Files
tianshu-engine/editor/stores/editorStore.ts

152 lines
4.8 KiB
TypeScript

import { defineStore } from 'pinia'
import { shallowRef, ref, computed, triggerRef } from 'vue'
import type { GameData, SceneNode, Choice } from '@engine/types'
export const useEditorStore = defineStore('editor', () => {
const gameData = shallowRef<GameData>({ scenes: {}, startScene: '', variables: {} })
const selectedNodeId = ref<string | null>(null)
const startSceneId = ref('')
const dirty = ref(false)
const sourcePath = ref('/scenes/demo.json')
const selectedScene = computed(() => {
if (!selectedNodeId.value) return null
return gameData.value.scenes[selectedNodeId.value] ?? null
})
function markDirty() { dirty.value = true }
function loadJSON(json: GameData) {
gameData.value = JSON.parse(JSON.stringify(json))
triggerRef(gameData)
startSceneId.value = json.startScene || ''
selectedNodeId.value = null
dirty.value = false
}
function exportJSON(): GameData {
return JSON.parse(JSON.stringify({ ...gameData.value, startScene: startSceneId.value }))
}
function generateId(): string {
let i = Object.keys(gameData.value.scenes).length + 1
while (gameData.value.scenes[`scene_${i}`]) i++
return `scene_${i}`
}
function addScene(): string {
const id = generateId()
gameData.value = {
...gameData.value,
scenes: {
...gameData.value.scenes,
[id]: { id, videoUrl: '', choices: [], nextScene: '', subtitleUrl: '', onEnter: [] },
},
}
triggerRef(gameData)
dirty.value = true
autoSave()
return id
}
function deleteScene(id: string) {
if (startSceneId.value === id) return
const nextScenes = { ...gameData.value.scenes }
delete nextScenes[id]
for (const key of Object.keys(nextScenes)) {
const s = nextScenes[key]
if (s.choices) nextScenes[key] = { ...s, choices: s.choices.filter((c) => c.targetScene !== id) }
if (Array.isArray(s.nextScene)) {
nextScenes[key] = { ...s, nextScene: s.nextScene.filter((r) => r.targetScene !== id) }
} else if (s.nextScene === id) {
nextScenes[key] = { ...nextScenes[key], nextScene: '' }
}
if (s.qte) {
const qte = { ...s.qte }
let changed = false
if (qte.successScene === id) { qte.successScene = ''; changed = true }
if (qte.failScene === id) { qte.failScene = ''; changed = true }
if (changed) nextScenes[key] = { ...nextScenes[key], qte }
}
}
gameData.value = { ...gameData.value, scenes: nextScenes }
triggerRef(gameData)
dirty.value = true
if (selectedNodeId.value === id) selectedNodeId.value = null
autoSave()
}
function updateScene(id: string, partial: Partial<SceneNode>) {
const scene = gameData.value.scenes[id]
if (!scene) return
gameData.value = {
...gameData.value,
scenes: { ...gameData.value.scenes, [id]: { ...scene, ...partial } },
}
triggerRef(gameData)
dirty.value = true
autoSave()
}
function addChoice(sourceId: string) {
const scene = gameData.value.scenes[sourceId]
if (!scene) return
gameData.value = {
...gameData.value,
scenes: {
...gameData.value.scenes,
[sourceId]: { ...scene, choices: [...(scene.choices || []), { text: '\u65b0\u9009\u9879', targetScene: '' }] },
},
}
triggerRef(gameData)
dirty.value = true
autoSave()
}
function updateChoice(sourceId: string, index: number, partial: Partial<Choice>) {
const scene = gameData.value.scenes[sourceId]
if (!scene?.choices) return
const newChoices = scene.choices.map((c, i) => (i === index ? { ...c, ...partial } : c))
gameData.value = {
...gameData.value,
scenes: { ...gameData.value.scenes, [sourceId]: { ...scene, choices: newChoices } },
}
triggerRef(gameData)
dirty.value = true
autoSave()
}
function deleteChoice(sourceId: string, index: number) {
const scene = gameData.value.scenes[sourceId]
if (!scene?.choices) return
gameData.value = {
...gameData.value,
scenes: {
...gameData.value.scenes,
[sourceId]: { ...scene, choices: scene.choices.filter((_, i) => i !== index) },
},
}
triggerRef(gameData)
dirty.value = true
}
function setSourcePath(p: string) { sourcePath.value = p }
async function autoSave() {
try {
await fetch('/api/save', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ path: sourcePath.value, data: gameData.value }),
})
} catch { /* dev server not running */ }
}
return {
gameData, selectedNodeId, selectedScene, startSceneId, dirty, sourcePath,
markDirty, loadJSON, exportJSON, addScene, deleteScene,
updateScene, addChoice, updateChoice, deleteChoice, generateId,
setSourcePath, autoSave,
}
})