1. 汉化 panel/index.js 代码注释。 2. 更新 README/DEVELOPMENT/UPDATE_LOG,明确 apply_text_edits 和 execute_menu_item 的最佳实践。 3. 移除 execute_menu_item 中的不稳定映射。 4. 优化 main.js 工具定义 schema。
2357 lines
73 KiB
JavaScript
2357 lines
73 KiB
JavaScript
"use strict";
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const { IpcManager } = require("./dist/IpcManager");
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const http = require("http");
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const pathModule = require("path");
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const fs = require("fs");
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const crypto = require("crypto");
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let logBuffer = []; // 存储所有日志
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let mcpServer = null;
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let isSceneBusy = false;
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let serverConfig = {
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port: 3456,
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active: false,
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};
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/**
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* 封装日志函数,同时发送给面板、保存到内存并在编辑器控制台打印
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* @param {'info' | 'success' | 'warn' | 'error'} type 日志类型
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* @param {string} message 日志内容
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*/
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function addLog(type, message) {
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const logEntry = {
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time: new Date().toLocaleTimeString(),
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type: type,
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content: message,
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};
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logBuffer.push(logEntry);
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Editor.Ipc.sendToPanel("mcp-bridge", "mcp-bridge:on-log", logEntry);
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// 【修改】确保所有日志都输出到编辑器控制台,以便用户查看
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if (type === "error") {
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Editor.error(`[MCP] ${message}`);
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} else if (type === "warn") {
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Editor.warn(`[MCP] ${message}`);
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} else {
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}
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}
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/**
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* 获取完整的日志内容(文本格式)
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* @returns {string} 拼接后的日志字符串
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*/
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function getLogContent() {
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return logBuffer.map(entry => `[${entry.time}] [${entry.type}] ${entry.content}`).join('\n');
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}
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/**
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* 生成新场景的 JSON 模板数据
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* @returns {string} 场景数据的 JSON 字符串
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*/
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const getNewSceneTemplate = () => {
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// 尝试获取 UUID 生成函数
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let newId = "";
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if (Editor.Utils && Editor.Utils.uuid) {
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newId = Editor.Utils.uuid();
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} else if (Editor.Utils && Editor.Utils.UuidUtils && Editor.Utils.UuidUtils.uuid) {
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newId = Editor.Utils.UuidUtils.uuid();
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} else {
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// 兜底方案:如果找不到编辑器 API,生成一个随机字符串
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newId = Math.random().toString(36).substring(2, 15);
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}
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const sceneData = [
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{
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__type__: "cc.SceneAsset",
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_name: "",
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_objFlags: 0,
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_native: "",
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scene: { __id__: 1 },
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},
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{
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__id__: 1,
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__type__: "cc.Scene",
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_name: "",
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_objFlags: 0,
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_parent: null,
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_children: [],
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_active: true,
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_level: 0,
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_components: [],
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autoReleaseAssets: false,
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_id: newId,
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},
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];
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return JSON.stringify(sceneData);
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};
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/**
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* 获取所有支持的 MCP 工具列表定义
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* @returns {Array<Object>} 工具定义数组
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*/
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const getToolsList = () => {
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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。";
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return [
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{
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name: "get_selected_node",
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description: `${globalPrecautions} 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。`,
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inputSchema: { type: "object", properties: {} },
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},
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{
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name: "set_node_name",
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description: `${globalPrecautions} 修改指定节点的名称`,
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inputSchema: {
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type: "object",
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properties: {
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id: { type: "string", description: "节点的 UUID" },
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newName: { type: "string", description: "新的节点名称" },
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},
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required: ["id", "newName"],
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},
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},
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{
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name: "save_scene",
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description: `${globalPrecautions} 保存当前场景的修改`,
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inputSchema: { type: "object", properties: {} },
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},
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{
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name: "get_scene_hierarchy",
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description: `${globalPrecautions} 获取当前场景的完整节点树结构(包括 UUID、名称和层级关系)`,
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inputSchema: { type: "object", properties: {} },
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},
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{
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name: "update_node_transform",
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description: `${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。`,
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inputSchema: {
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type: "object",
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properties: {
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id: { type: "string", description: "节点 UUID" },
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x: { type: "number" },
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y: { type: "number" },
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width: { type: "number" },
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height: { type: "number" },
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scaleX: { type: "number" },
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scaleY: { type: "number" },
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color: { type: "string", description: "HEX 颜色代码如 #FF0000" },
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},
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required: ["id"],
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},
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},
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{
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name: "create_scene",
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description: `${globalPrecautions} 在 assets 目录下创建一个新的场景文件。创建并通过 open_scene 打开后,请务必初始化基础节点(如 Canvas 和 Camera)。`,
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inputSchema: {
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type: "object",
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properties: {
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sceneName: { type: "string", description: "场景名称" },
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},
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required: ["sceneName"],
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},
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},
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{
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name: "create_prefab",
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description: `${globalPrecautions} 将场景中的某个节点保存为预制体资源`,
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inputSchema: {
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type: "object",
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properties: {
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nodeId: { type: "string", description: "节点 UUID" },
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prefabName: { type: "string", description: "预制体名称" },
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},
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required: ["nodeId", "prefabName"],
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},
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},
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{
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name: "open_scene",
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description: `${globalPrecautions} 打开场景文件。注意:这是一个异步且耗时的操作,打开后请等待几秒。重要:如果是新创建或空的场景,请务必先创建并初始化基础节点(Canvas/Camera)。`,
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inputSchema: {
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type: "object",
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properties: {
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url: {
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type: "string",
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description: "场景资源路径,如 db://assets/NewScene.fire",
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},
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},
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required: ["url"],
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},
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},
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{
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name: "create_node",
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description: `${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)。`,
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inputSchema: {
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type: "object",
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properties: {
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name: { type: "string", description: "节点名称" },
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parentId: {
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type: "string",
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description: "父节点 UUID (可选,不传则挂在场景根部)",
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},
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type: {
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type: "string",
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enum: ["empty", "sprite", "label", "button"],
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description: "节点预设类型",
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},
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},
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required: ["name"],
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},
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},
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{
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name: "manage_components",
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description: `${globalPrecautions} 管理节点组件。重要提示:1. 操作前必须调用 get_scene_hierarchy 确认 nodeId 对应的节点仍然存在。2. 添加前先用 'get' 检查是否已存在。3. 添加 cc.Sprite 后必须设置 spriteFrame 属性,否则节点不显示。4. 创建按钮时,请确保目标节点有足够的 width 和 height 作为点击区域。5. 赋值或更新属性前,必须确保目标属性在组件上真实存在,严禁盲目操作不存在的属性。6. 对于资源类属性(如 cc.Prefab, sp.SkeletonData),传递资源的 UUID。插件会自动进行异步加载并正确序列化,避免 Inspector 出现 Type Error。`,
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inputSchema: {
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type: "object",
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properties: {
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nodeId: { type: "string", description: "节点 UUID" },
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action: { type: "string", enum: ["add", "remove", "update", "get"], description: "操作类型 (add: 添加组件, remove: 移除组件, update: 更新组件属性, get: 获取组件列表)" },
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componentType: { type: "string", description: "组件类型,如 cc.Sprite (add/update 操作需要)" },
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componentId: { type: "string", description: "组件 ID (remove/update 操作可选)" },
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properties: { type: "object", description: "组件属性 (add/update 操作使用). 支持智能解析: 如果属性类型是组件但提供了节点UUID,会自动查找对应组件。" },
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},
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required: ["nodeId", "action"],
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},
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},
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{
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name: "manage_script",
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description: `${globalPrecautions} 管理脚本文件。注意:创建或修改脚本后,编辑器需要时间进行编译(通常几秒钟)。新脚本在编译完成前无法作为组件添加到节点。建议在 create 后调用 refresh_editor,或等待一段时间后再使用 manage_components。`,
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inputSchema: {
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type: "object",
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properties: {
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action: { type: "string", enum: ["create", "delete", "read", "write"], description: "操作类型" },
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path: { type: "string", description: "脚本路径,如 db://assets/scripts/NewScript.js" },
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content: { type: "string", description: "脚本内容 (用于 create 和 write 操作)" },
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name: { type: "string", description: "脚本名称 (用于 create 操作)" },
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},
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required: ["action", "path"],
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},
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},
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{
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name: "batch_execute",
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description: `${globalPrecautions} 批处理执行多个操作`,
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inputSchema: {
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type: "object",
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properties: {
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operations: {
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type: "array",
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items: {
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type: "object",
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properties: {
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tool: { type: "string", description: "工具名称" },
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params: { type: "object", description: "工具参数" },
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},
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required: ["tool", "params"],
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},
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description: "操作列表",
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},
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},
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required: ["operations"],
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},
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},
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{
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name: "manage_asset",
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description: `${globalPrecautions} 管理资源`,
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inputSchema: {
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type: "object",
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properties: {
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action: { type: "string", enum: ["create", "delete", "move", "get_info"], description: "操作类型" },
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path: { type: "string", description: "资源路径,如 db://assets/textures" },
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targetPath: { type: "string", description: "目标路径 (用于 move 操作)" },
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content: { type: "string", description: "资源内容 (用于 create 操作)" },
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},
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required: ["action", "path"],
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},
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},
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{
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name: "scene_management",
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description: `${globalPrecautions} 场景管理`,
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inputSchema: {
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type: "object",
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properties: {
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action: {
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type: "string",
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enum: ["create", "delete", "duplicate", "get_info"],
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description: "操作类型",
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},
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path: { type: "string", description: "场景路径,如 db://assets/scenes/NewScene.fire" },
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targetPath: { type: "string", description: "目标路径 (用于 duplicate 操作)" },
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name: { type: "string", description: "场景名称 (用于 create 操作)" },
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},
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required: ["action", "path"],
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},
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},
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{
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name: "prefab_management",
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description: `${globalPrecautions} 预制体管理`,
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inputSchema: {
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type: "object",
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properties: {
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action: {
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type: "string",
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enum: ["create", "update", "instantiate", "get_info"],
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description: "操作类型",
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},
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path: { type: "string", description: "预制体路径,如 db://assets/prefabs/NewPrefab.prefab" },
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nodeId: { type: "string", description: "节点 ID (用于 create 操作)" },
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parentId: { type: "string", description: "父节点 ID (用于 instantiate 操作)" },
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},
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required: ["action", "path"],
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},
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},
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{
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name: "manage_editor",
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description: `${globalPrecautions} 管理编辑器`,
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inputSchema: {
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type: "object",
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properties: {
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action: {
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type: "string",
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enum: ["get_selection", "set_selection", "refresh_editor"],
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description: "操作类型",
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},
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target: {
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type: "string",
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enum: ["node", "asset"],
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description: "目标类型 (用于 set_selection 操作)",
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},
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properties: { type: "object", description: "操作属性" },
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},
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required: ["action"],
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},
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},
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{
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name: "find_gameobjects",
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description: `${globalPrecautions} 查找游戏对象`,
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inputSchema: {
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type: "object",
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properties: {
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conditions: { type: "object", description: "查找条件" },
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recursive: { type: "boolean", default: true, description: "是否递归查找" },
|
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},
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required: ["conditions"],
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},
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},
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{
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name: "manage_material",
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description: `${globalPrecautions} 管理材质。支持创建、获取信息以及更新 Shader、Defines 和 Uniforms 参数。`,
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inputSchema: {
|
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type: "object",
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||
properties: {
|
||
action: { type: "string", enum: ["create", "delete", "get_info", "update"], description: "操作类型" },
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path: { type: "string", description: "材质路径,如 db://assets/materials/NewMaterial.mat" },
|
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properties: {
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type: "object",
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description: "材质属性 (add/update 操作使用)",
|
||
properties: {
|
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shaderUuid: { type: "string", description: "关联的 Shader (Effect) UUID" },
|
||
defines: { type: "object", description: "预编译宏定义" },
|
||
uniforms: { type: "object", description: "Uniform 参数列表" }
|
||
}
|
||
},
|
||
},
|
||
required: ["action", "path"],
|
||
},
|
||
},
|
||
{
|
||
name: "manage_texture",
|
||
description: `${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: `${globalPrecautions} 对文件应用文本编辑。**专用于修改脚本源代码 (.js, .ts) 或文本文件**。如果要修改场景节点属性,请使用 'manage_components'。`,
|
||
inputSchema: {
|
||
type: "object",
|
||
properties: {
|
||
edits: {
|
||
type: "array",
|
||
items: {
|
||
type: "object",
|
||
properties: {
|
||
type: { type: "string", enum: ["insert", "delete", "replace"], description: "操作类型" },
|
||
start: { type: "number", description: "起始偏移量 (字符索引)" },
|
||
end: { type: "number", description: "结束偏移量 (delete/replace 用)" },
|
||
position: { type: "number", description: "插入位置 (insert 用)" },
|
||
text: { type: "string", description: "要插入或替换的文本" },
|
||
},
|
||
},
|
||
description: "编辑操作列表。请严格使用偏移量(offset)而非行号。",
|
||
},
|
||
filePath: { type: "string", description: "文件路径 (db://...)" },
|
||
},
|
||
required: ["filePath", "edits"],
|
||
},
|
||
},
|
||
{
|
||
name: "read_console",
|
||
description: `${globalPrecautions} 读取控制台`,
|
||
inputSchema: {
|
||
type: "object",
|
||
properties: {
|
||
limit: { type: "number", description: "输出限制" },
|
||
type: { type: "string", enum: ["log", "error", "warn"], description: "输出类型" },
|
||
},
|
||
},
|
||
},
|
||
{
|
||
name: "validate_script",
|
||
description: `${globalPrecautions} 验证脚本`,
|
||
inputSchema: {
|
||
type: "object",
|
||
properties: {
|
||
filePath: { type: "string", description: "脚本路径" },
|
||
},
|
||
required: ["filePath"],
|
||
},
|
||
},
|
||
{
|
||
name: "find_in_file",
|
||
description: `${globalPrecautions} 在项目中全局搜索文本内容`,
|
||
inputSchema: {
|
||
type: "object",
|
||
properties: {
|
||
query: { type: "string", description: "搜索关键词" },
|
||
extensions: {
|
||
type: "array",
|
||
items: { type: "string" },
|
||
description: "文件后缀列表 (例如 ['.js', '.ts'])",
|
||
default: [".js", ".ts", ".json", ".fire", ".prefab", ".xml", ".txt", ".md"]
|
||
},
|
||
includeSubpackages: { type: "boolean", default: true, description: "是否搜索子包 (暂时默认搜索 assets 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: `${globalPrecautions} 获取指定文件的 SHA-256 哈希值`,
|
||
inputSchema: {
|
||
type: "object",
|
||
properties: {
|
||
path: { type: "string", description: "文件路径,如 db://assets/scripts/Test.ts" }
|
||
},
|
||
required: ["path"]
|
||
}
|
||
},
|
||
{
|
||
name: "manage_animation",
|
||
description: `${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");
|
||
|
||
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() {
|
||
// 'local' 表示存储在项目本地(local/mcp-bridge.json)
|
||
return Editor.Profile.load("profile://local/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();
|
||
|
||
try {
|
||
mcpServer = http.createServer((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`);
|
||
// 明确返回成功结构
|
||
res.writeHead(200);
|
||
return res.end(JSON.stringify({ tools: tools }));
|
||
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: ${uri}`);
|
||
res.writeHead(200);
|
||
// 返回 MCP Resource 格式: { contents: [{ uri, mimeType, text }] }
|
||
res.end(JSON.stringify({
|
||
contents: [{
|
||
uri: uri,
|
||
mimeType: "application/json",
|
||
text: typeof content === 'string' ? content : JSON.stringify(content)
|
||
}]
|
||
}));
|
||
});
|
||
} catch (e) {
|
||
res.writeHead(500);
|
||
res.end(JSON.stringify({ error: e.message }));
|
||
}
|
||
return;
|
||
}
|
||
if (url === "/call-tool") {
|
||
try {
|
||
const { name, arguments: args } = JSON.parse(body || "{}");
|
||
addLog("mcp", `REQ -> [${name}]`);
|
||
|
||
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: ${err}`);
|
||
} else {
|
||
// 成功时尝试捕获简单的结果预览(如果是字符串或简短对象)
|
||
let preview = "";
|
||
if (typeof result === 'string') {
|
||
preview = result.length > 100 ? result.substring(0, 100) + "..." : result;
|
||
} else if (typeof result === 'object') {
|
||
try {
|
||
const jsonStr = JSON.stringify(result);
|
||
preview = jsonStr.length > 100 ? jsonStr.substring(0, 100) + "..." : jsonStr;
|
||
} catch (e) {
|
||
preview = "Object (Circular/Unserializable)";
|
||
}
|
||
}
|
||
addLog("success", `RES <- [${name}] 成功 : ${preview}`);
|
||
}
|
||
res.writeHead(200);
|
||
res.end(JSON.stringify(response));
|
||
});
|
||
} 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;
|
||
}
|
||
|
||
// --- 兜底处理 (404) ---
|
||
res.writeHead(404);
|
||
res.end(JSON.stringify({ error: "Not Found", url: url }));
|
||
});
|
||
});
|
||
|
||
mcpServer.on("error", (e) => {
|
||
addLog("error", `Server Error: ${e.message}`);
|
||
});
|
||
mcpServer.listen(port, () => {
|
||
serverConfig.active = true;
|
||
addLog("success", `MCP Server running at http://127.0.0.1:${port}`);
|
||
Editor.Ipc.sendToPanel("mcp-bridge", "mcp-bridge:state-changed", serverConfig);
|
||
});
|
||
// 启动成功后顺便存一下端口
|
||
this.getProfile().set("last-port", port);
|
||
this.getProfile().save();
|
||
} catch (e) {
|
||
addLog("error", `Failed to start server: ${e.message}`);
|
||
}
|
||
},
|
||
|
||
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);
|
||
}
|
||
},
|
||
|
||
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"
|
||
}
|
||
];
|
||
},
|
||
|
||
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}`);
|
||
}
|
||
|
||
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;
|
||
|
||
case "selection":
|
||
const selection = Editor.Selection.curSelection("node");
|
||
callback(null, JSON.stringify(selection));
|
||
break;
|
||
|
||
case "logs":
|
||
callback(null, getLogContent());
|
||
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;
|
||
|
||
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 "get_scene_hierarchy":
|
||
Editor.Scene.callSceneScript("mcp-bridge", "get-hierarchy", 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
|
||
Editor.Scene.callSceneScript("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 ${sceneUrl}`);
|
||
});
|
||
break;
|
||
|
||
case "create_prefab":
|
||
const prefabUrl = `db://assets/${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 "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;
|
||
}
|
||
Editor.Scene.callSceneScript("mcp-bridge", "create-node", args, callback);
|
||
break;
|
||
|
||
case "manage_components":
|
||
Editor.Scene.callSceneScript("mcp-bridge", "manage-components", args, callback);
|
||
break;
|
||
|
||
case "manage_script":
|
||
this.manageScript(args, callback);
|
||
break;
|
||
|
||
case "batch_execute":
|
||
this.batchExecute(args, callback);
|
||
break;
|
||
|
||
case "manage_asset":
|
||
this.manageAsset(args, callback);
|
||
break;
|
||
|
||
case "scene_management":
|
||
this.sceneManagement(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 "find_gameobjects":
|
||
Editor.Scene.callSceneScript("mcp-bridge", "find-gameobjects", args, callback);
|
||
break;
|
||
|
||
case "manage_material":
|
||
this.manageMaterial(args, callback);
|
||
break;
|
||
|
||
case "manage_texture":
|
||
this.manageTexture(args, callback);
|
||
break;
|
||
|
||
case "manage_shader":
|
||
this.manageShader(args, callback);
|
||
break;
|
||
|
||
case "execute_menu_item":
|
||
this.executeMenuItem(args, callback);
|
||
break;
|
||
|
||
case "apply_text_edits":
|
||
this.applyTextEdits(args, callback);
|
||
break;
|
||
|
||
case "read_console":
|
||
this.readConsole(args, callback);
|
||
break;
|
||
|
||
case "validate_script":
|
||
this.validateScript(args, callback);
|
||
break;
|
||
|
||
case "find_in_file":
|
||
this.findInFile(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"
|
||
];
|
||
|
||
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.");
|
||
}
|
||
|
||
Editor.Scene.callSceneScript("mcp-bridge", "manage-vfx", args, callback);
|
||
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;
|
||
|
||
switch (action) {
|
||
case "create":
|
||
if (Editor.assetdb.exists(scriptPath)) {
|
||
return callback(`Script already exists at ${scriptPath}`);
|
||
}
|
||
// 确保父目录存在
|
||
const absolutePath = Editor.assetdb.urlToFspath(scriptPath);
|
||
const dirPath = path.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 {
|
||
@property(cc.Label)
|
||
label: cc.Label = null;
|
||
|
||
@property
|
||
text: string = 'hello';
|
||
|
||
// LIFE-CYCLE CALLBACKS:
|
||
|
||
onLoad () {}
|
||
|
||
start () {}
|
||
|
||
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", `Refresh failed after script creation: ${refreshErr}`);
|
||
}
|
||
callback(null, `Script created at ${scriptPath}`);
|
||
});
|
||
}
|
||
},
|
||
);
|
||
break;
|
||
|
||
case "delete":
|
||
if (!Editor.assetdb.exists(scriptPath)) {
|
||
return callback(`Script not found at ${scriptPath}`);
|
||
}
|
||
Editor.assetdb.delete([scriptPath], (err) => {
|
||
callback(err, err ? null : `Script deleted at ${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(`Script not found at ${scriptPath}`);
|
||
}
|
||
try {
|
||
const content = fs.readFileSync(readFsPath, "utf-8");
|
||
callback(null, content);
|
||
} catch (e) {
|
||
callback(`Failed to read script: ${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(`Invalid path: ${scriptPath}`);
|
||
}
|
||
|
||
try {
|
||
fs.writeFileSync(writeFsPath, content, "utf-8");
|
||
Editor.assetdb.refresh(scriptPath, (err) => {
|
||
if (err) addLog("warn", `Refresh failed after write: ${err}`);
|
||
callback(null, `Script updated at ${scriptPath}`);
|
||
});
|
||
} catch (e) {
|
||
callback(`Failed to write script: ${e.message}`);
|
||
}
|
||
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
|
||
* @param {Object} args 参数 (operations 数组)
|
||
* @param {Function} callback 完成回调
|
||
*/
|
||
batchExecute(args, callback) {
|
||
const { operations } = args;
|
||
const results = [];
|
||
let completed = 0;
|
||
|
||
if (!operations || operations.length === 0) {
|
||
return callback("未提供任何操作指令");
|
||
}
|
||
|
||
operations.forEach((operation, index) => {
|
||
this.handleMcpCall(operation.tool, operation.params, (err, result) => {
|
||
results[index] = { tool: operation.tool, error: err, result: result };
|
||
completed++;
|
||
|
||
if (completed === operations.length) {
|
||
callback(null, results);
|
||
}
|
||
});
|
||
});
|
||
},
|
||
|
||
/**
|
||
* 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(`Asset already exists at ${path}`);
|
||
}
|
||
// 确保父目录存在
|
||
const fs = require("fs");
|
||
const pathModule = require("path");
|
||
const absolutePath = Editor.assetdb.urlToFspath(path);
|
||
const dirPath = pathModule.dirname(absolutePath);
|
||
if (!fs.existsSync(dirPath)) {
|
||
fs.mkdirSync(dirPath, { recursive: true });
|
||
}
|
||
Editor.assetdb.create(path, content || "", (err) => {
|
||
callback(err, err ? null : `Asset created at ${path}`);
|
||
});
|
||
break;
|
||
|
||
case "delete":
|
||
if (!Editor.assetdb.exists(path)) {
|
||
return callback(`Asset not found at ${path}`);
|
||
}
|
||
Editor.assetdb.delete([path], (err) => {
|
||
callback(err, err ? null : `Asset deleted at ${path}`);
|
||
});
|
||
break;
|
||
|
||
case "move":
|
||
if (!Editor.assetdb.exists(path)) {
|
||
return callback(`Asset not found at ${path}`);
|
||
}
|
||
if (Editor.assetdb.exists(targetPath)) {
|
||
return callback(`Target asset already exists at ${targetPath}`);
|
||
}
|
||
Editor.assetdb.move(path, targetPath, (err) => {
|
||
callback(err, err ? null : `Asset moved from ${path} to ${targetPath}`);
|
||
});
|
||
break;
|
||
|
||
|
||
case "get_info":
|
||
try {
|
||
if (!Editor.assetdb.exists(path)) {
|
||
return callback(`Asset not found: ${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(`Error getting asset info: ${e.message}`);
|
||
}
|
||
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;
|
||
|
||
switch (action) {
|
||
case "create":
|
||
if (Editor.assetdb.exists(path)) {
|
||
return callback(`Scene already exists at ${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 : `Scene created at ${path}`);
|
||
});
|
||
break;
|
||
|
||
case "delete":
|
||
if (!Editor.assetdb.exists(path)) {
|
||
return callback(`Scene not found at ${path}`);
|
||
}
|
||
Editor.assetdb.delete([path], (err) => {
|
||
callback(err, err ? null : `Scene deleted at ${path}`);
|
||
});
|
||
break;
|
||
|
||
case "duplicate":
|
||
if (!Editor.assetdb.exists(path)) {
|
||
return callback(`Scene not found at ${path}`);
|
||
}
|
||
if (!targetPath) {
|
||
return callback(`Target path is required for duplicate operation`);
|
||
}
|
||
if (Editor.assetdb.exists(targetPath)) {
|
||
return callback(`Target scene already exists at ${targetPath}`);
|
||
}
|
||
// 【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(`Failed to locate source scene file: ${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 : `Scene duplicated from ${path} to ${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 {
|
||
callback(`Scene not found: ${path}`);
|
||
}
|
||
break;
|
||
|
||
default:
|
||
callback(`Unknown scene action: ${action}`);
|
||
break;
|
||
}
|
||
},
|
||
|
||
// 预制体管理
|
||
prefabManagement(args, callback) {
|
||
const { action, path: prefabPath, nodeId, parentId } = args;
|
||
|
||
switch (action) {
|
||
case "create":
|
||
if (!nodeId) {
|
||
return callback(`Node ID is required for create operation`);
|
||
}
|
||
if (Editor.assetdb.exists(prefabPath)) {
|
||
return callback(`Prefab already exists at ${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 });
|
||
}
|
||
|
||
// 解析目标目录和文件名
|
||
// db://assets/folder/PrefabName.prefab -> db://assets/folder, PrefabName
|
||
const targetDir = prefabPath.substring(0, prefabPath.lastIndexOf('/'));
|
||
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
|
||
});
|
||
|
||
// 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
|
||
setTimeout(() => {
|
||
Editor.Ipc.sendToPanel("scene", "scene:create-prefab", [nodeId], targetDir);
|
||
}, 100); // 稍微延迟以确保重命名生效
|
||
|
||
callback(null, `Command sent: Creating prefab from node ${nodeId} at ${targetDir} as ${prefabName}`);
|
||
break;
|
||
|
||
case "update":
|
||
if (!nodeId) {
|
||
return callback(`Node ID is required for update operation`);
|
||
}
|
||
if (!Editor.assetdb.exists(prefabPath)) {
|
||
return callback(`Prefab not found at ${prefabPath}`);
|
||
}
|
||
// 更新预制体
|
||
Editor.Ipc.sendToPanel("scene", "scene:update-prefab", nodeId, prefabPath);
|
||
callback(null, `Command sent: Updating prefab ${prefabPath} from node ${nodeId}`);
|
||
break;
|
||
|
||
case "instantiate":
|
||
if (!Editor.assetdb.exists(prefabPath)) {
|
||
return callback(`Prefab not found at ${prefabPath}`);
|
||
}
|
||
// 实例化预制体
|
||
const prefabUuid = Editor.assetdb.urlToUuid(prefabPath);
|
||
Editor.Scene.callSceneScript(
|
||
"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 {
|
||
callback(`Prefab not found: ${prefabPath}`);
|
||
}
|
||
break;
|
||
|
||
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;
|
||
|
||
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, "Selection updated");
|
||
break;
|
||
case "refresh_editor":
|
||
// 刷新编辑器
|
||
const refreshPath = (properties && properties.path) ? properties.path : 'db://assets/scripts';
|
||
Editor.assetdb.refresh(refreshPath, (err) => {
|
||
if (err) {
|
||
addLog("error", `Refresh failed: ${err}`);
|
||
callback(err);
|
||
} else {
|
||
callback(null, `Editor refreshed: ${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;
|
||
|
||
switch (action) {
|
||
case "create":
|
||
if (Editor.assetdb.exists(effectPath)) {
|
||
return callback(`Effect already exists at ${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 %{
|
||
techniques:
|
||
- passes:
|
||
- vert: vs
|
||
frag: fs
|
||
blendState:
|
||
targets:
|
||
- blend: true
|
||
rasterizerState:
|
||
cullMode: none
|
||
properties:
|
||
texture: { value: white }
|
||
mainColor: { value: [1, 1, 1, 1], editor: { type: color } }
|
||
}%
|
||
|
||
CCProgram vs %{
|
||
precision highp float;
|
||
#include <cc-global>
|
||
attribute vec3 a_position;
|
||
attribute vec2 a_uv0;
|
||
varying vec2 v_uv0;
|
||
void main () {
|
||
gl_Position = cc_matViewProj * vec4(a_position, 1.0);
|
||
v_uv0 = a_uv0;
|
||
}
|
||
}%
|
||
|
||
CCProgram fs %{
|
||
precision highp float;
|
||
uniform sampler2D texture;
|
||
uniform Constant {
|
||
vec4 mainColor;
|
||
};
|
||
varying vec2 v_uv0;
|
||
void main () {
|
||
gl_FragColor = mainColor * texture2D(texture, v_uv0);
|
||
}
|
||
}%`;
|
||
|
||
Editor.assetdb.create(effectPath, content || defaultEffect, (err) => {
|
||
if (err) return callback(err);
|
||
Editor.assetdb.refresh(effectPath, (refreshErr) => {
|
||
callback(refreshErr, refreshErr ? null : `Effect created at ${effectPath}`);
|
||
});
|
||
});
|
||
break;
|
||
|
||
case "read":
|
||
if (!Editor.assetdb.exists(effectPath)) {
|
||
return callback(`Effect not found: ${effectPath}`);
|
||
}
|
||
const fspath = Editor.assetdb.urlToFspath(effectPath);
|
||
try {
|
||
const data = fs.readFileSync(fspath, "utf-8");
|
||
callback(null, data);
|
||
} catch (e) {
|
||
callback(`Failed to read effect: ${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 updated at ${effectPath}`);
|
||
});
|
||
} catch (e) {
|
||
callback(`Failed to write effect: ${e.message}`);
|
||
}
|
||
break;
|
||
|
||
case "delete":
|
||
if (!Editor.assetdb.exists(effectPath)) {
|
||
return callback(`Effect not found: ${effectPath}`);
|
||
}
|
||
Editor.assetdb.delete([effectPath], (err) => {
|
||
callback(err, err ? null : `Effect deleted: ${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(`Effect not found: ${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(`Material already exists at ${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 : `Material created at ${matPath}`);
|
||
});
|
||
});
|
||
break;
|
||
|
||
case "update":
|
||
if (!Editor.assetdb.exists(matPath)) {
|
||
return callback(`Material not found at ${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 : `Material updated at ${matPath}`);
|
||
});
|
||
} catch (e) {
|
||
callback(`Failed to update material: ${e.message}`);
|
||
}
|
||
break;
|
||
|
||
case "delete":
|
||
if (!Editor.assetdb.exists(matPath)) {
|
||
return callback(`Material not found at ${matPath}`);
|
||
}
|
||
Editor.assetdb.delete([matPath], (err) => {
|
||
callback(err, err ? null : `Material deleted at ${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(`Material not found: ${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(`Texture already exists at ${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, `Texture created but UUID not found immediately.`);
|
||
|
||
// 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(`Failed to save meta for ${path}: ${err}`);
|
||
callback(null, `Texture created and meta updated at ${path}`);
|
||
});
|
||
return;
|
||
}
|
||
}
|
||
callback(null, `Texture created at ${path}`);
|
||
}, 100);
|
||
} else {
|
||
callback(null, `Texture created at ${path}`);
|
||
}
|
||
});
|
||
} catch (e) {
|
||
callback(`Failed to write texture file: ${e.message}`);
|
||
}
|
||
break;
|
||
case "delete":
|
||
if (!Editor.assetdb.exists(path)) {
|
||
return callback(`Texture not found at ${path}`);
|
||
}
|
||
Editor.assetdb.delete([path], (err) => {
|
||
callback(err, err ? null : `Texture deleted at ${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(`Texture not found: ${path}`);
|
||
}
|
||
break;
|
||
case "update":
|
||
if (!Editor.assetdb.exists(path)) {
|
||
return callback(`Texture not found at ${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(`Failed to load meta for ${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(`Failed to save meta: ${err}`);
|
||
callback(null, `Texture updated at ${path}`);
|
||
});
|
||
} else {
|
||
callback(null, `No changes needed for ${path}`);
|
||
}
|
||
break;
|
||
default:
|
||
callback(`Unknown texture action: ${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(`File not found or invalid URL: ${filePath}`);
|
||
}
|
||
|
||
const fs = require("fs");
|
||
if (!fs.existsSync(fspath)) {
|
||
return callback(`File does not exist: ${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", `Refresh failed for ${filePath}: ${err}`);
|
||
callback(null, `Text edits applied to ${filePath}`);
|
||
});
|
||
|
||
} catch (err) {
|
||
callback(`Action failed: ${err.message}`);
|
||
}
|
||
},
|
||
|
||
// 读取控制台
|
||
readConsole(args, callback) {
|
||
const { limit, type } = args;
|
||
let filteredOutput = logBuffer;
|
||
|
||
if (type) {
|
||
filteredOutput = filteredOutput.filter((item) => item.type === type);
|
||
}
|
||
|
||
if (limit) {
|
||
filteredOutput = filteredOutput.slice(-limit);
|
||
}
|
||
|
||
callback(null, filteredOutput);
|
||
},
|
||
|
||
executeMenuItem(args, callback) {
|
||
const { menuPath } = args;
|
||
if (!menuPath) {
|
||
return callback("Menu path is required");
|
||
}
|
||
addLog("info", `Executing Menu Item: ${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',
|
||
'Node/Create Empty Node': 'scene:create-node-by-classid', // 简化的映射,通常需要参数
|
||
'Project/Build': 'app:build-project',
|
||
};
|
||
|
||
// 特殊处理 delete-node:UUID 格式
|
||
if (menuPath.startsWith("delete-node:")) {
|
||
const uuid = menuPath.split(":")[1];
|
||
if (uuid) {
|
||
Editor.Scene.callSceneScript('mcp-bridge', 'delete-node', { uuid }, (err, result) => {
|
||
if (err) callback(err);
|
||
else callback(null, result || `Node ${uuid} deleted via scene script`);
|
||
});
|
||
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, `Menu action triggered: ${menuPath} -> ${ipcMsg} with ${selection.length} nodes`);
|
||
} else {
|
||
callback("No nodes selected for deletion");
|
||
}
|
||
} else {
|
||
Editor.Ipc.sendToMain(ipcMsg);
|
||
callback(null, `Menu action triggered: ${menuPath} -> ${ipcMsg}`);
|
||
}
|
||
} catch (err) {
|
||
callback(`Failed to execute IPC ${ipcMsg}: ${err.message}`);
|
||
}
|
||
} else {
|
||
// 对于未在映射表中的菜单,尝试通用的 menu:click (虽然不一定有效)
|
||
// 或者直接返回不支持的警告
|
||
addLog("warn", `Menu item '${menuPath}' not found in supported map. Trying legacy fallback.`);
|
||
|
||
// 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, `Generic menu action sent: ${menuPath} (Success guaranteed only for supported items)`);
|
||
} catch (e) {
|
||
callback(`Failed to execute menu item: ${menuPath}`);
|
||
}
|
||
}
|
||
},
|
||
|
||
// 验证脚本
|
||
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(`File not found or invalid URL: ${filePath}`);
|
||
}
|
||
|
||
// 2. 检查文件是否存在
|
||
if (!fs.existsSync(fspath)) {
|
||
return callback(`File does not exist: ${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: "Script is empty" });
|
||
}
|
||
|
||
// 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 syntax is valid" });
|
||
} 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: "Warning: TypeScript file seems to lack standard definitions (class/interface), but basic syntax check is skipped due to missing compiler." });
|
||
}
|
||
|
||
callback(null, { valid: true, message: "TypeScript basic check passed. (Full compilation validation requires editor build)" });
|
||
} else {
|
||
callback(null, { valid: true, message: "Unknown script type, validation skipped." });
|
||
}
|
||
} catch (err) {
|
||
callback(null, { valid: false, message: `Read Error: ${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 this.startServer(port);
|
||
},
|
||
"clear-logs"() {
|
||
logBuffer = [];
|
||
addLog("info", "Logs cleared");
|
||
},
|
||
|
||
// 修改场景中的节点(需要通过 scene-script)
|
||
"set-node-property"(event, args) {
|
||
addLog("mcp", `Creating node: ${args.name} (${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", `Creating node: ${args.name} (${args.type})`);
|
||
Editor.Scene.callSceneScript("mcp-bridge", "create-node", args, (err, result) => {
|
||
if (err) addLog("error", `CreateNode Failed: ${err}`);
|
||
else addLog("success", `Node Created: ${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", `Auto-start set to: ${value}`);
|
||
},
|
||
|
||
"inspect-apis"() {
|
||
addLog("info", "[API Inspector] Starting DEEP inspection...");
|
||
|
||
// 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(${getArgs(curr)})` : "Available") : "Missing";
|
||
});
|
||
|
||
addLog("info", `[API Inspector] Standard Objects:\n${JSON.stringify(report, null, 2)}`);
|
||
addLog("info", `[API Inspector] Forum Checklist:\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: ${e.message}`;
|
||
}
|
||
});
|
||
|
||
addLog("info", `[API Inspector] Built-in IPC Messages:\n${JSON.stringify(ipcReport, null, 2)}`);
|
||
},
|
||
},
|
||
|
||
|
||
|
||
// 全局文件搜索
|
||
findInFile(args, callback) {
|
||
const { query, extensions, includeSubpackages } = args;
|
||
|
||
const assetsPath = Editor.assetdb.urlToFspath("db://assets");
|
||
const validExtensions = extensions || [".js", ".ts", ".json", ".fire", ".prefab", ".xml", ".txt", ".md"];
|
||
const results = [];
|
||
const MAX_RESULTS = 500; // 限制返回结果数量,防止溢出
|
||
|
||
try {
|
||
// 递归遍历函数
|
||
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 node_modules
|
||
if (file.startsWith('.') || file === 'node_modules' || file === 'bin' || file === 'local') return;
|
||
|
||
const filePath = pathModule.join(dir, file);
|
||
const stat = fs.statSync(filePath);
|
||
|
||
if (stat && stat.isDirectory()) {
|
||
walk(filePath);
|
||
} else {
|
||
// 检查后缀
|
||
const ext = pathModule.extname(file).toLowerCase();
|
||
if (validExtensions.includes(ext)) {
|
||
try {
|
||
const content = fs.readFileSync(filePath, 'utf8');
|
||
// 简单的行匹配
|
||
const lines = content.split('\n');
|
||
lines.forEach((line, index) => {
|
||
if (results.length >= MAX_RESULTS) return;
|
||
if (line.includes(query)) {
|
||
// 转换为项目相对路径 (db://assets/...)
|
||
const relativePath = pathModule.relative(assetsPath, filePath);
|
||
// 统一使用 forward slash
|
||
const dbPath = "db://assets/" + relativePath.split(pathModule.sep).join('/');
|
||
|
||
results.push({
|
||
filePath: dbPath,
|
||
line: index + 1,
|
||
content: line.trim()
|
||
});
|
||
}
|
||
});
|
||
} catch (e) {
|
||
// 读取文件出错,跳过
|
||
}
|
||
}
|
||
}
|
||
});
|
||
};
|
||
|
||
walk(assetsPath);
|
||
callback(null, results);
|
||
} catch (err) {
|
||
callback(`Find in file failed: ${err.message}`);
|
||
}
|
||
},
|
||
|
||
// 管理撤销/重做
|
||
manageUndo(args, callback) {
|
||
const { action, description } = args;
|
||
|
||
try {
|
||
switch (action) {
|
||
case "undo":
|
||
Editor.Ipc.sendToPanel("scene", "scene:undo");
|
||
callback(null, "Undo command executed");
|
||
break;
|
||
case "redo":
|
||
Editor.Ipc.sendToPanel("scene", "scene:redo");
|
||
callback(null, "Redo command executed");
|
||
break;
|
||
case "begin_group":
|
||
// scene:undo-record [id]
|
||
// 这里的 id 好像是可选的,或者用于区分不同的事务
|
||
Editor.Ipc.sendToPanel("scene", "scene:undo-record", description || "MCP Action");
|
||
callback(null, `Undo group started: ${description || "MCP Action"}`);
|
||
break;
|
||
case "end_group":
|
||
Editor.Ipc.sendToPanel("scene", "scene:undo-commit");
|
||
callback(null, "Undo group committed");
|
||
break;
|
||
case "cancel_group":
|
||
Editor.Ipc.sendToPanel("scene", "scene:undo-cancel");
|
||
callback(null, "Undo group cancelled");
|
||
break;
|
||
default:
|
||
callback(`Unknown undo action: ${action}`);
|
||
}
|
||
} catch (err) {
|
||
callback(`Undo operation failed: ${err.message}`);
|
||
}
|
||
},
|
||
|
||
// 获取文件 SHA-256
|
||
getSha(args, callback) {
|
||
const { path: url } = args;
|
||
const fspath = Editor.assetdb.urlToFspath(url);
|
||
|
||
if (!fspath || !fs.existsSync(fspath)) {
|
||
return callback(`File not found: ${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(`Failed to calculate SHA: ${err.message}`);
|
||
}
|
||
},
|
||
|
||
// 管理动画
|
||
manageAnimation(args, callback) {
|
||
// 转发给场景脚本处理
|
||
Editor.Scene.callSceneScript("mcp-bridge", "manage-animation", args, callback);
|
||
},
|
||
};
|