'use strict';
function compUuid(dump) {
if (!dump || !dump.value) return '';
const u = dump.value.uuid;
return (u && u.value) ? u.value : (typeof u === 'string' ? u : '');
}
function getMessageProtocolScene(el) {
let element = el;
while (element) {
const root = element.getRootNode && element.getRootNode();
element = element.parentElement || (root && root.host) || null;
if (element && element.messageProtocol && element.messageProtocol.scene) {
return element.messageProtocol.scene;
}
}
return 'scene';
}
async function callMethod(contextEl, uuid, name, args) {
if (!uuid || typeof Editor === 'undefined') return;
const protocols = [];
const primary = getMessageProtocolScene(contextEl);
if (primary) protocols.push(primary);
if (protocols.indexOf('scene') < 0) protocols.push('scene');
let lastErr;
for (let i = 0; i < protocols.length; i++) {
try {
await Editor.Message.request(protocols[i], 'execute-component-method', {
uuid,
name,
args: args || [],
});
return;
} catch (e) {
lastErr = e;
}
}
console.warn('[game-controller-inspector]', name, lastErr);
}
function parseStep(raw) {
const n = parseInt(String(raw || '1'), 10);
return Number.isNaN(n) || n === 0 ? 1 : n;
}
module.exports = Editor.Panel.define({
template: `
预览 ▶ 运行后可用(对齐 Unity TestPlayer)
步数
前进
后退
跳
左转
右转
坐标
结束输入
载具+1
重置关卡
上一关
下一关
SwitchLevel
`,
style: `
.gc-debug { margin-top: 6px; }
.gc-debug .hint { opacity: 0.75; font-size: 11px; margin-bottom: 8px; display: block; }
.gc-debug .row { display: flex; gap: 4px; margin-bottom: 6px; }
.gc-debug .lbl { font-size: 11px; align-self: center; }
.gc-debug .step { flex: 1; }
.gc-debug ui-button { flex: 1; }
.gc-debug .level-nav { margin-top: 2px; }
.gc-debug .btn-switch { width: 100%; margin-top: 4px; }
`,
$: {
hint: '.hint',
step: '.step',
fwd: '.fwd',
back: '.back',
jump: '.jump',
rotL: '.rot-l',
rotR: '.rot-r',
info: '.info',
end: '.end',
veh: '.veh',
reset: '.reset',
btnSwitch: '.btn-switch',
btnPrev: '.btn-prev',
btnNext: '.btn-next',
},
ready() {
const uuid = () => compUuid(this.dump);
const step = () => parseStep(this.$.step.value);
const ctx = () => this.$this || this.$.btnSwitch;
this.$.fwd.addEventListener('confirm', () => void callMethod(ctx(), uuid(), 'debugMove', [step()]));
this.$.back.addEventListener('confirm', () => void callMethod(ctx(), uuid(), 'debugMove', [-step()]));
this.$.jump.addEventListener('confirm', () => void callMethod(ctx(), uuid(), 'debugJump', []));
this.$.rotL.addEventListener('confirm', () => void callMethod(ctx(), uuid(), 'debugRotateLeft', [1]));
this.$.rotR.addEventListener('confirm', () => void callMethod(ctx(), uuid(), 'debugRotateRight', [1]));
this.$.info.addEventListener('confirm', () => void callMethod(ctx(), uuid(), 'debugPlayerInfo', []));
this.$.end.addEventListener('confirm', () => void callMethod(ctx(), uuid(), 'debugInputEnd', []));
this.$.veh.addEventListener('confirm', () => void callMethod(ctx(), uuid(), 'debugVehicleMove', [1]));
this.$.reset.addEventListener('confirm', () => void callMethod(ctx(), uuid(), 'debugResetLevel', []));
this.$.btnPrev.addEventListener('confirm', () => void callMethod(ctx(), uuid(), 'prevLevel', []));
this.$.btnNext.addEventListener('confirm', () => void callMethod(ctx(), uuid(), 'nextLevel', []));
this.$.btnSwitch.addEventListener('confirm', () => void callMethod(ctx(), uuid(), 'clickSwitchLevel', []));
},
update(dump) {
if (dump) this.dump = dump;
},
});