Release v0.1.3

This commit is contained in:
winlifes
2026-05-11 05:30:48 -07:00
parent a903f7f0af
commit 69ab5710f6
9 changed files with 169 additions and 21 deletions
+14
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@@ -6,6 +6,20 @@ This project follows a simple changelog format inspired by [Keep a Changelog](ht
## [Unreleased] ## [Unreleased]
## [0.1.3] - 2026-05-11
### Added
- Added `get_editor_state` as a compact structured editor-state summary tool.
- Added `get_selection` and `set_selection` as explicit selection workflow tools for editor-side automation.
- Added persistence for the selected one-click MCP client target in the Cocos panel configuration.
### Changed
- Expanded the default `core` profile from 19 tools to 22 tools by promoting editor-state and selection workflows.
- Expanded the `full` profile from 67 tools to 70 tools.
- Updated panel config persistence so changing the selected MCP client target no longer restarts the server unnecessarily.
## [0.1.2] - 2026-04-30 ## [0.1.2] - 2026-04-30
### Added ### Added
+8 -7
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@@ -197,7 +197,7 @@ Try a higher-level prompt in your AI client:
- This extension is **Editor-only**. It is meant to automate Cocos Creator, not to add runtime dependencies to your final game build. - This extension is **Editor-only**. It is meant to automate Cocos Creator, not to add runtime dependencies to your final game build.
- The MCP server listens on `http://127.0.0.1:8765/` by default. - The MCP server listens on `http://127.0.0.1:8765/` by default.
- If the configured port is busy, the server automatically falls back to the next available port and the panel/client config use the actual running port. - If the configured port is busy, the server automatically falls back to the next available port and the panel/client config use the actual running port.
- The default `core` profile exposes 19 high-signal tools. Switch to `full` in the panel if you want all 67 tools exposed. - The default `core` profile exposes 22 high-signal tools. Switch to `full` in the panel if you want all 70 tools exposed.
- All exposed MCP tools execute directly. There is no extra approval toggle inside the Cocos extension. - All exposed MCP tools execute directly. There is no extra approval toggle inside the Cocos extension.
- File tools and `cocos://asset/path/...` resources are restricted to the active Cocos project root. - File tools and `cocos://asset/path/...` resources are restricted to the active Cocos project root.
- The recommended workflow is `execute_javascript` first, then focused helper tools for screenshots, diagnostics, assets, and inspection. - The recommended workflow is `execute_javascript` first, then focused helper tools for screenshots, diagnostics, assets, and inspection.
@@ -214,7 +214,7 @@ Try a higher-level prompt in your AI client:
## Highlights ## Highlights
- **67 Built-in Tools** — Scene hierarchy, assets, UI creation, components, files, script diagnostics, screenshots, runtime control, and input simulation - **70 Built-in Tools** — Scene hierarchy, editor state, selection workflows, assets, UI creation, components, files, script diagnostics, screenshots, runtime control, and input simulation
- **Primary Unified Tool** — `execute_javascript` supports both `scene` and `editor` contexts - **Primary Unified Tool** — `execute_javascript` supports both `scene` and `editor` contexts
- **Resources & Prompts** — Live project resources plus reusable workflows like script fixing, scene validation, and playable prototype creation - **Resources & Prompts** — Live project resources plus reusable workflows like script fixing, scene validation, and playable prototype creation
- **Cocos Panel UI** — A minimal `Funplay > MCP Server` panel for service management and MCP client setup - **Cocos Panel UI** — A minimal `Funplay > MCP Server` panel for service management and MCP client setup
@@ -231,20 +231,20 @@ Funplay MCP for Cocos follows the same design principles as Funplay MCP for Unit
| Embedded server | Built-in HTTP MCP server | Built-in HTTP MCP server | | Embedded server | Built-in HTTP MCP server | Built-in HTTP MCP server |
| Primary execution tool | `execute_javascript` | `execute_code` | | Primary execution tool | `execute_javascript` | `execute_code` |
| Primary language | JavaScript in scene/editor contexts | C# in Unity editor/runtime contexts | | Primary language | JavaScript in scene/editor contexts | C# in Unity editor/runtime contexts |
| Default profile | `core` with 19 tools | `core` focused tool profile | | Default profile | `core` with 22 tools | `core` focused tool profile |
| Full profile | 67 tools | 79 tools | | Full profile | 70 tools | 79 tools |
| Client setup | One-click config panel | One-click config window | | Client setup | One-click config panel | One-click config window |
## MCP Capabilities ## MCP Capabilities
The current package exposes four capability layers: The current package exposes four capability layers:
- **Tools** — 19 tools in `core`, 67 tools in `full` - **Tools** — 22 tools in `core`, 70 tools in `full`
- **Primary execution** — `execute_javascript` for scene/runtime and editor/browser automation - **Primary execution** — `execute_javascript` for scene/runtime and editor/browser automation
- **Prompts** — `fix_script_errors`, `create_playable_prototype`, `scene_validation`, and `auto_wire_scene` - **Prompts** — `fix_script_errors`, `create_playable_prototype`, `scene_validation`, and `auto_wire_scene`
- **Resources** — project context, scene summaries, current selection, script diagnostics, asset selection, and MCP interaction history - **Resources** — project context, scene summaries, current selection, script diagnostics, asset selection, and MCP interaction history
The default `core` set is intentionally small: `execute_javascript`, `execute_scene_script`, `execute_editor_script`, `get_project_info`, `get_scene_info`, `get_hierarchy`, `list_scenes`, `open_scene`, `list_assets`, `inspect_asset`, `open_asset`, `select_asset`, `run_script_diagnostics`, `get_script_diagnostic_context`, `get_runtime_state`, `capture_editor_screenshot`, `capture_scene_screenshot`, `capture_preview_screenshot`, and `list_editor_windows`. The default `core` set is intentionally small: `execute_javascript`, `execute_scene_script`, `execute_editor_script`, `get_editor_state`, `get_selection`, `set_selection`, `get_project_info`, `get_scene_info`, `get_hierarchy`, `list_scenes`, `open_scene`, `list_assets`, `inspect_asset`, `open_asset`, `select_asset`, `run_script_diagnostics`, `get_script_diagnostic_context`, `get_runtime_state`, `capture_editor_screenshot`, `capture_scene_screenshot`, `capture_preview_screenshot`, and `list_editor_windows`.
## Built-in Resources ## Built-in Resources
@@ -261,11 +261,12 @@ The default `core` set is intentionally small: `execute_javascript`, `execute_sc
## Built-in Tools ## Built-in Tools
Funplay MCP for Cocos currently ships with **67 tool functions** in the `full` profile: Funplay MCP for Cocos currently ships with **70 tool functions** in the `full` profile:
| Category | Tools | | Category | Tools |
|----------|-------| |----------|-------|
| **Script Execution** | `execute_javascript`, `execute_scene_script`, `execute_editor_script` | | **Script Execution** | `execute_javascript`, `execute_scene_script`, `execute_editor_script` |
| **Editor State** | `get_editor_state`, `get_selection`, `set_selection`, `get_editor_selection` |
| **Project & Scene** | `get_project_info`, `get_scene_info`, `get_hierarchy`, `find_nodes`, `inspect_node`, `list_scenes`, `open_scene`, `run_scene_asset` | | **Project & Scene** | `get_project_info`, `get_scene_info`, `get_hierarchy`, `find_nodes`, `inspect_node`, `list_scenes`, `open_scene`, `run_scene_asset` |
| **Node Editing** | `create_node`, `delete_node`, `set_node_transform` | | **Node Editing** | `create_node`, `delete_node`, `set_node_transform` |
| **Assets & Prefabs** | `list_assets`, `inspect_asset`, `open_asset`, `select_asset`, `delete_asset`, `list_prefabs`, `instantiate_prefab`, `get_editor_selection` | | **Assets & Prefabs** | `list_assets`, `inspect_asset`, `open_asset`, `select_asset`, `delete_asset`, `list_prefabs`, `instantiate_prefab`, `get_editor_selection` |
+8 -7
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@@ -197,7 +197,7 @@ url = "http://127.0.0.1:8765/"
- 这是一个 **仅限 Editor** 的扩展,用于自动化 Cocos Creator,不会给最终游戏包添加运行时依赖。 - 这是一个 **仅限 Editor** 的扩展,用于自动化 Cocos Creator,不会给最终游戏包添加运行时依赖。
- MCP Server 默认监听 `http://127.0.0.1:8765/` - MCP Server 默认监听 `http://127.0.0.1:8765/`
- 如果配置端口被占用,服务会自动回退到下一个可用端口,面板与一键客户端配置会使用实际运行端口。 - 如果配置端口被占用,服务会自动回退到下一个可用端口,面板与一键客户端配置会使用实际运行端口。
- 默认 `core` profile 暴露 19 个高频工具;如果需要完整工具集,可在面板切到 `full`,暴露全部 67 个工具。 - 默认 `core` profile 暴露 22 个高频工具;如果需要完整工具集,可在面板切到 `full`,暴露全部 70 个工具。
- 所有已暴露的 MCP 工具都会直接执行,Cocos 扩展里没有额外 approval 开关。 - 所有已暴露的 MCP 工具都会直接执行,Cocos 扩展里没有额外 approval 开关。
- 文件工具和 `cocos://asset/path/...` 资源默认只能访问当前 Cocos 项目根目录内的路径。 - 文件工具和 `cocos://asset/path/...` 资源默认只能访问当前 Cocos 项目根目录内的路径。
- 推荐工作流是优先使用 `execute_javascript`,再配合截图、诊断、资产、检查类工具。 - 推荐工作流是优先使用 `execute_javascript`,再配合截图、诊断、资产、检查类工具。
@@ -214,7 +214,7 @@ url = "http://127.0.0.1:8765/"
## 核心特性 ## 核心特性
- **67 个内置工具** — 覆盖场景层级、资产、UI 创建、组件、文件、脚本诊断、截图、运行态控制和输入模拟 - **70 个内置工具** — 覆盖场景层级、编辑器状态、选择工作流、资产、UI 创建、组件、文件、脚本诊断、截图、运行态控制和输入模拟
- **统一主工具** — `execute_javascript` 同时支持 `scene``editor` 两种上下文 - **统一主工具** — `execute_javascript` 同时支持 `scene``editor` 两种上下文
- **Resources 与 Prompts** — 实时项目资源,以及脚本修复、场景验证、可玩原型等可复用工作流 - **Resources 与 Prompts** — 实时项目资源,以及脚本修复、场景验证、可玩原型等可复用工作流
- **Cocos 图形面板** — `Funplay > MCP Server` 提供极简服务管理与 MCP 客户端配置 - **Cocos 图形面板** — `Funplay > MCP Server` 提供极简服务管理与 MCP 客户端配置
@@ -231,20 +231,20 @@ Funplay MCP for Cocos 延续 Funplay MCP for Unity 的设计原则,并针对 C
| 内置服务 | 内嵌 HTTP MCP Server | 内嵌 HTTP MCP Server | | 内置服务 | 内嵌 HTTP MCP Server | 内嵌 HTTP MCP Server |
| 主执行工具 | `execute_javascript` | `execute_code` | | 主执行工具 | `execute_javascript` | `execute_code` |
| 主语言 | 场景/编辑器上下文中的 JavaScript | Unity 编辑器/运行态中的 C# | | 主语言 | 场景/编辑器上下文中的 JavaScript | Unity 编辑器/运行态中的 C# |
| 默认工具集 | `core`19 个工具 | 聚焦版 `core` 工具集 | | 默认工具集 | `core`22 个工具 | 聚焦版 `core` 工具集 |
| 完整工具集 | 67 个工具 | 79 个工具 | | 完整工具集 | 70 个工具 | 79 个工具 |
| 客户端配置 | 一键配置面板 | 一键配置窗口 | | 客户端配置 | 一键配置面板 | 一键配置窗口 |
## MCP 能力结构 ## MCP 能力结构
当前包提供四层能力: 当前包提供四层能力:
- **Tools** — `core`19 个工具,`full`67 个工具 - **Tools** — `core`22 个工具,`full` 下 70 个工具
- **Primary execution** — `execute_javascript` 用于场景/运行态和编辑器/browser 自动化 - **Primary execution** — `execute_javascript` 用于场景/运行态和编辑器/browser 自动化
- **Prompts** — `fix_script_errors``create_playable_prototype``scene_validation``auto_wire_scene` - **Prompts** — `fix_script_errors``create_playable_prototype``scene_validation``auto_wire_scene`
- **Resources** — 项目上下文、场景摘要、当前选择、脚本诊断、资产选择和 MCP 交互历史 - **Resources** — 项目上下文、场景摘要、当前选择、脚本诊断、资产选择和 MCP 交互历史
当前默认 `core` 工具集刻意保持精简,只包含:`execute_javascript``execute_scene_script``execute_editor_script``get_project_info``get_scene_info``get_hierarchy``list_scenes``open_scene``list_assets``inspect_asset``open_asset``select_asset``run_script_diagnostics``get_script_diagnostic_context``get_runtime_state``capture_editor_screenshot``capture_scene_screenshot``capture_preview_screenshot``list_editor_windows` 当前默认 `core` 工具集刻意保持精简,只包含:`execute_javascript``execute_scene_script``execute_editor_script``get_editor_state``get_selection``set_selection``get_project_info``get_scene_info``get_hierarchy``list_scenes``open_scene``list_assets``inspect_asset``open_asset``select_asset``run_script_diagnostics``get_script_diagnostic_context``get_runtime_state``capture_editor_screenshot``capture_scene_screenshot``capture_preview_screenshot``list_editor_windows`
## 内置 Resources ## 内置 Resources
@@ -261,11 +261,12 @@ Funplay MCP for Cocos 延续 Funplay MCP for Unity 的设计原则,并针对 C
## 内置工具 ## 内置工具
Funplay MCP for Cocos 当前在 `full` profile 下提供 **67 个工具函数** Funplay MCP for Cocos 当前在 `full` profile 下提供 **70 个工具函数**
| 分类 | 工具 | | 分类 | 工具 |
|------|------| |------|------|
| **脚本执行** | `execute_javascript`, `execute_scene_script`, `execute_editor_script` | | **脚本执行** | `execute_javascript`, `execute_scene_script`, `execute_editor_script` |
| **编辑器状态** | `get_editor_state`, `get_selection`, `set_selection`, `get_editor_selection` |
| **项目与场景** | `get_project_info`, `get_scene_info`, `get_hierarchy`, `find_nodes`, `inspect_node`, `list_scenes`, `open_scene`, `run_scene_asset` | | **项目与场景** | `get_project_info`, `get_scene_info`, `get_hierarchy`, `find_nodes`, `inspect_node`, `list_scenes`, `open_scene`, `run_scene_asset` |
| **节点编辑** | `create_node`, `delete_node`, `set_node_transform` | | **节点编辑** | `create_node`, `delete_node`, `set_node_transform` |
| **资产与 Prefab** | `list_assets`, `inspect_asset`, `open_asset`, `select_asset`, `delete_asset`, `list_prefabs`, `instantiate_prefab`, `get_editor_selection` | | **资产与 Prefab** | `list_assets`, `inspect_asset`, `open_asset`, `select_asset`, `delete_asset`, `list_prefabs`, `instantiate_prefab`, `get_editor_selection` |
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@@ -87,6 +87,7 @@ class ExtensionService {
this.toolRegistry = createToolRegistry({ this.toolRegistry = createToolRegistry({
getRuntimeContext: runtimeContext, getRuntimeContext: runtimeContext,
getStatus: () => this.getStatus(),
interactionLog: this.interactionLog, interactionLog: this.interactionLog,
sceneBridge, sceneBridge,
editorExecutor: async (payload) => await this.executeEditorScript(payload, runtimeContext), editorExecutor: async (payload) => await this.executeEditorScript(payload, runtimeContext),
@@ -315,16 +316,24 @@ class ExtensionService {
maxInteractionLogEntries: Number.isInteger(nextMaxEntries) maxInteractionLogEntries: Number.isInteger(nextMaxEntries)
? Math.max(10, Math.min(500, nextMaxEntries)) ? Math.max(10, Math.min(500, nextMaxEntries))
: this.config.maxInteractionLogEntries, : this.config.maxInteractionLogEntries,
lastClientTargetId: partialConfig && partialConfig.lastClientTargetId
? String(partialConfig.lastClientTargetId)
: this.config.lastClientTargetId,
}; };
const configPath = this.config.configPath; const configPath = this.config.configPath;
fs.writeFileSync(configPath, JSON.stringify(nextConfig, null, 2) + '\n', 'utf8'); fs.writeFileSync(configPath, JSON.stringify(nextConfig, null, 2) + '\n', 'utf8');
const wasRunning = Boolean(this.server && this.server.isRunning()); const wasRunning = Boolean(this.server && this.server.isRunning());
if (wasRunning) { const requiresRestart = wasRunning && (
nextConfig.host !== this.config.host ||
nextConfig.port !== this.config.port ||
nextConfig.toolProfile !== this.config.toolProfile
);
if (requiresRestart) {
await this.stopServer(); await this.stopServer();
} }
this.reloadRuntime(); this.reloadRuntime();
if (wasRunning) { if (requiresRestart) {
await this.startServer(); await this.startServer();
} }
return this.getPanelState(); return this.getPanelState();
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@@ -157,6 +157,32 @@ function selectAsset(uuid) {
return { selected: true, uuid }; return { selected: true, uuid };
} }
function selectNode(uuid) {
if (!global.Editor || !Editor.Selection || typeof Editor.Selection.select !== 'function') {
throw new Error('Editor.Selection.select is unavailable in this Cocos environment.');
}
Editor.Selection.clear('node');
Editor.Selection.select('node', uuid);
return { selected: true, uuid };
}
function clearSelection(type) {
if (!global.Editor || !Editor.Selection || typeof Editor.Selection.clear !== 'function') {
throw new Error('Editor.Selection.clear is unavailable in this Cocos environment.');
}
const normalized = String(type || 'all').trim().toLowerCase();
if (normalized === 'asset' || normalized === 'node') {
Editor.Selection.clear(normalized);
return { cleared: true, type: normalized };
}
Editor.Selection.clear('asset');
Editor.Selection.clear('node');
return { cleared: true, type: 'all' };
}
function getCurrentSelection() { function getCurrentSelection() {
if (!global.Editor || !Editor.Selection || typeof Editor.Selection.getSelected !== 'function') { if (!global.Editor || !Editor.Selection || typeof Editor.Selection.getSelected !== 'function') {
throw new Error('Editor.Selection API is unavailable in this Cocos environment.'); throw new Error('Editor.Selection API is unavailable in this Cocos environment.');
@@ -170,6 +196,7 @@ function getCurrentSelection() {
} }
module.exports = { module.exports = {
clearSelection,
deleteAsset, deleteAsset,
getCurrentSelection, getCurrentSelection,
listAssets, listAssets,
@@ -179,4 +206,5 @@ module.exports = {
queryAssetMeta, queryAssetMeta,
queryAssetUrl, queryAssetUrl,
selectAsset, selectAsset,
selectNode,
}; };
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@@ -9,6 +9,7 @@ const DEFAULTS = {
toolProfile: 'core', toolProfile: 'core',
autostart: true, autostart: true,
maxInteractionLogEntries: 50, maxInteractionLogEntries: 50,
lastClientTargetId: 'claude_code',
}; };
function getProjectPath() { function getProjectPath() {
@@ -60,6 +61,11 @@ function normalizeProfile(value) {
return String(value || DEFAULTS.toolProfile).toLowerCase() === 'full' ? 'full' : 'core'; return String(value || DEFAULTS.toolProfile).toLowerCase() === 'full' ? 'full' : 'core';
} }
function normalizeClientTargetId(value) {
const normalized = String(value || '').trim();
return normalized || DEFAULTS.lastClientTargetId;
}
function loadConfig() { function loadConfig() {
const projectPath = getProjectPath(); const projectPath = getProjectPath();
const configPath = path.join(projectPath, 'funplay-cocos-mcp.config.json'); const configPath = path.join(projectPath, 'funplay-cocos-mcp.config.json');
@@ -75,6 +81,7 @@ function loadConfig() {
maxInteractionLogEntries: Number.isInteger(fileConfig.maxInteractionLogEntries) maxInteractionLogEntries: Number.isInteger(fileConfig.maxInteractionLogEntries)
? Math.max(10, Math.min(500, fileConfig.maxInteractionLogEntries)) ? Math.max(10, Math.min(500, fileConfig.maxInteractionLogEntries))
: DEFAULTS.maxInteractionLogEntries, : DEFAULTS.maxInteractionLogEntries,
lastClientTargetId: normalizeClientTargetId(fileConfig.lastClientTargetId),
configPath, configPath,
configError: fileConfig.__error || '', configError: fileConfig.__error || '',
}; };
+85 -2
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@@ -3,6 +3,7 @@
const fs = require('fs'); const fs = require('fs');
const path = require('path'); const path = require('path');
const { const {
clearSelection,
deleteAsset, deleteAsset,
getCurrentSelection, getCurrentSelection,
listAssets, listAssets,
@@ -11,6 +12,7 @@ const {
queryAssetInfo, queryAssetInfo,
queryAssetMeta, queryAssetMeta,
selectAsset, selectAsset,
selectNode,
} = require('./assets'); } = require('./assets');
const { runScriptDiagnostics } = require('./diagnostics'); const { runScriptDiagnostics } = require('./diagnostics');
const { listWindows, sendKeyCombo, sendKeyPress, sendMouseClick, sendMouseDrag } = require('./input'); const { listWindows, sendKeyCombo, sendKeyPress, sendMouseClick, sendMouseDrag } = require('./input');
@@ -121,7 +123,7 @@ async function refreshAssets(projectPath, targetPath) {
return 'File written outside assets directory; no asset-db refresh was needed.'; return 'File written outside assets directory; no asset-db refresh was needed.';
} }
function createToolRegistry({ getRuntimeContext, interactionLog, sceneBridge, editorExecutor }) { function createToolRegistry({ getRuntimeContext, getStatus, interactionLog, sceneBridge, editorExecutor }) {
const tools = [ const tools = [
{ {
name: 'execute_javascript', name: 'execute_javascript',
@@ -180,6 +182,87 @@ function createToolRegistry({ getRuntimeContext, interactionLog, sceneBridge, ed
return await editorExecutor({ code: args.code, args: args.args || {} }); return await editorExecutor({ code: args.code, args: args.args || {} });
}, },
}, },
{
name: 'get_editor_state',
profile: 'core',
description: '[specialist] Return a structured editor-state snapshot including project info, runtime server status, current selection, and visible Electron windows. Prefer this when you want one compact editor summary.',
inputSchema: createSchema({}, []),
handler: async () => {
const runtimeContext = getRuntimeContext();
const status = typeof getStatus === 'function' ? getStatus() : null;
let scene = null;
try {
const sceneInfo = await sceneBridge.call('getSceneInfo', { maxDepth: 1, includeComponents: false });
scene = sceneInfo
? {
sceneName: sceneInfo.sceneName,
uuid: sceneInfo.uuid,
childCount: sceneInfo.childCount,
}
: null;
} catch (error) {
scene = { error: error.message };
}
let windows = [];
try {
windows = listWindows();
} catch (error) {
windows = [{ error: error.message }];
}
return {
extensionName: runtimeContext.extensionName,
version: runtimeContext.version,
projectName: runtimeContext.projectName,
projectPath: runtimeContext.projectPath,
cocosVersion: runtimeContext.cocosVersion,
toolProfile: runtimeContext.config ? runtimeContext.config.toolProfile : 'core',
status,
selection: getCurrentSelection(),
scene,
windows,
};
},
},
{
name: 'get_selection',
profile: 'core',
description: '[specialist] Return the current editor selection in a compact structured form. Prefer this when selection state matters for the next action.',
inputSchema: createSchema({}, []),
handler: async () => getCurrentSelection(),
},
{
name: 'set_selection',
profile: 'core',
description: '[specialist] Set or clear the current editor selection for an asset or node. Use this when downstream editor workflows depend on selection state.',
inputSchema: createSchema(
{
type: { type: 'string', description: 'Selection target type: asset, node, or clear.' },
target: { type: 'string', description: 'Asset uuid/path/db url, or node uuid when type=node.' },
clearMode: { type: 'string', description: 'When type=clear, choose asset, node, or all.' },
},
['type']
),
handler: async (args) => {
const type = String(args.type || '').trim().toLowerCase();
if (type === 'clear') {
return clearSelection(args.clearMode || 'all');
}
if (type === 'asset') {
const info = await queryAssetInfo(args.target);
return selectAsset(info.uuid || args.target);
}
if (type === 'node') {
const target = String(args.target || '').trim();
if (!target) {
throw new Error('target is required when type=node.');
}
return selectNode(target);
}
throw new Error(`Unknown selection type '${args.type}'. Expected asset, node, or clear.`);
},
},
{ {
name: 'get_scene_info', name: 'get_scene_info',
profile: 'core', profile: 'core',
@@ -441,7 +524,7 @@ function createToolRegistry({ getRuntimeContext, interactionLog, sceneBridge, ed
{ {
name: 'get_editor_selection', name: 'get_editor_selection',
profile: 'full', profile: 'full',
description: '[core] Return the current node and asset selection in the Cocos editor.', description: '[compat] Return the current node and asset selection in the Cocos editor. Prefer get_selection as the primary structured selection read tool.',
inputSchema: createSchema({}, []), inputSchema: createSchema({}, []),
handler: async () => getCurrentSelection(), handler: async () => getCurrentSelection(),
}, },
+1 -1
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@@ -1,7 +1,7 @@
{ {
"name": "funplay-cocos-mcp", "name": "funplay-cocos-mcp",
"package_version": 2, "package_version": 2,
"version": "0.1.2", "version": "0.1.3",
"description": "Embedded MCP server for Cocos Creator with scene script execution, project resources, prompts, and file/scene tools.", "description": "Embedded MCP server for Cocos Creator with scene script execution, project resources, prompts, and file/scene tools.",
"author": "Funplay", "author": "Funplay",
"license": "MIT", "license": "MIT",
+7 -2
View File
@@ -248,7 +248,8 @@ module.exports = Editor.Panel.define({
}, },
renderClientTargets() { renderClientTargets() {
const targets = (this.state && this.state.clientTargets) || []; const targets = (this.state && this.state.clientTargets) || [];
const selected = this.$.clientTargetSelect.value || (targets[0] && targets[0].id); const preferred = this.state && this.state.config ? this.state.config.lastClientTargetId : '';
const selected = this.$.clientTargetSelect.value || preferred || (targets[0] && targets[0].id);
this.$.clientTargetSelect.innerHTML = targets this.$.clientTargetSelect.innerHTML = targets
.map((target) => `<option value="${target.id}">${target.name}</option>`) .map((target) => `<option value="${target.id}">${target.name}</option>`)
.join(''); .join('');
@@ -300,6 +301,7 @@ module.exports = Editor.Panel.define({
toolProfile: this.$.profileSelect.value || 'core', toolProfile: this.$.profileSelect.value || 'core',
autostart: Boolean(this.$.enabledInput.value), autostart: Boolean(this.$.enabledInput.value),
maxInteractionLogEntries: this.state && this.state.config ? this.state.config.maxInteractionLogEntries : 50, maxInteractionLogEntries: this.state && this.state.config ? this.state.config.maxInteractionLogEntries : 50,
lastClientTargetId: this.$.clientTargetSelect.value || 'claude_code',
}; };
}, },
async handleEnableToggle() { async handleEnableToggle() {
@@ -333,7 +335,10 @@ module.exports = Editor.Panel.define({
this.$.portInput.addEventListener('change', () => this.persistConfig({ showOutput: true })); this.$.portInput.addEventListener('change', () => this.persistConfig({ showOutput: true }));
this.$.profileSelect.addEventListener('change', () => this.persistConfig({ showOutput: true })); this.$.profileSelect.addEventListener('change', () => this.persistConfig({ showOutput: true }));
this.$.clientTargetSelect.addEventListener('confirm', () => this.renderClientTargetStatus()); this.$.clientTargetSelect.addEventListener('confirm', () => this.renderClientTargetStatus());
this.$.clientTargetSelect.addEventListener('change', () => this.renderClientTargetStatus()); this.$.clientTargetSelect.addEventListener('change', () => {
this.renderClientTargetStatus();
this.persistConfig();
});
this.$.configureClientBtn.addEventListener('click', () => { this.$.configureClientBtn.addEventListener('click', () => {
const targetId = this.$.clientTargetSelect.value; const targetId = this.$.clientTargetSelect.value;
if (!targetId) { if (!targetId) {