1171 lines
50 KiB
JavaScript
1171 lines
50 KiB
JavaScript
"use strict";
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/**
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* 更加健壮的节点查找函数,支持解压后的 UUID
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* @param {string} id 节点的 UUID (支持 22 位压缩格式)
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* @returns {cc.Node | null} 找到的节点对象或 null
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*/
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const findNode = (id) => {
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if (!id) return null;
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let node = cc.engine.getInstanceById(id);
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if (!node && typeof Editor !== "undefined" && Editor.Utils && Editor.Utils.UuidUtils) {
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// 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
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try {
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const decompressed = Editor.Utils.UuidUtils.decompressUuid(id);
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if (decompressed !== id) {
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node = cc.engine.getInstanceById(decompressed);
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}
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} catch (e) {
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// 忽略转换错误
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}
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}
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return node;
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};
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module.exports = {
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/**
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* 修改节点的基础属性
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* @param {Object} event IPC 事件对象
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* @param {Object} args 参数 (id, path, value)
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*/
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"set-property": function (event, args) {
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const { id, path, value } = args;
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// 1. 获取节点
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let node = findNode(id);
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if (node) {
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// 2. 修改属性
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if (path === "name") {
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node.name = value;
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} else {
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node[path] = value;
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}
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// 3. 【解决报错的关键】告诉编辑器场景变脏了(需要保存)
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// 在场景进程中,我们发送 IPC 给主进程
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Editor.Ipc.sendToMain("scene:dirty");
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// 4. 【额外补丁】通知层级管理器(Hierarchy)同步更新节点名称
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// 否则你修改了名字,层级管理器可能还是显示旧名字
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Editor.Ipc.sendToAll("scene:node-changed", {
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uuid: id,
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});
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if (event.reply) {
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event.reply(null, `节点 ${id} 已更新为 ${value}`);
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}
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} else {
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if (event.reply) {
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event.reply(new Error("场景脚本:找不到节点 " + id));
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}
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}
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},
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/**
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* 获取当前场景的完整层级树
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* @param {Object} event IPC 事件对象
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* @param {Object} args 参数 (nodeId, depth, includeDetails)
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*/
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"get-hierarchy": function (event, args) {
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const { nodeId = null, depth = 2, includeDetails = false } = args || {};
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const scene = cc.director.getScene();
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let rootNode = scene;
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if (nodeId) {
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rootNode = findNode(nodeId);
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if (!rootNode) {
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if (event.reply) event.reply(new Error(`找不到指定的起始节点: ${nodeId}`));
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return;
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}
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}
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/**
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* 递归遍历并序列化节点树
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* @param {cc.Node} node 目标节点
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* @param {number} currentDepth 当前深度
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* @returns {Object|null} 序列化后的节点数据
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*/
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function dumpNodes(node, currentDepth) {
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// 【优化】跳过编辑器内部的私有节点,减少数据量
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if (
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!node ||
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!node.name ||
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(typeof node.name === "string" && (node.name.startsWith("Editor Scene") || node.name === "gizmoRoot"))
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) {
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return null;
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}
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let nodeData = {
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name: node.name,
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uuid: node.uuid,
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childrenCount: node.childrenCount,
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};
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const comps = node._components || [];
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// 根据是否需要详情来决定附加哪些数据以节省 Token
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if (includeDetails) {
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nodeData.active = node.active;
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nodeData.position = { x: Math.round(node.x), y: Math.round(node.y) };
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nodeData.scale = { x: node.scaleX, y: node.scaleY };
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nodeData.size = { width: node.width, height: node.height };
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nodeData.components = comps.map((c) => cc.js.getClassName(c));
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} else {
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// 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
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if (comps.length > 0) {
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nodeData.components = comps.map((c) => {
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const parts = (cc.js.getClassName(c) || "").split(".");
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return parts[parts.length - 1]; // 只取类名,例如 cc.Sprite -> Sprite
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});
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}
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}
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// 如果未超出深度限制,继续递归子树
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if (currentDepth < depth && node.childrenCount > 0) {
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nodeData.children = [];
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for (let i = 0; i < node.childrenCount; i++) {
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let childData = dumpNodes(node.children[i], currentDepth + 1);
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if (childData) nodeData.children.push(childData);
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}
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}
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return nodeData;
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}
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const hierarchy = dumpNodes(rootNode, 0);
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if (event.reply) event.reply(null, hierarchy);
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},
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/**
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* 批量更新节点的变换信息 (坐标、缩放、颜色)
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* @param {Object} event IPC 事件对象
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* @param {Object} args 参数 (id, x, y, scaleX, scaleY, color)
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*/
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"update-node-transform": function (event, args) {
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const { id, x, y, scaleX, scaleY, color } = args;
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Editor.log(`[scene-script] update-node-transform called for ${id} with args: ${JSON.stringify(args)}`);
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let node = findNode(id);
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if (node) {
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Editor.log(`[scene-script] 找到节点: ${node.name}, 当前坐标: (${node.x}, ${node.y})`);
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// 使用 scene:set-property 实现支持 Undo 的属性修改
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// 注意:IPC 消息需要发送到 'scene' 面板
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if (x !== undefined) {
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Editor.Ipc.sendToPanel("scene", "scene:set-property", {
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id,
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path: "x",
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type: "Number",
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value: Number(x),
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});
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}
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if (y !== undefined) {
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Editor.Ipc.sendToPanel("scene", "scene:set-property", {
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id,
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path: "y",
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type: "Number",
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value: Number(y),
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});
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}
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if (args.width !== undefined) {
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Editor.Ipc.sendToPanel("scene", "scene:set-property", {
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id,
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path: "width",
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type: "Number",
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value: Number(args.width),
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});
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}
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if (args.height !== undefined) {
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Editor.Ipc.sendToPanel("scene", "scene:set-property", {
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id,
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path: "height",
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type: "Number",
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value: Number(args.height),
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});
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}
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if (scaleX !== undefined) {
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Editor.Ipc.sendToPanel("scene", "scene:set-property", {
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id,
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path: "scaleX",
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type: "Number",
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value: Number(scaleX),
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});
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}
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if (scaleY !== undefined) {
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Editor.Ipc.sendToPanel("scene", "scene:set-property", {
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id,
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path: "scaleY",
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type: "Number",
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value: Number(scaleY),
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});
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}
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if (color) {
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const c = new cc.Color().fromHEX(color);
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Editor.Ipc.sendToPanel("scene", "scene:set-property", {
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id: id,
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path: "color",
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type: "Color",
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value: { r: c.r, g: c.g, b: c.b, a: c.a },
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});
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}
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Editor.Ipc.sendToMain("scene:dirty");
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Editor.Ipc.sendToAll("scene:node-changed", { uuid: id });
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Editor.log(`[scene-script] 更新完成。新坐标: (${node.x}, ${node.y})`);
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if (event.reply) event.reply(null, "变换信息已更新");
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} else {
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if (event.reply) event.reply(new Error(`找不到节点 (UUID: ${id})`));
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}
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},
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/**
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* 在场景中创建新节点
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* @param {Object} event IPC 事件对象
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* @param {Object} args 参数 (name, parentId, type)
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*/
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"create-node": function (event, args) {
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const { name, parentId, type } = args;
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const scene = cc.director.getScene();
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if (!scene) {
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if (event.reply) event.reply(new Error("场景尚未准备好或正在加载。"));
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return;
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}
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let newNode = null;
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// 特殊处理:如果是创建 Canvas,自动设置好适配
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if (type === "canvas" || name === "Canvas") {
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newNode = new cc.Node("Canvas");
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let canvas = newNode.addComponent(cc.Canvas);
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newNode.addComponent(cc.Widget);
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// 设置默认设计分辨率
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canvas.designResolution = cc.size(960, 640);
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canvas.fitHeight = true;
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// 自动在 Canvas 下创建一个 Camera
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let camNode = new cc.Node("Main Camera");
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camNode.addComponent(cc.Camera);
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camNode.parent = newNode;
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} else if (type === "sprite") {
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newNode = new cc.Node(name || "新建精灵节点");
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let sprite = newNode.addComponent(cc.Sprite);
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// 设置为 CUSTOM 模式
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sprite.sizeMode = cc.Sprite.SizeMode.CUSTOM;
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// 为精灵设置默认尺寸
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newNode.width = 100;
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newNode.height = 100;
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// 加载引擎默认图做占位
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if (args.defaultSpriteUuid) {
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cc.assetManager.loadAny(args.defaultSpriteUuid, (err, asset) => {
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if (!err && (asset instanceof cc.SpriteFrame || asset instanceof cc.Texture2D)) {
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sprite.spriteFrame = asset instanceof cc.SpriteFrame ? asset : new cc.SpriteFrame(asset);
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Editor.Ipc.sendToMain("scene:dirty");
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}
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});
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}
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} else if (type === "button") {
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newNode = new cc.Node(name || "新建按钮节点");
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let sprite = newNode.addComponent(cc.Sprite);
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newNode.addComponent(cc.Button);
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// 设置为 CUSTOM 模式并应用按钮专用尺寸
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sprite.sizeMode = cc.Sprite.SizeMode.CUSTOM;
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newNode.width = 150;
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newNode.height = 50;
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// 设置稍暗的背景颜色 (#A0A0A0),以便于看清其上的文字
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newNode.color = new cc.Color(160, 160, 160);
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// 加载引擎默认图
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if (args.defaultSpriteUuid) {
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cc.assetManager.loadAny(args.defaultSpriteUuid, (err, asset) => {
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if (!err && (asset instanceof cc.SpriteFrame || asset instanceof cc.Texture2D)) {
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sprite.spriteFrame = asset instanceof cc.SpriteFrame ? asset : new cc.SpriteFrame(asset);
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Editor.Ipc.sendToMain("scene:dirty");
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}
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});
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}
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} else if (type === "label") {
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newNode = new cc.Node(name || "新建文本节点");
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let l = newNode.addComponent(cc.Label);
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l.string = "新文本";
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newNode.width = 120;
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newNode.height = 40;
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} else {
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newNode = new cc.Node(name || "新建节点");
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}
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// 设置层级
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let parent = parentId ? findNode(parentId) : scene;
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if (parent) {
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newNode.parent = parent;
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// 【优化】通知主进程场景变脏
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Editor.Ipc.sendToMain("scene:dirty");
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// 【关键】使用 setTimeout 延迟通知 UI 刷新,让出主循环
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setTimeout(() => {
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Editor.Ipc.sendToAll("scene:node-created", {
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uuid: newNode.uuid,
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parentUuid: parent.uuid,
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});
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}, 10);
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if (event.reply) event.reply(null, newNode.uuid);
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} else {
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if (event.reply) event.reply(new Error(`无法创建节点:找不到父节点 ${parentId}`));
|
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}
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},
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|
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/**
|
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* 管理节点上的组件 (添加、移除、更新属性)
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* @param {Object} event IPC 事件对象
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* @param {Object} args 参数 (nodeId, action, componentType, componentId, properties)
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*/
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"manage-components": function (event, args) {
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let { nodeId, action, operation, componentType, componentId, properties } = args;
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// 兼容 AI 幻觉带来的传参错误
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action = action || operation;
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let node = findNode(nodeId);
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/**
|
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* 辅助函数:应用属性并智能解析 (支持 UUID 资源与节点引用)
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* @param {cc.Component} component 目标组件实例
|
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* @param {Object} props 待更新的属性键值对
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*/
|
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const applyProperties = (component, props) => {
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if (!props) return;
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// 尝试获取组件类的属性定义
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const compClass = component.constructor;
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for (const [key, value] of Object.entries(props)) {
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// 【核心修复】专门处理各类事件属性 (ClickEvents, ScrollEvents 等)
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const isEventProp =
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Array.isArray(value) && (key.toLowerCase().endsWith("events") || key === "clickEvents");
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if (isEventProp) {
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const eventHandlers = [];
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for (const item of value) {
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if (typeof item === "object" && (item.target || item.component || item.handler)) {
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const handler = new cc.Component.EventHandler();
|
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|
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// 解析 Target Node
|
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if (item.target) {
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let targetNode = findNode(item.target);
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if (!targetNode && item.target instanceof cc.Node) {
|
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targetNode = item.target;
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}
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if (targetNode) {
|
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handler.target = targetNode;
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Editor.log(`[scene-script] Resolved event target: ${targetNode.name}`);
|
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}
|
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}
|
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|
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if (item.component) handler.component = item.component;
|
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if (item.handler) handler.handler = item.handler;
|
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if (item.customEventData !== undefined)
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handler.customEventData = String(item.customEventData);
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eventHandlers.push(handler);
|
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} else {
|
||
// 如果不是对象,原样保留
|
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eventHandlers.push(item);
|
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}
|
||
}
|
||
component[key] = eventHandlers;
|
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continue; // 处理完事件数组,跳出本次循环
|
||
}
|
||
|
||
// 检查属性是否存在
|
||
if (component[key] !== undefined) {
|
||
let finalValue = value;
|
||
|
||
// 【核心逻辑】智能类型识别与赋值
|
||
try {
|
||
const attrs = (cc.Class.Attr.getClassAttrs && cc.Class.Attr.getClassAttrs(compClass)) || {};
|
||
let propertyType = attrs[key] ? attrs[key].type : null;
|
||
if (!propertyType && attrs[key + "$_$ctor"]) {
|
||
propertyType = attrs[key + "$_$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 (UUID: ${nodeId}, action: ${action})`));
|
||
return;
|
||
}
|
||
|
||
switch (action) {
|
||
case "add":
|
||
if (!componentType) {
|
||
if (event.reply) event.reply(new Error(`必须提供组件类型 (nodeId: ${nodeId}, action: ${action})`));
|
||
return;
|
||
}
|
||
|
||
// 【防呆设计】拦截 AI 错误地将 cc.Node 作为组件添加
|
||
if (componentType === "cc.Node" || componentType === "Node") {
|
||
if (event.reply) {
|
||
event.reply(
|
||
new Error(
|
||
"【纠错提示】cc.Node 是节点而不是组件,无法被当做组件添加!\n" +
|
||
"- 如果你想创建带有名字的子节点,请不要使用 manage_components,而是使用 create-node (或相应的创建节点工具)。\n" +
|
||
"- 如果你想修改现有节点的 name 属性,请使用修改节点的 set-property 工具。",
|
||
),
|
||
);
|
||
}
|
||
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: ${componentType}`));
|
||
return;
|
||
}
|
||
|
||
// 【防呆设计】确保获取到的类是一个组件
|
||
if (!cc.js.isChildClassOf(compClass, cc.Component)) {
|
||
if (event.reply) {
|
||
event.reply(
|
||
new Error(
|
||
`【错误】'${componentType}' 不是一个合法的组件类型(必须继承自 cc.Component)。请确认你的意图。`,
|
||
),
|
||
);
|
||
}
|
||
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 (nodeId: ${nodeId})`));
|
||
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 (nodeId: ${nodeId}, componentId: ${componentId})`));
|
||
}
|
||
} 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;
|
||
}
|
||
},
|
||
};
|