通用的 menu:click (虽然不一定有效) + // 或者直接返回不支持的警告 + addLog("warn", `支持映射表中找不到菜单项 '${menuPath}'。尝试通过旧版模式执行。`); + + // 尝试通用调用 + try { + // 注意:Cocos Creator 2.x 的 menu:click 通常需要 Electron 菜单 ID,而不只是路径 + // 这里做个尽力而为的尝试 + Editor.Ipc.sendToMain("menu:click", menuPath); + callback(null, `通用菜单动作已发送: ${menuPath} (仅支持项保证成功)`); + } catch (e) { + callback(`执行菜单项失败: ${menuPath}`); + } + } + }, + + /** + * 验证脚本文件的语法或基础结构 + * @param {Object} args 参数 (filePath) + * @param {Function} callback 完成回调 + */ + validateScript(args, callback) { + const { filePath } = args; + + // 1. 获取文件系统路径 + const fspath = Editor.assetdb.urlToFspath(filePath); + if (!fspath) { + return callback(`找不到文件或 URL 无效: ${filePath}`); + } + + // 2. 检查文件是否存在 + if (!fs.existsSync(fspath)) { + return callback(`文件不存在: ${fspath}`); + } + + // 3. 读取内容并验证 + try { + const content = fs.readFileSync(fspath, "utf-8"); + + // 检查空文件 + if (!content || content.trim().length === 0) { + return callback(null, { valid: false, message: "脚本内容为空" }); + } + + // 对于 JavaScript 脚本,使用 Function 构造器进行语法验证 + if (filePath.endsWith(".js")) { + const wrapper = `(function() { ${content} })`; + try { + new Function(wrapper); + callback(null, { valid: true, message: "JavaScript 语法验证通过" }); + } catch (syntaxErr) { + return callback(null, { valid: false, message: syntaxErr.message }); + } + } + // 对于 TypeScript,由于没有内置 TS 编译器,我们进行基础的"防呆"检查 + // 并明确告知用户无法进行完整编译验证 + else if (filePath.endsWith(".ts")) { + // 简单的正则表达式检查:是否有非法字符或明显错误结构 (示例) + // 这里暂时只做简单的括号匹配检查或直接通过,但给出一个 Warning + + // 检查是否有 class 定义 (简单的启发式检查) + if ( + !content.includes("class ") && + !content.includes("interface ") && + !content.includes("enum ") && + !content.includes("export ") + ) { + return callback(null, { + valid: true, + message: + "警告: TypeScript 文件似乎缺少标准定义 (class/interface/export),但由于缺少编译器,已跳过基础语法检查。", + }); + } + + callback(null, { + valid: true, + message: "TypeScript 基础检查通过。(完整编译验证需要通过编辑器构建流程)", + }); + } else { + callback(null, { valid: true, message: "未知的脚本类型,跳过验证。" }); + } + } catch (err) { + callback(null, { valid: false, message: `读取错误: ${err.message}` }); + } + }, + // 暴露给 MCP 或面板的 API 封装 + messages: { + "scan-ipc-messages"(event) { + try { + const msgs = IpcManager.getIpcMessages(); + if (event.reply) event.reply(null, msgs); + } catch (e) { + if (event.reply) event.reply(e.message); + } + }, + "test-ipc-message"(event, args) { + const { name, params } = args; + IpcManager.testIpcMessage(name, params).then((result) => { + if (event.reply) event.reply(null, result); + }); + }, + "open-test-panel"() { + Editor.Panel.open("mcp-bridge"); + }, + + "toggle-server"(event, port) { + if (serverConfig.active) this.stopServer(); + else { + // 用户手动启动时,保存偏好端口 + this.getProfile().set("last-port", port); + this.getProfile().save(); + this.startServer(port); + } + }, + "clear-logs"() { + logBuffer = []; + addLog("info", "日志已清理"); + }, + + // 修改场景中的节点(需要通过 scene-script) + "set-node-property"(event, args) { + addLog("mcp", `设置节点属性: ${args.name} (${args.type})`); + // 确保第一个参数 'mcp-bridge' 和 package.json 的 name 一致 + Editor.Scene.callSceneScript("mcp-bridge", "set-property", args, (err, result) => { + if (err) { + Editor.error("Scene Script Error:", err); + } + if (event && event.reply) { + event.reply(err, result); + } + }); + }, + "create-node"(event, args) { + addLog("mcp", `创建节点: ${args.name} (${args.type})`); + Editor.Scene.callSceneScript("mcp-bridge", "create-node", args, (err, result) => { + if (err) addLog("error", `创建节点失败: ${err}`); + else addLog("success", `节点已创建: ${result}`); + event.reply(err, result); + }); + }, + "get-server-state"(event) { + let profile = this.getProfile(); + event.reply(null, { + config: serverConfig, + logs: logBuffer, + autoStart: profile.get("auto-start"), // 返回自动启动状态 + }); + }, + + "set-auto-start"(event, value) { + this.getProfile().set("auto-start", value); + this.getProfile().save(); + addLog("info", `自动启动已设置为: ${value}`); + }, + + "inspect-apis"() { + addLog("info", "[API 检查器] 开始深度分析..."); + + // 获取函数参数的辅助函数 + const getArgs = (func) => { + try { + const str = func.toString(); + const match = str.match(/function\s.*?\(([^)]*)\)/) || str.match(/.*?\(([^)]*)\)/); + if (match) { + return match[1] + .split(",") + .map((arg) => arg.trim()) + .filter((a) => a) + .join(", "); + } + return `${func.length} args`; + } catch (e) { + return "?"; + } + }; + + // 检查对象的辅助函数 + const inspectObj = (name, obj) => { + if (!obj) return { name, exists: false }; + const props = {}; + const proto = Object.getPrototypeOf(obj); + + // 组合自身属性和原型属性 + const allKeys = new Set([ + ...Object.getOwnPropertyNames(obj), + ...Object.getOwnPropertyNames(proto || {}), + ]); + + allKeys.forEach((key) => { + if (key.startsWith("_")) return; // 跳过私有属性 + try { + const val = obj[key]; + if (typeof val === "function") { + props[key] = `func(${getArgs(val)})`; + } else { + props[key] = typeof val; + } + } catch (e) {} + }); + return { name, exists: true, props }; + }; + + // 1. 检查标准对象 + const standardObjects = { + "Editor.assetdb": Editor.assetdb, + "Editor.Selection": Editor.Selection, + "Editor.Ipc": Editor.Ipc, + "Editor.Panel": Editor.Panel, + "Editor.Scene": Editor.Scene, + "Editor.Utils": Editor.Utils, + "Editor.remote": Editor.remote, + }; + + const report = {}; + Object.keys(standardObjects).forEach((key) => { + report[key] = inspectObj(key, standardObjects[key]); + }); + + // 2. 检查特定论坛提到的 API + const forumChecklist = [ + "Editor.assetdb.queryInfoByUuid", + "Editor.assetdb.assetInfoByUuid", + "Editor.assetdb.move", + "Editor.assetdb.createOrSave", + "Editor.assetdb.delete", + "Editor.assetdb.urlToUuid", + "Editor.assetdb.uuidToUrl", + "Editor.assetdb.fspathToUrl", + "Editor.assetdb.urlToFspath", + "Editor.remote.assetdb.uuidToUrl", + "Editor.Selection.select", + "Editor.Selection.clear", + "Editor.Selection.curSelection", + "Editor.Selection.curGlobalActivate", + ]; + + const checklistResults = {}; + forumChecklist.forEach((path) => { + const parts = path.split("."); + let curr = global; // 在主进程中,Editor 是全局的 + let exists = true; + for (const part of parts) { + if (curr && curr[part]) { + curr = curr[part]; + } else { + exists = false; + break; + } + } + checklistResults[path] = exists + ? typeof curr === "function" + ? `Available(${getArgs(curr)})` + : "Available" + : "Missing"; + }); + + addLog("info", `[API 检查器] 标准对象:\n${JSON.stringify(report, null, 2)}`); + addLog("info", `[API 检查器] 论坛核查清单:\n${JSON.stringify(checklistResults, null, 2)}`); + + // 3. 检查内置包 IPC 消息 + const ipcReport = {}; + const builtinPackages = ["scene", "builder", "assets"]; // 核心内置包 + const fs = require("fs"); + + builtinPackages.forEach((pkgName) => { + try { + const pkgPath = Editor.url(`packages://${pkgName}/package.json`); + if (pkgPath && fs.existsSync(pkgPath)) { + const pkgData = JSON.parse(fs.readFileSync(pkgPath, "utf-8")); + if (pkgData.messages) { + ipcReport[pkgName] = Object.keys(pkgData.messages); + } else { + ipcReport[pkgName] = "No messages defined"; + } + } else { + ipcReport[pkgName] = "Package path not found"; + } + } catch (e) { + ipcReport[pkgName] = `Error: ${e.message}`; + } + }); + + addLog("info", `[API 检查器] 内置包 IPC 消息:\n${JSON.stringify(ipcReport, null, 2)}`); + }, + }, + + /** + * 全局项目文件搜索 (支持正则表达式、文件名、目录名搜索) + * @param {Object} args 参数 + * @param {Function} callback 完成回调 + */ + searchProject(args, callback) { + const { query, useRegex, path: searchPath, matchType, extensions } = args; + + // 默认值 + const rootPathUrl = searchPath || "db://assets"; + const rootPath = Editor.assetdb.urlToFspath(rootPathUrl); + + if (!rootPath || !fs.existsSync(rootPath)) { + return callback(`无效的搜索路径: ${rootPathUrl}`); + } + + const mode = matchType || "content"; // content, file_name, dir_name + const validExtensions = extensions || [".js", ".ts", ".json", ".fire", ".prefab", ".xml", ".txt", ".md"]; + const results = []; + const MAX_RESULTS = 500; + + let regex = null; + if (useRegex) { + try { + regex = new RegExp(query); + } catch (e) { + return callback(`Invalid regex: ${e.message}`); + } + } + + const checkMatch = (text) => { + if (useRegex) return regex.test(text); + return text.includes(query); + }; + + try { + const walk = (dir) => { + if (results.length >= MAX_RESULTS) return; + + const list = fs.readdirSync(dir); + list.forEach((file) => { + if (results.length >= MAX_RESULTS) return; + + // 忽略隐藏文件和常用忽略目录 + if ( + file.startsWith(".") || + file === "node_modules" || + file === "bin" || + file === "local" || + file === "library" || + file === "temp" + ) + return; + + const filePath = pathModule.join(dir, file); + const stat = fs.statSync(filePath); + + if (stat && stat.isDirectory()) { + // 目录名搜索 + if (mode === "dir_name") { + if (checkMatch(file)) { + const relativePath = pathModule.relative( + Editor.assetdb.urlToFspath("db://assets"), + filePath, + ); + const dbPath = "db://assets/" + relativePath.split(pathModule.sep).join("/"); + results.push({ + filePath: dbPath, + type: "directory", + name: file, + }); + } + } + // 递归 + walk(filePath); + } else { + const ext = pathModule.extname(file).toLowerCase(); + + // 文件名搜索 + if (mode === "file_name") { + if (validExtensions && validExtensions.length > 0 && !validExtensions.includes(ext)) { + // 如果指定了后缀,则必须匹配 + // (Logic kept simple: if extensions provided, filter by them. If not provided, search all files or default list?) + // Let's stick to validExtensions for file_name search too to avoid noise, or maybe allow all if extensions is explicitly null? + // Schema default is null. Let's start with checkMatch(file) directly if no extensions provided. + // Actually validExtensions has a default list. Let's respect it if it was default, but for file_name maybe we want all? + // Let's use validExtensions only if mode is content. For file_name, usually we search everything unless filtered. + // But to be safe and consistent with previous find_in_file, let's respect validExtensions. + } + + // 简化逻辑:对文件名搜索,也检查后缀(如果用户未传则用默认列表) + if (validExtensions.includes(ext)) { + if (checkMatch(file)) { + const relativePath = pathModule.relative( + Editor.assetdb.urlToFspath("db://assets"), + filePath, + ); + const dbPath = "db://assets/" + relativePath.split(pathModule.sep).join("/"); + results.push({ + filePath: dbPath, + type: "file", + name: file, + }); + } + } + // 如果需要搜索非文本文件(如 .png),可以传入 extensions=['.png'] + } + + // 内容搜索 + else if (mode === "content") { + if (validExtensions.includes(ext)) { + try { + const content = fs.readFileSync(filePath, "utf8"); + const lines = content.split("\n"); + lines.forEach((line, index) => { + if (results.length >= MAX_RESULTS) return; + if (checkMatch(line)) { + const relativePath = pathModule.relative( + Editor.assetdb.urlToFspath("db://assets"), + filePath, + ); + const dbPath = + "db://assets/" + relativePath.split(pathModule.sep).join("/"); + results.push({ + filePath: dbPath, + line: index + 1, + content: line.trim(), + }); + } + }); + } catch (e) { + // Skip read error + } + } + } + } + }); + }; + + walk(rootPath); + callback(null, results); + } catch (err) { + callback(`项目搜索失败: ${err.message}`); + } + }, + + /** + * 管理撤销/重做操作及事务分组 + * @param {Object} args 参数 (action, description, id) + * @param {Function} callback 完成回调 + */ + manageUndo(args, callback) { + const { action, description } = args; + + try { + switch (action) { + case "undo": + Editor.Ipc.sendToPanel("scene", "scene:undo"); + callback(null, "撤销指令已执行"); + break; + case "redo": + Editor.Ipc.sendToPanel("scene", "scene:redo"); + callback(null, "重做指令已执行"); + break; + case "begin_group": + addLog("info", `开始撤销组: ${description || "MCP 动作"}`); + // 如果有参数包含 id,则记录该节点 + if (args.id) { + Editor.Ipc.sendToPanel("scene", "scene:undo-record", args.id); + } + callback(null, `撤销组已启动: ${description || "MCP 动作"}`); + break; + case "end_group": + Editor.Ipc.sendToPanel("scene", "scene:undo-commit"); + callback(null, "撤销组已提交"); + break; + case "cancel_group": + Editor.Ipc.sendToPanel("scene", "scene:undo-cancel"); + callback(null, "撤销组已取消"); + break; + default: + callback(`未知的撤销操作: ${action}`); + } + } catch (err) { + callback(`撤销操作失败: ${err.message}`); + } + }, + + /** + * 计算资源的 SHA-256 哈希值 + * @param {Object} args 参数 (path) + * @param {Function} callback 完成回调 + */ + getSha(args, callback) { + const { path: url } = args; + const fspath = Editor.assetdb.urlToFspath(url); + + if (!fspath || !fs.existsSync(fspath)) { + return callback(`找不到文件: ${url}`); + } + + try { + const fileBuffer = fs.readFileSync(fspath); + const hashSum = crypto.createHash("sha256"); + hashSum.update(fileBuffer); + const sha = hashSum.digest("hex"); + callback(null, { path: url, sha: sha }); + } catch (err) { + callback(`计算 SHA 失败: ${err.message}`); + } + }, + + /** + * 管理节点动画 (播放、停止、获取信息等) + * @param {Object} args 参数 + * @param {Function} callback 完成回调 + */ + manageAnimation(args, callback) { + // 转发给场景脚本处理 + callSceneScriptWithTimeout("mcp-bridge", "manage-animation", args, callback); + }, }; diff --git a/scene-script.js b/scene-script.js index 378d9fd..a507ef4 100644 --- a/scene-script.js +++ b/scene-script.js @@ -6,1126 +6,1138 @@ * @returns {cc.Node | null} 找到的节点对象或 null */ const findNode = (id) => { - if (!id) return null; - let node = cc.engine.getInstanceById(id); - if (!node && typeof Editor !== "undefined" && Editor.Utils && Editor.Utils.UuidUtils) { - // 如果直接查不到,尝试对可能是压缩格式的 ID 进行解压后再次查找 - try { - const decompressed = Editor.Utils.UuidUtils.decompressUuid(id); - if (decompressed !== id) { - node = cc.engine.getInstanceById(decompressed); - } - } catch (e) { - // 忽略转换错误 - } - } - return node; + if (!id) return null; + let node = cc.engine.getInstanceById(id); + if (!node && typeof Editor !== "undefined" && Editor.Utils && Editor.Utils.UuidUtils) { + // 如果直接查不到,尝试对可能是压缩格式的 ID 进行解压后再次查找 + try { + const decompressed = Editor.Utils.UuidUtils.decompressUuid(id); + if (decompressed !== id) { + node = cc.engine.getInstanceById(decompressed); + } + } catch (e) { + // 忽略转换错误 + } + } + return node; }; module.exports = { - /** - * 修改节点的基础属性 - * @param {Object} event IPC 事件对象 - * @param {Object} args 参数 (id, path, value) - */ - "set-property": function (event, args) { - const { id, path, value } = args; - - // 1. 获取节点 - let node = findNode(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, `节点 ${id} 已更新为 ${value}`); - } - } else { - if (event.reply) { - event.reply(new Error("场景脚本:找不到节点 " + id)); - } - } - }, - /** - * 获取当前场景的完整层级树 - * @param {Object} event IPC 事件对象 - * @param {Object} args 参数 (nodeId, depth, includeDetails) - */ - "get-hierarchy": function (event, args) { - const { nodeId = null, depth = 2, includeDetails = false } = args || {}; - const scene = cc.director.getScene(); - - let rootNode = scene; - if (nodeId) { - rootNode = findNode(nodeId); - if (!rootNode) { - if (event.reply) event.reply(new Error(`找不到指定的起始节点: ${nodeId}`)); - return; - } - } - - /** - * 递归遍历并序列化节点树 - * @param {cc.Node} node 目标节点 - * @param {number} currentDepth 当前深度 - * @returns {Object|null} 序列化后的节点数据 - */ - function dumpNodes(node, currentDepth) { - // 【优化】跳过编辑器内部的私有节点,减少数据量 - if (!node || !node.name || (typeof node.name === 'string' && (node.name.startsWith("Editor Scene") || node.name === "gizmoRoot"))) { - return null; - } - - let nodeData = { - name: node.name, - uuid: node.uuid, - childrenCount: node.childrenCount, - }; - - const comps = node._components || []; - - // 根据是否需要详情来决定附加哪些数据以节省 Token - if (includeDetails) { - nodeData.active = node.active; - nodeData.position = { x: Math.round(node.x), y: Math.round(node.y) }; - nodeData.scale = { x: node.scaleX, y: node.scaleY }; - nodeData.size = { width: node.width, height: node.height }; - nodeData.components = comps.map((c) => cc.js.getClassName(c)); - } else { - // 简略模式下如果存在组件,至少提供一个极简列表让 AI 知道节点的作用 - if (comps.length > 0) { - nodeData.components = comps.map(c => { - const parts = (cc.js.getClassName(c) || "").split('.'); - return parts[parts.length - 1]; // 只取类名,例如 cc.Sprite -> Sprite - }); - } - } - - // 如果未超出深度限制,继续递归子树 - if (currentDepth < depth && node.childrenCount > 0) { - nodeData.children = []; - for (let i = 0; i < node.childrenCount; i++) { - let childData = dumpNodes(node.children[i], currentDepth + 1); - if (childData) nodeData.children.push(childData); - } - } - - return nodeData; - } - - const hierarchy = dumpNodes(rootNode, 0); - if (event.reply) event.reply(null, hierarchy); - }, - - /** - * 批量更新节点的变换信息 (坐标、缩放、颜色) - * @param {Object} event IPC 事件对象 - * @param {Object} args 参数 (id, x, y, scaleX, scaleY, color) - */ - "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 = findNode(id); - - if (node) { - Editor.log(`[scene-script] 找到节点: ${node.name}, 当前坐标: (${node.x}, ${node.y})`); - - // 使用 scene:set-property 实现支持 Undo 的属性修改 - // 注意:IPC 消息需要发送到 'scene' 面板 - if (x !== undefined) { - Editor.Ipc.sendToPanel("scene", "scene:set-property", { - id, - path: "x", - type: "Number", - value: Number(x), - }); - } - if (y !== undefined) { - Editor.Ipc.sendToPanel("scene", "scene:set-property", { - id, - path: "y", - type: "Number", - value: Number(y), - }); - } - if (args.width !== undefined) { - Editor.Ipc.sendToPanel("scene", "scene:set-property", { - id, - path: "width", - type: "Number", - value: Number(args.width), - }); - } - if (args.height !== undefined) { - Editor.Ipc.sendToPanel("scene", "scene:set-property", { - id, - path: "height", - type: "Number", - value: Number(args.height), - }); - } - if (scaleX !== undefined) { - Editor.Ipc.sendToPanel("scene", "scene:set-property", { - id, - path: "scaleX", - type: "Number", - value: Number(scaleX), - }); - } - if (scaleY !== undefined) { - Editor.Ipc.sendToPanel("scene", "scene:set-property", { - id, - path: "scaleY", - type: "Number", - value: Number(scaleY), - }); - } - if (color) { - const c = new cc.Color().fromHEX(color); - Editor.Ipc.sendToPanel("scene", "scene:set-property", { - id: id, - path: "color", - type: "Color", - value: { r: c.r, g: c.g, b: c.b, a: c.a }, - }); - } - - Editor.Ipc.sendToMain("scene:dirty"); - Editor.Ipc.sendToAll("scene:node-changed", { uuid: id }); - - Editor.log(`[scene-script] 更新完成。新坐标: (${node.x}, ${node.y})`); - if (event.reply) event.reply(null, "变换信息已更新"); - } else { - if (event.reply) event.reply(new Error("找不到节点")); - } - }, - /** - * 在场景中创建新节点 - * @param {Object} event IPC 事件对象 - * @param {Object} args 参数 (name, parentId, type) - */ - "create-node": function (event, args) { - const { name, parentId, type } = args; - const scene = cc.director.getScene(); - if (!scene) { - if (event.reply) event.reply(new Error("场景尚未准备好或正在加载。")); - 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 || "新建精灵节点"); - let sprite = newNode.addComponent(cc.Sprite); - // 设置为 CUSTOM 模式 - sprite.sizeMode = cc.Sprite.SizeMode.CUSTOM; - // 为精灵设置默认尺寸 - newNode.width = 100; - newNode.height = 100; - - // 加载引擎默认图做占位 - if (args.defaultSpriteUuid) { - cc.assetManager.loadAny(args.defaultSpriteUuid, (err, asset) => { - if (!err && (asset instanceof cc.SpriteFrame || asset instanceof cc.Texture2D)) { - sprite.spriteFrame = asset instanceof cc.SpriteFrame ? asset : new cc.SpriteFrame(asset); - Editor.Ipc.sendToMain("scene:dirty"); - } - }); - } - } else if (type === "button") { - newNode = new cc.Node(name || "新建按钮节点"); - let sprite = newNode.addComponent(cc.Sprite); - newNode.addComponent(cc.Button); - - // 设置为 CUSTOM 模式并应用按钮专用尺寸 - sprite.sizeMode = cc.Sprite.SizeMode.CUSTOM; - newNode.width = 150; - newNode.height = 50; - - // 设置稍暗的背景颜色 (#A0A0A0),以便于看清其上的文字 - newNode.color = new cc.Color(160, 160, 160); - - // 加载引擎默认图 - if (args.defaultSpriteUuid) { - cc.assetManager.loadAny(args.defaultSpriteUuid, (err, asset) => { - if (!err && (asset instanceof cc.SpriteFrame || asset instanceof cc.Texture2D)) { - sprite.spriteFrame = asset instanceof cc.SpriteFrame ? asset : new cc.SpriteFrame(asset); - Editor.Ipc.sendToMain("scene:dirty"); - } - }); - } - } else if (type === "label") { - newNode = new cc.Node(name || "新建文本节点"); - let l = newNode.addComponent(cc.Label); - l.string = "新文本"; - newNode.width = 120; - newNode.height = 40; - } else { - newNode = new cc.Node(name || "新建节点"); - } - - // 设置层级 - let parent = parentId ? findNode(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); - } else { - if (event.reply) event.reply(new Error(`无法创建节点:找不到父节点 ${parentId}`)); - } - }, - - /** - * 管理节点上的组件 (添加、移除、更新属性) - * @param {Object} event IPC 事件对象 - * @param {Object} args 参数 (nodeId, action, componentType, componentId, properties) - */ - "manage-components": function (event, args) { - const { nodeId, action, componentType, componentId, properties } = args; - let node = findNode(nodeId); - - /** - * 辅助函数:应用属性并智能解析 (支持 UUID 资源与节点引用) - * @param {cc.Component} component 目标组件实例 - * @param {Object} props 待更新的属性键值对 - */ - const applyProperties = (component, props) => { - if (!props) return; - // 尝试获取组件类的属性定义 - const compClass = component.constructor; - - for (const [key, value] of Object.entries(props)) { - // 【核心修复】专门处理各类事件属性 (ClickEvents, ScrollEvents 等) - const isEventProp = - Array.isArray(value) && (key.toLowerCase().endsWith("events") || key === "clickEvents"); - - if (isEventProp) { - const eventHandlers = []; - for (const item of value) { - if (typeof item === "object" && (item.target || item.component || item.handler)) { - const handler = new cc.Component.EventHandler(); - - // 解析 Target Node - if (item.target) { - let targetNode = findNode(item.target); - if (!targetNode && item.target instanceof cc.Node) { - targetNode = item.target; - } - - if (targetNode) { - handler.target = targetNode; - Editor.log(`[scene-script] Resolved event target: ${targetNode.name}`); - } - } - - if (item.component) handler.component = item.component; - if (item.handler) handler.handler = item.handler; - if (item.customEventData !== undefined) - handler.customEventData = String(item.customEventData); - - eventHandlers.push(handler); - } else { - // 如果不是对象,原样保留 - eventHandlers.push(item); - } - } - component[key] = eventHandlers; - continue; // 处理完事件数组,跳出本次循环 - } - - // 检查属性是否存在 - if (component[key] !== undefined) { - let finalValue = value; - - // 【核心逻辑】智能类型识别与赋值 - try { - const attrs = (cc.Class.Attr.getClassAttrs && cc.Class.Attr.getClassAttrs(compClass)) || {}; - let propertyType = attrs[key] ? attrs[key].type : null; - if (!propertyType && attrs[key + "$_$ctor"]) { - propertyType = attrs[key + "$_$ctor"]; - } - - let isAsset = - propertyType && - (propertyType.prototype instanceof cc.Asset || - propertyType === cc.Asset || - propertyType === cc.Prefab || - propertyType === cc.SpriteFrame); - let isAssetArray = - Array.isArray(value) && (key === "materials" || key.toLowerCase().includes("assets")); - - // 启发式:如果属性名包含 prefab/sprite/texture 等,且值为 UUID 且不是节点 - if (!isAsset && !isAssetArray && typeof value === "string" && value.length > 20) { - const lowerKey = key.toLowerCase(); - const assetKeywords = [ - "prefab", - "sprite", - "texture", - "material", - "skeleton", - "spine", - "atlas", - "font", - "audio", - "data", - ]; - if (assetKeywords.some((k) => lowerKey.includes(k))) { - if (!findNode(value)) { - isAsset = true; - } - } - } - - if (isAsset || isAssetArray) { - // 1. 处理资源引用 (单个或数组) - const uuids = isAssetArray ? value : [value]; - const loadedAssets = []; - let loadedCount = 0; - - if (uuids.length === 0) { - component[key] = []; - return; - } - - uuids.forEach((uuid, idx) => { - if (typeof uuid !== "string" || uuid.length < 10) { - loadedCount++; - return; - } - cc.AssetLibrary.loadAsset(uuid, (err, asset) => { - loadedCount++; - if (!err && asset) { - loadedAssets[idx] = asset; - Editor.log(`[scene-script] 成功为 ${key}[${idx}] 加载资源: ${asset.name}`); - } else { - Editor.warn(`[scene-script] 未能为 ${key}[${idx}] 加载资源 ${uuid}: ${err}`); - } - - if (loadedCount === uuids.length) { - if (isAssetArray) { - // 过滤掉加载失败的 - component[key] = loadedAssets.filter((a) => !!a); - } else { - if (loadedAssets[0]) component[key] = loadedAssets[0]; - } - - // 通知编辑器 UI 更新 - const compIndex = node._components.indexOf(component); - if (compIndex !== -1) { - Editor.Ipc.sendToPanel("scene", "scene:set-property", { - id: node.uuid, - path: `_components.${compIndex}.${key}`, - type: isAssetArray ? "Array" : "Object", - value: isAssetArray ? uuids.map((u) => ({ uuid: u })) : { uuid: value }, - isSubProp: false, - }); - } - Editor.Ipc.sendToMain("scene:dirty"); - } - }); - }); - // 【重要修复】使用 continue 而不是 return,确保处理完 Asset 属性后 - // 还能继续处理后续的普通属性 (如 type, sizeMode 等) - continue; - } else if ( - propertyType && - (propertyType.prototype instanceof cc.Component || - propertyType === cc.Component || - propertyType === cc.Node) - ) { - // 2. 处理节点或组件引用 - const targetNode = findNode(value); - if (targetNode) { - if (propertyType === cc.Node) { - finalValue = targetNode; - } else { - const targetComp = targetNode.getComponent(propertyType); - if (targetComp) { - finalValue = targetComp; - } else { - Editor.warn( - `[scene-script] 在节点 ${targetNode.name} 上找不到组件 ${propertyType.name}`, - ); - } - } - Editor.log(`[scene-script] 已应用 ${key} 的引用: ${targetNode.name}`); - } else if (value && value.length > 20) { - // 如果明确是组件/节点类型但找不到,才报错 - Editor.warn(`[scene-script] 无法解析 ${key} 的目标节点/组件: ${value}`); - } - } else { - // 3. 通用启发式 (找不到类型时的 fallback) - if (typeof value === "string" && value.length > 20) { - const targetNode = findNode(value); - if (targetNode) { - finalValue = targetNode; - Editor.log(`[scene-script] 启发式解析 ${key} 的节点: ${targetNode.name}`); - } else { - // 找不到节点且是 UUID -> 视为资源 - const compIndex = node._components.indexOf(component); - if (compIndex !== -1) { - Editor.Ipc.sendToPanel("scene", "scene:set-property", { - id: node.uuid, - path: `_components.${compIndex}.${key}`, - type: "Object", - value: { uuid: value }, - isSubProp: false, - }); - Editor.log(`[scene-script] 通过 IPC 启发式解析 ${key} 的资源: ${value}`); - } - return; - } - } - } - } catch (e) { - Editor.warn(`[scene-script] 解析属性 ${key} 失败: ${e.message}`); - } - - component[key] = finalValue; - } - } - }; - - if (!node) { - if (event.reply) event.reply(new Error("找不到节点")); - return; - } - - switch (action) { - case "add": - if (!componentType) { - if (event.reply) event.reply(new Error("必须提供组件类型")); - 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(`找不到组件类型: ${componentType}`)); - return; - } - - // 添加组件 - const component = node.addComponent(compClass); - - // 设置属性 - if (properties) { - applyProperties(component, properties); - } - - Editor.Ipc.sendToMain("scene:dirty"); - Editor.Ipc.sendToAll("scene:node-changed", { uuid: nodeId }); - - if (event.reply) event.reply(null, `组件 ${componentType} 已添加`); - } catch (err) { - if (event.reply) event.reply(new Error(`添加组件失败: ${err.message}`)); - } - break; - - case "remove": - if (!componentId) { - if (event.reply) event.reply(new Error("必须提供组件 ID")); - 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, "组件已移除"); - } else { - if (event.reply) event.reply(new Error("找不到组件")); - } - } catch (err) { - if (event.reply) event.reply(new Error(`移除组件失败: ${err.message}`)); - } - break; - - case "update": - // 更新现有组件属性 - if (!componentType) { - // 如果提供了 componentId,可以只用 componentId - // 但 Cocos 2.4 uuid 获取组件比较麻烦,最好还是有 type 或者遍历 - } - - try { - let targetComp = null; - - // 1. 尝试通过 componentId 查找 - if (componentId) { - if (node._components) { - for (let i = 0; i < node._components.length; i++) { - if (node._components[i].uuid === componentId) { - targetComp = node._components[i]; - break; - } - } - } - } - - // 2. 尝试通过 type 查找 - if (!targetComp && componentType) { - let compClass = null; - if (componentType.startsWith("cc.")) { - const className = componentType.replace("cc.", ""); - compClass = cc[className]; - } else { - compClass = cc.js.getClassByName(componentType); - } - if (compClass) { - targetComp = node.getComponent(compClass); - } - } - - if (targetComp) { - if (properties) { - applyProperties(targetComp, properties); - - Editor.Ipc.sendToMain("scene:dirty"); - Editor.Ipc.sendToAll("scene:node-changed", { uuid: nodeId }); - if (event.reply) event.reply(null, "组件属性已更新"); - } else { - if (event.reply) event.reply(null, "没有需要更新的属性"); - } - } else { - if (event.reply) - event.reply(new Error(`找不到组件 (类型: ${componentType}, ID: ${componentId})`)); - } - } catch (err) { - if (event.reply) event.reply(new Error(`更新组件失败: ${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 { - // 安全序列化检查 - const val = c[key]; - if (val === null || val === undefined) { - properties[key] = val; - continue; - } - - // 基础类型是安全的 - if (typeof val !== "object") { - // 【优化】对于超长字符串进行截断 - if (typeof val === "string" && val.length > 200) { - properties[key] = val.substring(0, 50) + `...[Truncated, total length: ${val.length}]`; - } else { - properties[key] = val; - } - continue; - } - - // 特殊 Cocos 类型 - if (val instanceof cc.ValueType) { - properties[key] = val.toString(); - } else if (val instanceof cc.Asset) { - properties[key] = `资源(${val.name})`; - } else if (val instanceof cc.Node) { - properties[key] = `节点(${val.name})`; - } else if (val instanceof cc.Component) { - properties[key] = `组件(${val.name}<${val.__typename}>)`; - } else { - // 数组和普通对象 - // 【优化】对于超长数组直接截断并提示,防止返回巨大的坐标或点集 - if (Array.isArray(val) && val.length > 10) { - properties[key] = `[Array(${val.length})]`; - continue; - } - - // 尝试转换为纯 JSON 数据以避免 IPC 错误(如包含原生对象/循环引用) - try { - const jsonStr = JSON.stringify(val); - if (jsonStr && jsonStr.length > 500) { - properties[key] = `[Large JSON Object, length: ${jsonStr.length}]`; - } else { - // 确保不传递原始对象引用 - properties[key] = JSON.parse(jsonStr); - } - } catch (e) { - // 如果 JSON 失败(例如循环引用),格式化为字符串 - properties[key] = - `[复杂对象: ${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(`获取组件失败: ${err.message}`)); - } - break; - - default: - if (event.reply) event.reply(new Error(`未知的组件操作类型: ${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("场景尚未准备好或正在加载。")); - return; - } - - if (!prefabUuid) { - if (event.reply) event.reply(new Error("必须提供预制体 UUID。")); - 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(`加载预制体失败: ${err.message}`)); - return; - } - - // 实例化预制体 - const instance = cc.instantiate(prefab); - if (!instance) { - if (event.reply) event.reply(new Error("实例化预制体失败")); - 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, `预制体实例化成功,UUID: ${instance.uuid}`); - } else { - if (event.reply) event.reply(new Error("找不到父节点")); - } - }); - }, - - /** - * 根据特定条件在场景中搜索节点 - * @param {Object} event IPC 事件对象 - * @param {Object} args 参数 (conditions, recursive) - */ - "find-gameobjects": function (event, args) { - const { conditions, recursive = true } = args; - const result = []; - const scene = cc.director.getScene(); - - function searchNode(node) { - if (!node || !node.name || (typeof node.name === 'string' && (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) { - const comps = node._components || []; - result.push({ - uuid: node.uuid, - name: node.name, - active: node.active, - components: comps.map((c) => { - const parts = (cc.js.getClassName(c) || "").split('.'); - return parts[parts.length - 1]; // 简化的组件名 - }), - childrenCount: node.childrenCount - }); - } - - // 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); - } - }, - - /** - * 删除指定的场景节点 - * @param {Object} event IPC 事件对象 - * @param {Object} args 参数 (uuid) - */ - "delete-node": function (event, args) { - const { uuid } = args; - const node = findNode(uuid); - if (node) { - const parent = node.parent; - node.destroy(); - Editor.Ipc.sendToMain("scene:dirty"); - // 延迟通知以确保节点已被移除 - setTimeout(() => { - if (parent) { - Editor.Ipc.sendToAll("scene:node-changed", { uuid: parent.uuid }); - } - // 广播节点删除事件 - Editor.Ipc.sendToAll("scene:node-deleted", { uuid: uuid }); - }, 10); - - if (event.reply) event.reply(null, `节点 ${uuid} 已删除`); - } else { - if (event.reply) event.reply(new Error(`找不到节点: ${uuid}`)); - } - }, - - /** - * 管理高效的全场景特效 (粒子系统) - * @param {Object} event IPC 事件对象 - * @param {Object} args 参数 (action, nodeId, properties, name, parentId) - */ - "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("找不到父节点")); - } - } else if (action === "update") { - let node = findNode(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, "特效已更新"); - } else { - if (event.reply) event.reply(new Error("找不到节点")); - } - } else if (action === "get_info") { - let node = findNode(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("找不到节点")); - } - } else { - if (event.reply) event.reply(new Error(`未知的特效操作类型: ${action}`)); - } - }, - - /** - * 控制节点的动画组件 (播放、暂停、停止等) - * @param {Object} event IPC 事件对象 - * @param {Object} args 参数 (action, nodeId, clipName) - */ - "manage-animation": function (event, args) { - const { action, nodeId, clipName } = args; - const node = findNode(nodeId); - - if (!node) { - if (event.reply) event.reply(new Error(`找不到节点: ${nodeId}`)); - return; - } - - const anim = node.getComponent(cc.Animation); - if (!anim) { - if (event.reply) event.reply(new Error(`在节点 ${nodeId} 上找不到 Animation 组件`)); - return; - } - - switch (action) { - case "get_list": - const clips = anim.getClips(); - const clipList = clips.map((c) => ({ - name: c.name, - duration: c.duration, - sample: c.sample, - speed: c.speed, - wrapMode: c.wrapMode, - })); - if (event.reply) event.reply(null, clipList); - break; - - case "get_info": - const currentClip = anim.currentClip; - let isPlaying = false; - // [安全修复] 只有在有当前 Clip 时才获取状态,避免 Animation 组件无 Clip 时的崩溃 - if (currentClip) { - const state = anim.getAnimationState(currentClip.name); - if (state) { - isPlaying = state.isPlaying; - } - } - const info = { - currentClip: currentClip ? currentClip.name : null, - clips: anim.getClips().map((c) => c.name), - playOnLoad: anim.playOnLoad, - isPlaying: isPlaying, - }; - if (event.reply) event.reply(null, info); - break; - - case "play": - if (!clipName) { - anim.play(); - if (event.reply) event.reply(null, "正在播放默认动画剪辑"); - } else { - anim.play(clipName); - if (event.reply) event.reply(null, `正在播放动画剪辑: ${clipName}`); - } - break; - - case "stop": - anim.stop(); - if (event.reply) event.reply(null, "动画已停止"); - break; - - case "pause": - anim.pause(); - if (event.reply) event.reply(null, "动画已暂停"); - break; - - case "resume": - anim.resume(); - if (event.reply) event.reply(null, "动画已恢复播放"); - break; - - default: - if (event.reply) event.reply(new Error(`未知的动画操作类型: ${action}`)); - break; - } - }, + /** + * 修改节点的基础属性 + * @param {Object} event IPC 事件对象 + * @param {Object} args 参数 (id, path, value) + */ + "set-property": function (event, args) { + const { id, path, value } = args; + + // 1. 获取节点 + let node = findNode(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, `节点 ${id} 已更新为 ${value}`); + } + } else { + if (event.reply) { + event.reply(new Error("场景脚本:找不到节点 " + id)); + } + } + }, + /** + * 获取当前场景的完整层级树 + * @param {Object} event IPC 事件对象 + * @param {Object} args 参数 (nodeId, depth, includeDetails) + */ + "get-hierarchy": function (event, args) { + const { nodeId = null, depth = 2, includeDetails = false } = args || {}; + const scene = cc.director.getScene(); + + let rootNode = scene; + if (nodeId) { + rootNode = findNode(nodeId); + if (!rootNode) { + if (event.reply) event.reply(new Error(`找不到指定的起始节点: ${nodeId}`)); + return; + } + } + + /** + * 递归遍历并序列化节点树 + * @param {cc.Node} node 目标节点 + * @param {number} currentDepth 当前深度 + * @returns {Object|null} 序列化后的节点数据 + */ + function dumpNodes(node, currentDepth) { + // 【优化】跳过编辑器内部的私有节点,减少数据量 + if ( + !node || + !node.name || + (typeof node.name === "string" && (node.name.startsWith("Editor Scene") || node.name === "gizmoRoot")) + ) { + return null; + } + + let nodeData = { + name: node.name, + uuid: node.uuid, + childrenCount: node.childrenCount, + }; + + const comps = node._components || []; + + // 根据是否需要详情来决定附加哪些数据以节省 Token + if (includeDetails) { + nodeData.active = node.active; + nodeData.position = { x: Math.round(node.x), y: Math.round(node.y) }; + nodeData.scale = { x: node.scaleX, y: node.scaleY }; + nodeData.size = { width: node.width, height: node.height }; + nodeData.components = comps.map((c) => cc.js.getClassName(c)); + } else { + // 简略模式下如果存在组件,至少提供一个极简列表让 AI 知道节点的作用 + if (comps.length > 0) { + nodeData.components = comps.map((c) => { + const parts = (cc.js.getClassName(c) || "").split("."); + return parts[parts.length - 1]; // 只取类名,例如 cc.Sprite -> Sprite + }); + } + } + + // 如果未超出深度限制,继续递归子树 + if (currentDepth < depth && node.childrenCount > 0) { + nodeData.children = []; + for (let i = 0; i < node.childrenCount; i++) { + let childData = dumpNodes(node.children[i], currentDepth + 1); + if (childData) nodeData.children.push(childData); + } + } + + return nodeData; + } + + const hierarchy = dumpNodes(rootNode, 0); + if (event.reply) event.reply(null, hierarchy); + }, + + /** + * 批量更新节点的变换信息 (坐标、缩放、颜色) + * @param {Object} event IPC 事件对象 + * @param {Object} args 参数 (id, x, y, scaleX, scaleY, color) + */ + "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 = findNode(id); + + if (node) { + Editor.log(`[scene-script] 找到节点: ${node.name}, 当前坐标: (${node.x}, ${node.y})`); + + // 使用 scene:set-property 实现支持 Undo 的属性修改 + // 注意:IPC 消息需要发送到 'scene' 面板 + if (x !== undefined) { + Editor.Ipc.sendToPanel("scene", "scene:set-property", { + id, + path: "x", + type: "Number", + value: Number(x), + }); + } + if (y !== undefined) { + Editor.Ipc.sendToPanel("scene", "scene:set-property", { + id, + path: "y", + type: "Number", + value: Number(y), + }); + } + if (args.width !== undefined) { + Editor.Ipc.sendToPanel("scene", "scene:set-property", { + id, + path: "width", + type: "Number", + value: Number(args.width), + }); + } + if (args.height !== undefined) { + Editor.Ipc.sendToPanel("scene", "scene:set-property", { + id, + path: "height", + type: "Number", + value: Number(args.height), + }); + } + if (scaleX !== undefined) { + Editor.Ipc.sendToPanel("scene", "scene:set-property", { + id, + path: "scaleX", + type: "Number", + value: Number(scaleX), + }); + } + if (scaleY !== undefined) { + Editor.Ipc.sendToPanel("scene", "scene:set-property", { + id, + path: "scaleY", + type: "Number", + value: Number(scaleY), + }); + } + if (color) { + const c = new cc.Color().fromHEX(color); + Editor.Ipc.sendToPanel("scene", "scene:set-property", { + id: id, + path: "color", + type: "Color", + value: { r: c.r, g: c.g, b: c.b, a: c.a }, + }); + } + + Editor.Ipc.sendToMain("scene:dirty"); + Editor.Ipc.sendToAll("scene:node-changed", { uuid: id }); + + Editor.log(`[scene-script] 更新完成。新坐标: (${node.x}, ${node.y})`); + if (event.reply) event.reply(null, "变换信息已更新"); + } else { + if (event.reply) event.reply(new Error("找不到节点")); + } + }, + /** + * 在场景中创建新节点 + * @param {Object} event IPC 事件对象 + * @param {Object} args 参数 (name, parentId, type) + */ + "create-node": function (event, args) { + const { name, parentId, type } = args; + const scene = cc.director.getScene(); + if (!scene) { + if (event.reply) event.reply(new Error("场景尚未准备好或正在加载。")); + 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 || "新建精灵节点"); + let sprite = newNode.addComponent(cc.Sprite); + // 设置为 CUSTOM 模式 + sprite.sizeMode = cc.Sprite.SizeMode.CUSTOM; + // 为精灵设置默认尺寸 + newNode.width = 100; + newNode.height = 100; + + // 加载引擎默认图做占位 + if (args.defaultSpriteUuid) { + cc.assetManager.loadAny(args.defaultSpriteUuid, (err, asset) => { + if (!err && (asset instanceof cc.SpriteFrame || asset instanceof cc.Texture2D)) { + sprite.spriteFrame = asset instanceof cc.SpriteFrame ? asset : new cc.SpriteFrame(asset); + Editor.Ipc.sendToMain("scene:dirty"); + } + }); + } + } else if (type === "button") { + newNode = new cc.Node(name || "新建按钮节点"); + let sprite = newNode.addComponent(cc.Sprite); + newNode.addComponent(cc.Button); + + // 设置为 CUSTOM 模式并应用按钮专用尺寸 + sprite.sizeMode = cc.Sprite.SizeMode.CUSTOM; + newNode.width = 150; + newNode.height = 50; + + // 设置稍暗的背景颜色 (#A0A0A0),以便于看清其上的文字 + newNode.color = new cc.Color(160, 160, 160); + + // 加载引擎默认图 + if (args.defaultSpriteUuid) { + cc.assetManager.loadAny(args.defaultSpriteUuid, (err, asset) => { + if (!err && (asset instanceof cc.SpriteFrame || asset instanceof cc.Texture2D)) { + sprite.spriteFrame = asset instanceof cc.SpriteFrame ? asset : new cc.SpriteFrame(asset); + Editor.Ipc.sendToMain("scene:dirty"); + } + }); + } + } else if (type === "label") { + newNode = new cc.Node(name || "新建文本节点"); + let l = newNode.addComponent(cc.Label); + l.string = "新文本"; + newNode.width = 120; + newNode.height = 40; + } else { + newNode = new cc.Node(name || "新建节点"); + } + + // 设置层级 + let parent = parentId ? findNode(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); + } else { + if (event.reply) event.reply(new Error(`无法创建节点:找不到父节点 ${parentId}`)); + } + }, + + /** + * 管理节点上的组件 (添加、移除、更新属性) + * @param {Object} event IPC 事件对象 + * @param {Object} args 参数 (nodeId, action, componentType, componentId, properties) + */ + "manage-components": function (event, args) { + let { nodeId, action, operation, componentType, componentId, properties } = args; + // 兼容 AI 幻觉带来的传参错误 + action = action || operation; + + let node = findNode(nodeId); + + /** + * 辅助函数:应用属性并智能解析 (支持 UUID 资源与节点引用) + * @param {cc.Component} component 目标组件实例 + * @param {Object} props 待更新的属性键值对 + */ + const applyProperties = (component, props) => { + if (!props) return; + // 尝试获取组件类的属性定义 + const compClass = component.constructor; + + for (const [key, value] of Object.entries(props)) { + // 【核心修复】专门处理各类事件属性 (ClickEvents, ScrollEvents 等) + const isEventProp = + Array.isArray(value) && (key.toLowerCase().endsWith("events") || key === "clickEvents"); + + if (isEventProp) { + const eventHandlers = []; + for (const item of value) { + if (typeof item === "object" && (item.target || item.component || item.handler)) { + const handler = new cc.Component.EventHandler(); + + // 解析 Target Node + if (item.target) { + let targetNode = findNode(item.target); + if (!targetNode && item.target instanceof cc.Node) { + targetNode = item.target; + } + + if (targetNode) { + handler.target = targetNode; + Editor.log(`[scene-script] Resolved event target: ${targetNode.name}`); + } + } + + if (item.component) handler.component = item.component; + if (item.handler) handler.handler = item.handler; + if (item.customEventData !== undefined) + handler.customEventData = String(item.customEventData); + + eventHandlers.push(handler); + } else { + // 如果不是对象,原样保留 + eventHandlers.push(item); + } + } + component[key] = eventHandlers; + continue; // 处理完事件数组,跳出本次循环 + } + + // 检查属性是否存在 + if (component[key] !== undefined) { + let finalValue = value; + + // 【核心逻辑】智能类型识别与赋值 + try { + const attrs = (cc.Class.Attr.getClassAttrs && cc.Class.Attr.getClassAttrs(compClass)) || {}; + let propertyType = attrs[key] ? attrs[key].type : null; + if (!propertyType && attrs[key + "$_$ctor"]) { + propertyType = attrs[key + "$_$ctor"]; + } + + let isAsset = + propertyType && + (propertyType.prototype instanceof cc.Asset || + propertyType === cc.Asset || + propertyType === cc.Prefab || + propertyType === cc.SpriteFrame); + let isAssetArray = + Array.isArray(value) && (key === "materials" || key.toLowerCase().includes("assets")); + + // 启发式:如果属性名包含 prefab/sprite/texture 等,且值为 UUID 且不是节点 + if (!isAsset && !isAssetArray && typeof value === "string" && value.length > 20) { + const lowerKey = key.toLowerCase(); + const assetKeywords = [ + "prefab", + "sprite", + "texture", + "material", + "skeleton", + "spine", + "atlas", + "font", + "audio", + "data", + ]; + if (assetKeywords.some((k) => lowerKey.includes(k))) { + if (!findNode(value)) { + isAsset = true; + } + } + } + + if (isAsset || isAssetArray) { + // 1. 处理资源引用 (单个或数组) + const uuids = isAssetArray ? value : [value]; + const loadedAssets = []; + let loadedCount = 0; + + if (uuids.length === 0) { + component[key] = []; + return; + } + + uuids.forEach((uuid, idx) => { + if (typeof uuid !== "string" || uuid.length < 10) { + loadedCount++; + return; + } + cc.AssetLibrary.loadAsset(uuid, (err, asset) => { + loadedCount++; + if (!err && asset) { + loadedAssets[idx] = asset; + Editor.log(`[scene-script] 成功为 ${key}[${idx}] 加载资源: ${asset.name}`); + } else { + Editor.warn(`[scene-script] 未能为 ${key}[${idx}] 加载资源 ${uuid}: ${err}`); + } + + if (loadedCount === uuids.length) { + if (isAssetArray) { + // 过滤掉加载失败的 + component[key] = loadedAssets.filter((a) => !!a); + } else { + if (loadedAssets[0]) component[key] = loadedAssets[0]; + } + + // 通知编辑器 UI 更新 + const compIndex = node._components.indexOf(component); + if (compIndex !== -1) { + Editor.Ipc.sendToPanel("scene", "scene:set-property", { + id: node.uuid, + path: `_components.${compIndex}.${key}`, + type: isAssetArray ? "Array" : "Object", + value: isAssetArray ? uuids.map((u) => ({ uuid: u })) : { uuid: value }, + isSubProp: false, + }); + } + Editor.Ipc.sendToMain("scene:dirty"); + } + }); + }); + // 【重要修复】使用 continue 而不是 return,确保处理完 Asset 属性后 + // 还能继续处理后续的普通属性 (如 type, sizeMode 等) + continue; + } else if ( + propertyType && + (propertyType.prototype instanceof cc.Component || + propertyType === cc.Component || + propertyType === cc.Node) + ) { + // 2. 处理节点或组件引用 + const targetNode = findNode(value); + if (targetNode) { + if (propertyType === cc.Node) { + finalValue = targetNode; + } else { + const targetComp = targetNode.getComponent(propertyType); + if (targetComp) { + finalValue = targetComp; + } else { + Editor.warn( + `[scene-script] 在节点 ${targetNode.name} 上找不到组件 ${propertyType.name}`, + ); + } + } + Editor.log(`[scene-script] 已应用 ${key} 的引用: ${targetNode.name}`); + } else if (value && value.length > 20) { + // 如果明确是组件/节点类型但找不到,才报错 + Editor.warn(`[scene-script] 无法解析 ${key} 的目标节点/组件: ${value}`); + } + } else { + // 3. 通用启发式 (找不到类型时的 fallback) + if (typeof value === "string" && value.length > 20) { + const targetNode = findNode(value); + if (targetNode) { + finalValue = targetNode; + Editor.log(`[scene-script] 启发式解析 ${key} 的节点: ${targetNode.name}`); + } else { + // 找不到节点且是 UUID -> 视为资源 + const compIndex = node._components.indexOf(component); + if (compIndex !== -1) { + Editor.Ipc.sendToPanel("scene", "scene:set-property", { + id: node.uuid, + path: `_components.${compIndex}.${key}`, + type: "Object", + value: { uuid: value }, + isSubProp: false, + }); + Editor.log(`[scene-script] 通过 IPC 启发式解析 ${key} 的资源: ${value}`); + } + return; + } + } + } + } catch (e) { + Editor.warn(`[scene-script] 解析属性 ${key} 失败: ${e.message}`); + } + + component[key] = finalValue; + } + } + }; + + if (!node) { + if (event.reply) event.reply(new Error("找不到节点")); + return; + } + + switch (action) { + case "add": + if (!componentType) { + if (event.reply) event.reply(new Error("必须提供组件类型")); + 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(`找不到组件类型: ${componentType}`)); + return; + } + + // 添加组件 + const component = node.addComponent(compClass); + + // 设置属性 + if (properties) { + applyProperties(component, properties); + } + + Editor.Ipc.sendToMain("scene:dirty"); + Editor.Ipc.sendToAll("scene:node-changed", { uuid: nodeId }); + + if (event.reply) event.reply(null, `组件 ${componentType} 已添加`); + } catch (err) { + if (event.reply) event.reply(new Error(`添加组件失败: ${err.message}`)); + } + break; + + case "remove": + if (!componentId) { + if (event.reply) event.reply(new Error("必须提供组件 ID")); + 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, "组件已移除"); + } else { + if (event.reply) event.reply(new Error("找不到组件")); + } + } catch (err) { + if (event.reply) event.reply(new Error(`移除组件失败: ${err.message}`)); + } + break; + + case "update": + // 更新现有组件属性 + if (!componentType) { + // 如果提供了 componentId,可以只用 componentId + // 但 Cocos 2.4 uuid 获取组件比较麻烦,最好还是有 type 或者遍历 + } + + try { + let targetComp = null; + + // 1. 尝试通过 componentId 查找 + if (componentId) { + if (node._components) { + for (let i = 0; i < node._components.length; i++) { + if (node._components[i].uuid === componentId) { + targetComp = node._components[i]; + break; + } + } + } + } + + // 2. 尝试通过 type 查找 + if (!targetComp && componentType) { + let compClass = null; + if (componentType.startsWith("cc.")) { + const className = componentType.replace("cc.", ""); + compClass = cc[className]; + } else { + compClass = cc.js.getClassByName(componentType); + } + if (compClass) { + targetComp = node.getComponent(compClass); + } + } + + if (targetComp) { + if (properties) { + applyProperties(targetComp, properties); + + Editor.Ipc.sendToMain("scene:dirty"); + Editor.Ipc.sendToAll("scene:node-changed", { uuid: nodeId }); + if (event.reply) event.reply(null, "组件属性已更新"); + } else { + if (event.reply) event.reply(null, "没有需要更新的属性"); + } + } else { + if (event.reply) + event.reply(new Error(`找不到组件 (类型: ${componentType}, ID: ${componentId})`)); + } + } catch (err) { + if (event.reply) event.reply(new Error(`更新组件失败: ${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 { + // 安全序列化检查 + const val = c[key]; + if (val === null || val === undefined) { + properties[key] = val; + continue; + } + + // 基础类型是安全的 + if (typeof val !== "object") { + // 【优化】对于超长字符串进行截断 + if (typeof val === "string" && val.length > 200) { + properties[key] = + val.substring(0, 50) + `...[Truncated, total length: ${val.length}]`; + } else { + properties[key] = val; + } + continue; + } + + // 特殊 Cocos 类型 + if (val instanceof cc.ValueType) { + properties[key] = val.toString(); + } else if (val instanceof cc.Asset) { + properties[key] = `资源(${val.name})`; + } else if (val instanceof cc.Node) { + properties[key] = `节点(${val.name})`; + } else if (val instanceof cc.Component) { + properties[key] = `组件(${val.name}<${val.__typename}>)`; + } else { + // 数组和普通对象 + // 【优化】对于超长数组直接截断并提示,防止返回巨大的坐标或点集 + if (Array.isArray(val) && val.length > 10) { + properties[key] = `[Array(${val.length})]`; + continue; + } + + // 尝试转换为纯 JSON 数据以避免 IPC 错误(如包含原生对象/循环引用) + try { + const jsonStr = JSON.stringify(val); + if (jsonStr && jsonStr.length > 500) { + properties[key] = `[Large JSON Object, length: ${jsonStr.length}]`; + } else { + // 确保不传递原始对象引用 + properties[key] = JSON.parse(jsonStr); + } + } catch (e) { + // 如果 JSON 失败(例如循环引用),格式化为字符串 + properties[key] = + `[复杂对象: ${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(`获取组件失败: ${err.message}`)); + } + break; + + default: + if (event.reply) event.reply(new Error(`未知的组件操作类型: ${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("场景尚未准备好或正在加载。")); + return; + } + + if (!prefabUuid) { + if (event.reply) event.reply(new Error("必须提供预制体 UUID。")); + 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(`加载预制体失败: ${err.message}`)); + return; + } + + // 实例化预制体 + const instance = cc.instantiate(prefab); + if (!instance) { + if (event.reply) event.reply(new Error("实例化预制体失败")); + 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, `预制体实例化成功,UUID: ${instance.uuid}`); + } else { + if (event.reply) event.reply(new Error("找不到父节点")); + } + }); + }, + + /** + * 根据特定条件在场景中搜索节点 + * @param {Object} event IPC 事件对象 + * @param {Object} args 参数 (conditions, recursive) + */ + "find-gameobjects": function (event, args) { + const { conditions, recursive = true } = args; + const result = []; + const scene = cc.director.getScene(); + + function searchNode(node) { + if ( + !node || + !node.name || + (typeof node.name === "string" && (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) { + const comps = node._components || []; + result.push({ + uuid: node.uuid, + name: node.name, + active: node.active, + components: comps.map((c) => { + const parts = (cc.js.getClassName(c) || "").split("."); + return parts[parts.length - 1]; // 简化的组件名 + }), + childrenCount: node.childrenCount, + }); + } + + // 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); + } + }, + + /** + * 删除指定的场景节点 + * @param {Object} event IPC 事件对象 + * @param {Object} args 参数 (uuid) + */ + "delete-node": function (event, args) { + const { uuid } = args; + const node = findNode(uuid); + if (node) { + const parent = node.parent; + node.destroy(); + Editor.Ipc.sendToMain("scene:dirty"); + // 延迟通知以确保节点已被移除 + setTimeout(() => { + if (parent) { + Editor.Ipc.sendToAll("scene:node-changed", { uuid: parent.uuid }); + } + // 广播节点删除事件 + Editor.Ipc.sendToAll("scene:node-deleted", { uuid: uuid }); + }, 10); + + if (event.reply) event.reply(null, `节点 ${uuid} 已删除`); + } else { + if (event.reply) event.reply(new Error(`找不到节点: ${uuid}`)); + } + }, + + /** + * 管理高效的全场景特效 (粒子系统) + * @param {Object} event IPC 事件对象 + * @param {Object} args 参数 (action, nodeId, properties, name, parentId) + */ + "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("找不到父节点")); + } + } else if (action === "update") { + let node = findNode(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, "特效已更新"); + } else { + if (event.reply) event.reply(new Error("找不到节点")); + } + } else if (action === "get_info") { + let node = findNode(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("找不到节点")); + } + } else { + if (event.reply) event.reply(new Error(`未知的特效操作类型: ${action}`)); + } + }, + + /** + * 控制节点的动画组件 (播放、暂停、停止等) + * @param {Object} event IPC 事件对象 + * @param {Object} args 参数 (action, nodeId, clipName) + */ + "manage-animation": function (event, args) { + const { action, nodeId, clipName } = args; + const node = findNode(nodeId); + + if (!node) { + if (event.reply) event.reply(new Error(`找不到节点: ${nodeId}`)); + return; + } + + const anim = node.getComponent(cc.Animation); + if (!anim) { + if (event.reply) event.reply(new Error(`在节点 ${nodeId} 上找不到 Animation 组件`)); + return; + } + + switch (action) { + case "get_list": + const clips = anim.getClips(); + const clipList = clips.map((c) => ({ + name: c.name, + duration: c.duration, + sample: c.sample, + speed: c.speed, + wrapMode: c.wrapMode, + })); + if (event.reply) event.reply(null, clipList); + break; + + case "get_info": + const currentClip = anim.currentClip; + let isPlaying = false; + // [安全修复] 只有在有当前 Clip 时才获取状态,避免 Animation 组件无 Clip 时的崩溃 + if (currentClip) { + const state = anim.getAnimationState(currentClip.name); + if (state) { + isPlaying = state.isPlaying; + } + } + const info = { + currentClip: currentClip ? currentClip.name : null, + clips: anim.getClips().map((c) => c.name), + playOnLoad: anim.playOnLoad, + isPlaying: isPlaying, + }; + if (event.reply) event.reply(null, info); + break; + + case "play": + if (!clipName) { + anim.play(); + if (event.reply) event.reply(null, "正在播放默认动画剪辑"); + } else { + anim.play(clipName); + if (event.reply) event.reply(null, `正在播放动画剪辑: ${clipName}`); + } + break; + + case "stop": + anim.stop(); + if (event.reply) event.reply(null, "动画已停止"); + break; + + case "pause": + anim.pause(); + if (event.reply) event.reply(null, "动画已暂停"); + break; + + case "resume": + anim.resume(); + if (event.reply) event.reply(null, "动画已恢复播放"); + break; + + default: + if (event.reply) event.reply(new Error(`未知的动画操作类型: ${action}`)); + break; + } + }, }; diff --git a/注意事项.md b/注意事项.md index 8b6b0ae..348c530 100644 --- a/注意事项.md +++ b/注意事项.md @@ -69,6 +69,12 @@ 3. **属性校验**:严禁猜测属性名。在 `update` 前,应通过读取脚本定义或 `get` 返回的现有属性列表来确定准确的属性名称。 - **禁止行为**:禁止基于假设进行盲目赋值或删除。如果发现对象不存在,应立即报错或尝试重建,而非继续尝试修改。 +### 5.2 传参精准与别名容错 + +- **传参风险**:大语言模型在生成 JSON 时可能会出现操作类型字段名“幻觉”(例如在调用 `manage_components` 时将本应是 `action` 的参数写为含义相近的 `operation`)。 +- **优化机制**:底层脚本 (`scene-script.js`) 已经全面引入参数别名回落机制(如 `action = action || operation`)。 +- **提示开发**:尽管底层具备一定的容错率,在维护 MCP 工具说明书(Schema)时,仍应严格要求 AI 书写标准参数名,避免纵容产生更大的幻觉偏移。 + --- ## 6. 常见资源关键字 @@ -134,14 +140,16 @@ ## 10. Token 消耗与长数据保护防爆机制 ### 10.1 `get_scene_hierarchy` 深度与层级限制 + - **背景**:在一两千个节点的大型 UI 场景中,无限制地获取全场景树会瞬间消耗十万以上的 Token,导致 AI 丢失上下文甚至触发截断报错。 - **最佳实践**: - - **默认使用 `depth: 2`** (默认限制) 来逐步探查。 - - **结合 `nodeId` 参数**:找到关键模块(例如 `Canvas/LoginPanel`)的 UUID 后,再单独向该 `nodeId` 请求下一层的结构,而非每次从根部拉取。 + - **默认使用 `depth: 2`** (默认限制) 来逐步探查。 + - **结合 `nodeId` 参数**:找到关键模块(例如 `Canvas/LoginPanel`)的 UUID 后,再单独向该 `nodeId` 请求下一层的结构,而非每次从根部拉取。 ### 10.2 大对象与长数组截断 + - **背景**:在读取某些特定组件数据(如多边形顶点坐标、Sprite 曲线数据或序列化的内联 Base64 图片)时,JSON 可能会异常庞大。 - **保护机制**: - - `scene-script.js` 内部在执行 `manage_components(get)` 序列化时,对于**长度超过 10 的 Array** 会强制截断,返回字面量字符串 `"[Array(X)]"`。 - - 对于**长度大于 200 的长字符串**,也会强制缩略并追加 `...[Truncated, total length: X]`。 + - `scene-script.js` 内部在执行 `manage_components(get)` 序列化时,对于**长度超过 10 的 Array** 会强制截断,返回字面量字符串 `"[Array(X)]"`。 + - 对于**长度大于 200 的长字符串**,也会强制缩略并追加 `...[Truncated, total length: X]`。 - **应对策略**:如果 AI 看到截断提示,这意味着此处为海量无语义数据,**请勿**尝试盲目通过 `update` 覆盖或还原被截断的字段,极易导致源数据被破坏。请仅修改自己能够完全看清的轻量级属性(如 `name`, `x`, `scale` 等)。