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README.md
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README.md
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# Cocos Creater OutputComponent
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## 插件 安裝方式
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1. 安裝在 **項目** 底下
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> 把插件資料夾放到項目的packages(跟assets同層)
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2. 安裝在 **全局** 底下
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> 把插件資料夾放到C:\Users\%USERNAME%\.CocosCreator\packages
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## 插件稍微說明(都是搬過來的資料 XD)
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剩下沒寫的可以到參考資料裡面看看😀
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1. 定義你的包描述文件:**package.json**
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> **name** String - 定義了包的名字,包的名字是全局唯一的,他關係到你今後在官網服務器上登錄時的名字。
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>
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> **version** String - 版本號,我們推薦使用semver格式管理你的包版本。
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>
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> **description** String(可选) - 一句話描述你的包是做什麼的。
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>
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> **author** String(可选) - 擴展包的作者
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>
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> **main** String (可选) - 入口程序
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>
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> **scene-script** String (可选) - 調用引擎API 和項目腳本
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>
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> **main-menu** Object (可选) - 主菜單定義
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>
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> **有要使用介面的話:**
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>
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> **panel** Object (可选) - 定義的面板在package裡的描述
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>
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> **注意panel的type有兩種:**
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>
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> dockable:可停靠面板,打開該面板後,可以通過拖拽面板標籤到編輯器裡,實現擴展面板嵌入到編輯器中。下面我們介紹的面板入口程序都是按照可停靠面板的要求聲明的。
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>
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> simple:簡單Web面板,不可停靠到編輯器主窗口,相當於一份通用的HTML前端頁面。詳細情況請見定義簡單面板。
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>
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> 在simple-package文件夾下面創建一個panel文件夾,然後在panel文件夾下創建一個index.js或者一個html文件都可以
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2. 入口程序:**main.js**
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3. 定義介面以及按鈕綁定的方法,和主進程的通信:**index.js**
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3. 可以使用包括全部引擎API 和用戶組件腳本里聲明的方法和屬性:**scene-obtain..js**
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> 可以在擴展包中獲取到場景裡的Canvas根節點有多少子節點,當然還可以用來對場景節點進行更多的查詢和操作。
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## 參考資料
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* 你的第一個擴展包
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> https://docs.cocos.com/creator/manual/zh/extension/your-first-extension.html
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* CocosCreator拓展编辑器
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> https://blog.csdn.net/qq_34772097/category_9577457.html
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* Cocos Creator Editor 編輯器擴展API記錄
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> https://blog.csdn.net/kingbook928/article/details/108659319
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> https://blog.csdn.net/qq_17209641/article/details/106822296
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> https://forum.cocos.org/t/creator-api/92605
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43
main.js
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main.js
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"use strict";
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let fs = require("fs");
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let path = require("path");
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module.exports = {
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load() {
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this.init();
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},
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unload() {
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// Editor.log("卸載執行");
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},
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/** 初始化 */
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init() {
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// this.createDirectory();
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},
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/** 創建Spine節點 */
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SourceChange(...args) {
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// Editor.log("文件0: " + JSON.stringify(args[0]));
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// Editor.log("文件1: " + JSON.stringify(args[1]._value));
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// Editor.log("文件2: " + JSON.stringify(args[2]._value));
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Editor.Scene.callSceneScript("sourcechange", "get-asset-info", { args: args }, function (err, response) {
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Editor.log("SourceChange: " + response);
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});
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},
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messages: {
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/** 打開面板 */
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"open-panel"() {
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Editor.Panel.open("sourcechange");
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},
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/** 保存按鈕點擊 */
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"create-click"(event, ...args) {
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this.SourceChange(...args);
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},
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// /** 面板加載完成 */
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// "panel-load-finish"(evnet, ...args) {
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// Editor.Scene.callSceneScript("sourcechange", "get-default-info", { args: args }, function (err, response) {
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// // Editor.log("callSceneScript: " + response);
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// Editor.Ipc.sendToPanel("sourcechange", "setDefault", response);
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// });
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// },
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},
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}
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21
package.json
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21
package.json
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{
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"name": "sourcechange",
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"version": "0.0.1",
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"description": "Sample-Package",
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"author": "Sample",
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"main": "main.js",
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"scene-script": "scene-obtain.js",
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"engineSupport": true,
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"main-menu": {
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"扩展/Source Change": {
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"message": "sourcechange:open-panel"
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}
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},
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"panel": {
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"main": "panel/index.js",
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"type": "dockable",
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"title": "Source Change",
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"width": 400,
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"height": 350
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}
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}
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82
panel/index.js
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82
panel/index.js
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let assetPath = "";
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let defaultPolygonPath = "assets/";
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let polygonNameHeader = "polygon_";
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let polygonName = "";
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Editor.Panel.extend({
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style: `
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:host { margin: 5px; }
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h2 { color: #f90; }
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.bottom {
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height: 30px;
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}
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`,
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template: `
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<h2 style="text-align:center">Source Change</h2>
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<hr />
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<div>
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1. 把要輸出的節點拉進來<br>
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2. 把來源編號跟目標標號輸入好
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</div>
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<hr />
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<div>
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要使用的Prefab
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<ui-node class="flex-1" type="cc.Node" typename="Node" droppable="node" id="node"></ui-node>
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<!-- <ui-asset class="flex-1" type="prefab" typename="prefab" droppable="prefab" id="prefab"></ui-asset> -->
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</div>
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<hr />
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<div>
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來源Game ID
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<ui-input placeholder="來源Game ID ex: 2003" id="self"></ui-input>
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</div>
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<div>
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目標Game ID
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<ui-input placeholder="目標Game ID ex: 2004" id="target"></ui-input>
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</div>
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<hr />
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<div style="text-align:right">
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<ui-button id="create" class="green">生成</ui-button>
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</div>
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`,
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$: {
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/** Node */
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node: "#node",
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/** 來源Game ID */
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self: "#self",
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/** 目標Game */
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target: "#target",
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/** 生成按鈕 */
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create: "#create",
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},
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ready() {
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// Editor.Ipc.sendToMain("sourcechange:panel-load-finish");
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this.createBtnClick();
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},
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/** 保存按鈕點擊事件 */
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createBtnClick() {
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this.$create.addEventListener("confirm", () => {
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if (!this.$node._value) {
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Editor.error("請拖曳 Node 到視窗");
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return;
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} else if (!this.$self._value) {
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Editor.error("請輸入來源Game ID");
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return;
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} else if (!this.$target._value) {
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Editor.error("請輸入目標Game ID");
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return;
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}
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Editor.Ipc.sendToMain("sourcechange:create-click", this.$node, this.$self, this.$target);
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});
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},
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messages: {
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// "setDefault": function (event, ...agrs) {
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// if (event.reply) {
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// //if no error, the first argument should be null
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// event.reply(null, "Fine, thank you!");
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// }
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// }
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}
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});
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scene-obtain.js
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scene-obtain.js
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"use strict";
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let fs = require("fs");
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let path = require("path");
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module.exports = {
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/**
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* 獲取場景節點下的配置信息
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* @param event event
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* @param data 這邊把panel的Node帶進來
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*/
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"get-asset-info": function (event, request) {
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let self = this;
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let Canvas = cc.find("Canvas");
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var response = null;
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var args = request.args;
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let node = cc.find(args[0]._name);
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if (!node) {
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node = this.getAllChildByUuid(Canvas, args[0]._nodeID);
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}
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// Editor.log(`node: ${node.name}`);
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this.setAllComponentByNode(node, args[1]._value, args[2]._value);
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response = "OK";
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if (event.reply) {
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event.reply(null, response);
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}
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},
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/**
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* 根據Node去尋找底下每個子節點有沒有符合的UUID
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* @param Node 需要搜尋的節點
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* @param UUID 目標的UUID
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*/
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setAllComponentByNode(Node, MyID, TargetID) {
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let self = this;
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// Editor.log("Node: " + Node.name, "UUID: " + Node.uuid);
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let Sprite = Node.getComponent(cc.Sprite);
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let type = "cc.SpriteFrame";
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if (!Sprite) {
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Sprite = Node.getComponent(cc.ParticleSystem);
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}
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let Label = Node.getComponent(cc.Label);
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let Animation = Node.getComponent(cc.Animation);
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// Editor.log("來源 Node: " + Node.name, "Sprite: " + (Sprite ? "true" : "false"));
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if (Sprite) {
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if (!Sprite.spriteFrame) {
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Editor.warn(`${Node.name} 沒有spriteFrame`);
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} else {
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let uuid = "";
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try {
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uuid = Sprite.spriteFrame._uuid;
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} catch (error) {
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Editor.log(`${Node.name} 沒有uuid, Error: ${error}`);
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Editor.log(`${Node.name} ${JSON.stringify(Sprite.spriteFrame)}`);
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}
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let url = Editor.remote.assetdb.uuidToUrl(uuid);
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if (url.indexOf(MyID) === -1) {
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if (url.indexOf(TargetID) === -1) {
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Editor.log(`${Node.name} 檔案非${MyID}: ${url}`);
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}
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} else {
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// Editor.log("來源 uuid: " + uuid);
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// Editor.log("來源 url: " + url);
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// Editor.log(`MyID: ${MyID}, TargetID: ${TargetID}`);
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let reg = `/${MyID}/g`;
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let newurl = url.replace(eval(reg), TargetID);
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// Editor.log(`newurl: ${newurl}`);
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let newuuid = Editor.remote.assetdb.urlToUuid(newurl);
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if (!newuuid) {
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Editor.error(`${Node.name} 缺檔案: ${newurl}`);
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} else {
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// Editor.log(`newuuid: ${newuuid}`);
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let newfspath = Editor.remote.assetdb.uuidToFspath(newuuid);
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// Editor.log(`newfspath: ${newfspath}`);
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newfspath = newfspath.substring(0, newfspath.length - Sprite.spriteFrame.name.length - 1);
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// Editor.log(`newfspath: ${newfspath}`);
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// Editor.log(`目標 spriteFrame: ${newfspath} ${Sprite.spriteFrame.name}`);
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// Editor.log("uuid: " + uuid);
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// Editor.log("Sprite.uuid: " + Sprite.uuid);
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Editor.Ipc.sendToPanel('scene', 'scene:set-property', {
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id: Sprite.uuid,
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path: "spriteFrame",//要修改的属性
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type: type,
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value: { uuid: newuuid },
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isSubProp: false,
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});
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}
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}
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}
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} else if (Label) {
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if (Label.useSystemFont) {
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// Editor.log(`${Node.name} useSystemFont`);
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} else {
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let Font = Label.font;
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if (Font.name.indexOf(MyID) !== -1) {
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Editor.warn(`${Node.name} Font.name: ${Font.name} 請手動替換字體`);
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}
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// Editor.log(`${Node.name} Font.name: ${Font.name} Font._fontDefDictionary: ${JSON.stringify(Font._fontDefDictionary)}`);
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// Editor.log(`${Node.name} Font.name: ${Font.name} Font.fntDataStr: ${Font.fntDataStr}`);
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// Editor.log(`${Node.name} Font: ${Object.values(Font)}`);
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// Editor.log(`${Node.name} Font._fontDefDictionary: ${Object.keys(Font._fontDefDictionary)}`);
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// Editor.log(`${Node.name} Font._fontDefDictionary: ${Object.values(Font._fontDefDictionary)}`);
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}
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} else if (Animation) {
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let defaultClip = Animation.defaultClip;
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if (defaultClip) {
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if (defaultClip.name.indexOf(MyID) !== -1) {
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Editor.warn(`${Node.name} Font.name: ${defaultClip.name} 請手動替換字體`);
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}
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}
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let Clips = Animation.getClips();
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// Editor.log(`${Node.name} Clips.length: ${Clips.length}`);
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if (Clips.length > 0) {
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for (let i = 0; i < Clips.length; i++) {
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let Clip = Clips[i];
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if (Clip.name.indexOf(MyID) !== -1) {
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Editor.warn(`${Node.name} Font.name: ${Clip.name} 請手動替換字體`);
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}
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// Editor.log(`${Node.name} Clip.name: ${Clip.name} Clip.curveData: ${Clip.curveData}`);
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// Editor.log(`${Node.name} Clip: ${Object.keys(Clip)}`);
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// Editor.log(`${Node.name} Clip: ${Object.values(Clip)}`);
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// Editor.log(`${Node.name} Clip.curveData.paths: ${Object.keys(Clip.curveData.paths)}`);
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// Editor.log(`${Node.name} Clip.curveData.paths: ${Object.values(Clip.curveData.paths)}`);
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}
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}
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}
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for (let i = 0; i < Node.childrenCount; i++) {
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this.setAllComponentByNode(Node.children[i], MyID, TargetID);
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}
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// Editor.log("Node: " + Node.children[1].childrenCount);
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},
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/**
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* 根據Node去尋找底下每個子節點有沒有符合的UUID
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* @param Node 需要搜尋的節點
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* @param UUID 目標的UUID
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*/
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getAllChildByUuid(Node, UUID) {
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for (let i = 0; i < Node.childrenCount; i++) {
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// Editor.log("Node: " + Node.name, "UUID: " + Node.uuid);
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if (Node.uuid == UUID) {
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// Editor.log("找到 Node: " + Node.name, "UUID: " + Node.uuid);
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return Node;
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} else {
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// Editor.log("Node: " + Node.children[i].name, "UUID: " + Node.children[i].uuid);
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if (Node.children[i].uuid == UUID) {
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return Node.children[i];
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}
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}
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if (Node.children[i].childrenCount > 0) {
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// Editor.log(Node.children[i].name + " childrenCount > 0");
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let getAllChildByUuid = this.getAllChildByUuid(Node.children[i], UUID);
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if (getAllChildByUuid) {
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return getAllChildByUuid;
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}
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}
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}
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// Editor.log("Node: " + Node.children[1].childrenCount);
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return null;
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},
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};
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