feat: editor improvements and roadmap doc
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docs/EDITOR_ROADMAP.md
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docs/EDITOR_ROADMAP.md
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# 编辑器 Roadmap — 与引擎功能同步
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P3 完成的编辑器支持基本的场景节点编辑。以下是与引擎 P4~P31 同步所需的编辑器功能迭代。
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---
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## 已完成(P3)
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| 功能 | 完成 |
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|------|:--:|
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| 场景节点图(Vue Flow) | ✅ |
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| 场景属性编辑(videoUrl, choices, nextScene, onEnter) | ✅ |
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| QTE 参数编辑 | ✅ |
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| JSON 导入/导出 | ✅ |
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| 视频预览 | ✅ |
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---
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## E1: 图片/视频热点编辑(对标 P4)
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- [ ] NodeEditor 新增 `type` 切换(video / image)
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- [ ] `imageUrl` 字段
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- [ ] 热区列表编辑:id / label / targetScene / x / y / w / h
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- [ ] 时间轴参数:showAt / hideAt
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- [ ] conditions / effects 编辑
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- [ ] timeLimit 字段
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## E2: 循环等待参数(对标 P5)
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- [ ] loopStart / loopEnd 两个数字字段
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## E3: BGM 字段编辑(对标 P6)
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- [ ] bgmUrl / bgmVolume / bgmCrossFade
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- [ ] bgmDuckLevel / bgmDuckFade
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- [ ] videoMuted
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## E4: i18n Key 编辑(对标 P11/P31)
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- [ ] SceneNode: subtitleUrl → subtitles map(按语言编辑)
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- [ ] Choice: textKey / promptKey
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- [ ] Hotspot: labelKey
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- [ ] ChapterInfo: labelKey
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- [ ] AchievementDef: titleKey / descKey
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- [ ] EndingDef: labelKey
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- [ ] QTEDefinition: promptKey
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- [ ] BattleHUD / BattleResult: labelKey / titleKey
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## E5: Choice 增强(对标 P13)
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- [ ] prompt 字段编辑
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## E6: 顶级字段编辑(对标 P8/P14/P15/P20/P24)
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- [ ] chapters 列表编辑(id / label / startScene / thumbnail / defaultVariables)
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- [ ] achievements 列表编辑(id / title / description / icon / hidden / condition)
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- [ ] endings 列表编辑(id / label / sceneId / chapterId / thumbnail)
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- [ ] introVideo / menuVideo
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- [ ] streamingUrl map(三档画质 key-value)
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- [ ] assetBase 字段
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## E7: 条件路由编辑(对标 P25)
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- [ ] nextScene 类型切换(字符串 / 数组)
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- [ ] 数组模式:逐条编辑 conditions + targetScene
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## E8: 关键节点编辑(对标 P26)
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- [ ] keyMoment 字段(三态:自动 / 强制 true / 强制 false)
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## E9: 战斗系统编辑(对标 P31)
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- [ ] battleHUD 列表编辑:每项含 label / portrait / stats 数组
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- [ ] battleHUD stats 编辑:variable / label / max / style
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- [ ] battleResult 编辑:title / stats 数组
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## E10: 内嵌快速测试
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- [ ] 节点右键菜单 → "从此场景开始测试"
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- [ ] PreviewPanel 切换为 iframe 内嵌游戏播放器(加载 `/?scene=<id>`)
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- [ ] Engine 支持 `?scene=` URL 参数指定起始场景
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## E11: 场景列表 + 搜索
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- [ ] 左侧可折叠场景列表面板(`SceneList.vue`)
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- [ ] 按名称搜索/筛选场景节点
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- [ ] 点击列表项 → 画布跳转到对应节点并选中
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## E12: JSON 校验器
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- [ ] 导出/保存前实时检查
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- [ ] 引用完整性:targetScene 指向不存在的场景 ID
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- [ ] 死路检测:无 choices / 无 nextScene / 无 qte / 无 hotspots 的场景
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- [ ] 变量引用:conditions 中的 variable 未在 `variables` 声明
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## E13: 撤销/重做
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- [ ] 操作历史栈(add/delete/update/move node & edge)
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- [ ] Ctrl+Z 撤销 / Ctrl+Shift+Z 重做
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- [ ] `useGraphEditor` 中维护 `history[]` + `historyIndex`
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## E14: 面板可折叠 + 标签页
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- [ ] NodeEditor 和 PreviewPanel 加折叠/展开按钮
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- [ ] NodeEditor 按类别分标签页:基本(id/type/videoUrl)/ 音频(bgmUrl 等)/ 战斗(battleHUD/battleResult)/ 高级(loopStart/keyMoment)
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- [ ] 标签页间切换不丢失编辑状态
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---
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## 优先级建议
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| 优先级 | 编号 | 说明 |
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|:--:|------|------|
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| **P0** | E4 | i18n key 编辑——覆盖最广,P11/P31 都依赖 |
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| **P0** | E10 | 内嵌快速测试——最直接的创作者效率提升 |
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| **P1** | E1 | 热点编辑——P4 是核心交互功能 |
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| **P1** | E6 | 顶级字段——chapters/achievements/endings 创作者需求最大 |
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| **P1** | E12 | JSON 校验——防止导出后游戏崩溃 |
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| **P2** | E7/E8/E9 | 条件路由/关键节点/战斗——新增功能,但依赖前置 |
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| **P2** | E11 | 场景列表搜索——场景多了才有真实需求 |
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| **P2** | E14 | 面板标签页——属性字段达到 20+ 后优势明显 |
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| **P3** | E2/E3/E5 | 单字段编辑——BGM/loop/prompt,改动小 |
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| **P3** | E13 | 撤销/重做——重要但改动不小 |
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@@ -11,6 +11,7 @@ const dirty = ref(false)
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const fileInputRef = ref<HTMLInputElement | null>(null)
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const loading = ref(true)
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const error = ref('')
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const showPreview = ref(false)
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const selectedScene = computed<SceneNode | null>(() => {
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if (!editor.selectedNodeId.value) return null
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@@ -124,6 +125,9 @@ onMounted(() => {
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<button @click="importJSON" class="secondary">导入 JSON</button>
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<button @click="exportJSON" class="secondary">导出 JSON</button>
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<button @click="loadDemo" class="secondary">加载示例</button>
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<button @click="showPreview = !showPreview" :class="{ secondary: true, active: showPreview }">
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{{ showPreview ? '📐 图谱' : '🎬 预览' }}
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</button>
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<span v-if="dirty" class="dirty-indicator">● 未保存</span>
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</div>
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<span class="toolbar-start">
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@@ -142,18 +146,20 @@ onMounted(() => {
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<div v-if="error" class="error-bar">{{ error }}</div>
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<div class="editor-main">
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<SceneGraph
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v-if="!loading"
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class="graph-area"
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:scene-nodes="editor.sceneNodes.value"
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:scene-edges="editor.sceneEdges.value"
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:start-scene="editor.startSceneId.value"
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:selected-node-id="editor.selectedNodeId.value"
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@select-node="editor.selectedNodeId.value = $event"
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@add-edge="onAddEdge"
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/>
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<div v-else class="graph-area loading-hint">加载剧情数据…</div>
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<div class="graph-area">
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<SceneGraph
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v-if="!loading && !showPreview"
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:scene-nodes="editor.sceneNodes.value"
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:scene-edges="editor.sceneEdges.value"
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:start-scene="editor.startSceneId.value"
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:selected-node-id="editor.selectedNodeId.value"
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@select-node="editor.selectedNodeId.value = $event"
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@add-edge="onAddEdge"
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@test-scene="(id: string) => window.open('/index.html?scene=' + id, '_blank')"
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/>
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<div v-else-if="loading" class="loading-hint">加载剧情数据…</div>
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<PreviewPanel v-if="showPreview" :video-url="previewVideoUrl" />
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</div>
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<NodeEditor
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:scene="selectedScene"
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@@ -165,8 +171,6 @@ onMounted(() => {
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@delete-scene="delNode"
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@close="editor.selectedNodeId.value = null"
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/>
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<PreviewPanel :video-url="previewVideoUrl" />
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</div>
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<input ref="fileInputRef" type="file" accept=".json" style="display:none" @change="onFileSelected" />
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@@ -193,6 +197,11 @@ html, body {
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width: 100%;
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height: 100%;
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}
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.graph-area .preview-panel {
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width: 100%;
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border-left: none;
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}
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</style>
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<style scoped>
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@@ -245,6 +254,11 @@ html, body {
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background: rgba(100,200,255,0.06);
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}
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.toolbar-actions button.active {
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background: rgba(100,200,255,0.18);
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color: #fff;
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}
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.toolbar-start {
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margin-left: auto;
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font-size: 12px;
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@@ -19,11 +19,16 @@ const props = defineProps<{
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const emit = defineEmits<{
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selectNode: [id: string]
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addEdge: [source: string, target: string]
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testScene: [id: string]
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}>()
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const nodes = ref<any[]>([])
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const edges = ref<any[]>([])
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const { onNodeClick, onConnect, fitView } = useVueFlow()
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const { onNodeClick, onConnect, onNodeContextMenu, fitView } = useVueFlow()
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const ctxMenuVisible = ref(false)
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const ctxMenuX = ref(0)
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const ctxMenuY = ref(0)
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const ctxMenuNodeId = ref('')
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function makeNodes() {
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const positions = computePositions(props.sceneNodes, props.sceneEdges, props.startScene)
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@@ -108,6 +113,23 @@ watch(
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onNodeClick((ev) => emit('selectNode', ev.node.id))
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onNodeContextMenu((ev) => {
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ev.event.preventDefault()
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ctxMenuNodeId.value = ev.node.id
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ctxMenuX.value = ev.event.clientX
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ctxMenuY.value = ev.event.clientY
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ctxMenuVisible.value = true
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})
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function testFromHere() {
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emit('testScene', ctxMenuNodeId.value)
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ctxMenuVisible.value = false
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}
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function closeMenu() {
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ctxMenuVisible.value = false
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}
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onConnect((conn: Connection) => {
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if (conn.source && conn.target) emit('addEdge', conn.source, conn.target)
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})
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@@ -125,6 +147,14 @@ onConnect((conn: Connection) => {
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<Background :gap="20" />
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<Controls />
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</VueFlow>
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<Teleport to="body">
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<div v-if="ctxMenuVisible" class="ctx-menu-overlay" @click="closeMenu">
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<div class="ctx-menu" :style="{ left: ctxMenuX + 'px', top: ctxMenuY + 'px' }">
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<button class="ctx-item" @click="testFromHere">🎬 从此场景开始测试</button>
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</div>
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</div>
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</Teleport>
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</div>
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</template>
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@@ -134,4 +164,39 @@ onConnect((conn: Connection) => {
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height: 100%;
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background: #0d0d1a;
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}
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.ctx-menu-overlay {
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position: fixed;
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inset: 0;
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z-index: 1000;
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}
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.ctx-menu {
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position: absolute;
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background: #1a1a2e;
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border: 1px solid rgba(255,255,255,0.15);
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border-radius: 6px;
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padding: 4px;
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min-width: 160px;
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box-shadow: 0 4px 16px rgba(0,0,0,0.5);
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}
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.ctx-item {
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display: block;
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width: 100%;
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padding: 8px 14px;
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font-size: 13px;
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color: #ccc;
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background: none;
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border: none;
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border-radius: 3px;
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cursor: pointer;
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text-align: left;
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transition: background 0.1s;
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}
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.ctx-item:hover {
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background: rgba(100,200,255,0.12);
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color: #fff;
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}
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</style>
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