feat(mcp-bridge): 添加场景和节点创建功能 - 新增 getNewSceneTemplate 函数用于生成标准场景模板 - 实现 create_scene 工具用于在 assets 目录下创建新场景文件 - 实现 create_prefab 工具用于将节点保存为预制体资源 - 实现 open_scene 工具用于在编辑器中打开指定场景 - 实现 create_node 工具用于在当前场景中创建新节点 - 在 scene-script.js 中添加 create-node 处理逻辑 - 支持创建不同类型的节点(空节点、精灵、标签等) - 添加 UUID 生成的多种兼容方案 ```
357 lines
10 KiB
JavaScript
357 lines
10 KiB
JavaScript
"use strict";
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const http = require("http");
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const path = require("path");
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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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module.exports = {
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"scene-script": "scene-script.js",
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load() {
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// 插件加载时启动一个微型服务器供 MCP 使用 (默认端口 3000)
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this.startMcpServer();
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},
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unload() {
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if (this.server) this.server.close();
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},
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// 暴露给 MCP 或面板的 API 封装
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messages: {
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"open-test-panel"() {
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Editor.Panel.open("mcp-bridge");
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},
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// 获取当前选中节点信息
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"get-selected-info"(event) {
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let selection = Editor.Selection.curSelection("node");
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if (event) event.reply(null, selection);
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return selection;
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},
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// 修改场景中的节点(需要通过 scene-script)
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"set-node-property"(event, args) {
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Editor.log("Calling scene script with:", args); // 打印日志确认 main 进程收到了面板的消息
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// 确保第一个参数 'mcp-bridge' 和 package.json 的 name 一致
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Editor.Scene.callSceneScript("mcp-bridge", "set-property", args, (err, result) => {
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if (err) {
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Editor.error("Scene Script Error:", err);
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}
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if (event && event.reply) {
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event.reply(err, result);
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}
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});
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},
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},
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// 简易 MCP 桥接服务器
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startMcpServer() {
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this.server = http.createServer((req, res) => {
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// 设置 CORS 方便调试
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res.setHeader("Access-Control-Allow-Origin", "*");
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res.setHeader("Access-Control-Allow-Headers", "Content-Type");
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res.setHeader("Content-Type", "application/json");
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if (req.method === "OPTIONS") {
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res.end();
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return;
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}
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let body = "";
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req.on("data", (chunk) => {
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body += chunk;
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});
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req.on("end", () => {
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try {
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// 简单的路由处理
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if (req.url === "/list-tools" && req.method === "GET") {
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// 1. 返回工具定义 (符合 MCP 规范)
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const tools = [
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{
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name: "get_selected_node",
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description: "获取当前编辑器中选中的节点 ID",
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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: "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: "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: "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: "修改节点的坐标、缩放或颜色",
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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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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: "在 assets 目录下创建一个新的场景文件",
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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: "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: "在编辑器中打开指定的场景文件",
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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: "在当前场景中创建一个新节点",
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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"],
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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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return res.end(JSON.stringify({ tools }));
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}
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if (req.url === "/call-tool" && req.method === "POST") {
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// 2. 执行工具逻辑
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const { name, arguments: args } = JSON.parse(body);
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if (name === "get_selected_node") {
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let ids = Editor.Selection.curSelection("node");
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res.end(JSON.stringify({ content: [{ type: "text", text: JSON.stringify(ids) }] }));
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} else if (name === "set_node_name") {
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Editor.Scene.callSceneScript(
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"mcp-bridge",
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"set-property",
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{
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id: args.id,
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path: "name",
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value: args.newName,
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},
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(err, result) => {
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res.end(
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JSON.stringify({
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content: [
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{ type: "text", text: err ? `Error: ${err}` : `Success: ${result}` },
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],
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}),
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);
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},
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);
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} else if (name === "save_scene") {
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// 触发编辑器保存指令
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Editor.Ipc.sendToMain("scene:save-scene");
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res.end(JSON.stringify({ content: [{ type: "text", text: "Scene saved successfully" }] }));
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} else if (name === "get_scene_hierarchy") {
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Editor.Scene.callSceneScript("mcp-bridge", "get-hierarchy", (err, hierarchy) => {
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if (err) {
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res.end(
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JSON.stringify({
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content: [
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{ type: "text", text: "Error fetching hierarchy: " + err.message },
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],
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}),
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);
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} else {
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res.end(
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JSON.stringify({
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content: [{ type: "text", text: JSON.stringify(hierarchy, null, 2) }],
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}),
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);
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}
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});
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} else if (name === "update_node_transform") {
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Editor.Scene.callSceneScript("mcp-bridge", "update-node-transform", args, (err, result) => {
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res.end(
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JSON.stringify({
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content: [{ type: "text", text: err ? `Error: ${err}` : result }],
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}),
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);
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});
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} else if (name === "create_scene") {
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const url = `db://assets/${args.sceneName}.fire`;
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if (Editor.assetdb.exists(url)) {
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return res.end(
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JSON.stringify({
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content: [{ type: "text", text: "Error: Scene already exists" }],
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}),
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);
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}
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// 生成标准场景内容
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const sceneJson = getNewSceneTemplate();
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Editor.assetdb.create(url, sceneJson, (err, results) => {
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if (err) {
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res.end(
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JSON.stringify({
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content: [{ type: "text", text: "Error creating scene: " + err }],
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}),
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);
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} else {
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res.end(
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JSON.stringify({
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content: [{ type: "text", text: `Standard Scene created at ${url}` }],
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}),
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);
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}
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});
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} else if (name === "create_prefab") {
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const url = `db://assets/${args.prefabName}.prefab`;
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// 2.4.x 创建预制体的 IPC 消息
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Editor.Ipc.sendToMain("scene:create-prefab", args.nodeId, url);
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res.end(
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JSON.stringify({
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content: [
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{ type: "text", text: `Command sent: Creating prefab '${args.prefabName}'` },
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],
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}),
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);
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} else if (name === "open_scene") {
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const url = args.url;
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// 1. 将 db:// 路径转换为 UUID
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const uuid = Editor.assetdb.urlToUuid(url);
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if (uuid) {
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// 2. 发送核心 IPC 消息给主进程
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// scene:open-by-uuid 是编辑器内置的场景打开逻辑
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Editor.Ipc.sendToMain("scene:open-by-uuid", uuid);
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res.end(
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JSON.stringify({
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content: [
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{ type: "text", text: `Success: Opening scene ${url} (UUID: ${uuid})` },
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],
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}),
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);
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} else {
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res.end(
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JSON.stringify({
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content: [
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{ type: "text", text: `Error: Could not find asset with URL ${url}` },
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],
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}),
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);
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}
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} else if (name === "create_node") {
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// 转发给场景脚本处理
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Editor.Scene.callSceneScript("mcp-bridge", "create-node", args, (err, result) => {
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res.end(
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JSON.stringify({
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content: [
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{ type: "text", text: err ? `Error: ${err}` : `Node created: ${result}` },
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],
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}),
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);
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});
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}
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} else {
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res.statusCode = 404;
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res.end(JSON.stringify({ error: "Not Found" }));
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}
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} catch (e) {
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res.statusCode = 500;
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res.end(JSON.stringify({ error: e.message }));
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}
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});
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});
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this.server.listen(3456);
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Editor.log("MCP Server standard interface listening on http://localhost:3456");
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},
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};
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