打野被捉!给大家整理的Creator插件API备忘录

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共 11479字,需浏览 23分钟

 · 2021-02-09

作者:mcv_cpu
原文地址:https://forum.cocos.org/t/creator-api/92605/30

在使用 Creator 插件开发打野的过程中,踩过无数的坑,在这里给大家整理我所遇到的插件API,希望能帮助大家!祝大家春节快乐,牛年好运!

一、资源管理器API整理

1. 官方API文档

[官方文件管理API: 移动、写入、重命名、创建、刷新、获得文件信息 ]
https://docs.cocos.com/creator/manual/zh/extension/api/asset-db/asset-db-renderer.html?h=asset-db%3Aassets-moved

[官方文件管理remote API: 移动、写入、重命名、创建、刷新、获得文件信息、uuid转url、uuid转绝对路径、url转uuid ]
https://docs.cocos.com/creator/manual/zh/extension/api/asset-db/asset-db-main.html?h=uuidtourl

[官方文件选中状态API: 获得选中的资源、设置选中状态、取消选中、获得选中的是资源还是节点 ]
https://docs.cocos.com/creator/manual/zh/extension/api/editor-framework/share/selection.html

[参考文档:管理项目资源 ]
https://docs.cocos.com/creator/manual/zh/extension/asset-management.html?h=new-scene

[参考文档:常用 IPC 消息 ]
https://docs.cocos.com/creator/manual/zh/extension/asset-management.html?h=new-scene

2. 官方常用API例子

粘贴搬砖专用

// 打印文件信息
Editor.assetdb.queryInfoByUuid(uuid, function (err, info// info.path// info.url // info.type});
//移动、重命名文件
Editor.assetdb.move('db://assets/foo/bar/foobar.js''db://assets/foo/bar/foobar02.js');
//创建或写入文件
Editor.assetdb.createOrSave('db://assets/foo/bar/foobar.js''var foobar = 0;');
//删除文件
Editor.assetdb.delete(['db://assets/foo/bar/foobar.js','db://assets/foo/bar/foobar02.js',]);
//uuid转url
Editor.remote.assetdb.uuidToUrl(file_uuid);
//绝对路径转url
Editor.remote.assetdb.fspathToUrl(abs_path);
//url转uuid
Editor.remote.assetdb.urlToUuid(url);
// 编译uuid
[//Editor.remote.UuidUtils.compressUuid ](//Editor.remote.UuidUtils.compressUuid)(uuid)
// 解uuid
[//Editor.remote.UuidUtils.decompressUuid ](//Editor.remote.UuidUtils.decompressUuid)(uuid)
// 生成新uuid
Editor.Utils.UuidUtils.decompressUuid( Editor.Utils.UuidUtils.uuid() )
// 清除选中
Editor.Selection.clear('asset')
// 选中资源
Editor.Selection.select('asset', uuid)
// 获得选中资源们
Editor.Selection.curSelection(“asset”\)
// 检测面板焦点在资源管理器还是层级管理器
let activeInfo = Editor.Selection.curGlobalActivate()
if (activeInfo && activeInfo.type == “node”\){
}
else (activeInfo && activeInfo.type == “asset”\){
}

3. API事件名

“assets:copy”
“assets:paste”
“assets:hint” // 在资源管理器高亮该资源,例子: Editor.Ipc.sendToAll(‘assets:hint’, file_uuid) “assets:search”
“assets:clearSearch”
“assets:new-asset”
“assets:find-usages”
“assets:rename”
“assets:delete”
“assets:start-refresh”
“assets:end-refresh”
“assets:popup-context-menu” // 鼠标右击资源管理菜单 “assets:open-text-file” // 通过外部编辑器打开代码文件,例子: Editor.Ipc.sendToMain(‘assets:open-text-file’,file_uuid); 
“selection:selected”
“selection:unselected”
“selection:activated”
“selection:deactivated”
“selection:hoverin”
“selection:hoverout”

4. 可监听的事件名

“asset-db:assets-created” // 文件创建
“asset-db:assets-moved” //文件移动
“asset-db:asset-changed” // 文件改变
“asset-db:assets-deleted” // 文件删除
“asset-db:state-changed” // 文件状态改变
“asset-db:asset-uuid-changed” // 文件uuid状态改变

二、场景编辑器API整理

1. 官方API文档

[官方文件选中状态API: 获得选中的资源、设置选中状态、取消选中、获得选中的是资源还是节点… ]
https://docs.cocos.com/creator/manual/zh/extension/api/editor-framework/share/selection.html

[参考文档:管理项目资源 ]
https://docs.cocos.com/creator/manual/zh/extension/asset-management.html?h=new-scene

[参考文档:常用 IPC 消息 ]
https://docs.cocos.com/creator/manual/zh/extension/asset-management.html?h=new-scene

2. 官方常用API例子

粘贴搬砖专用

// 清除选中
Editor.Selection.clear('node')
// 选中资源
Editor.Selection.select('node', uuid)
// 获得选中资源们
Editor.Selection.curSelection('node')

//创建一个空节点:
Editor.Ipc.sendToPanel('scene''scene:create-node-by-classid''New Node''''parentUuid');
//添加一个组件:
Editor.Ipc.sendToPanel('scene''scene:add-component', nodeID, 'cc.Animation');
//删除一个组件:
Editor.Ipc.sendToPanel('scene''scene:remove-component', nodeID, compID);
//复制节点
Editor.Ipc.sendToPanel('scene''scene:copy-nodes', uuids);
//粘贴节点:
Editor.Ipc.sendToPanel('scene''scene:paste-nodes', parentID);
// 插入个预制节点
Editor.Ipc.sendToPanel('scene','scene:create-nodes-by-uuids',[parfab_uuid],parentUuid,{unlinkPrefab:null})

// 修改运行中的节点属性:
Editor.Ipc.sendToPanel('scene''scene:set-property',{
    id: info.args.uuid,
    path'name',//要修改的属性
    type'String',
    value: info.args.name,
    isSubPropfalse,
});

3. API事件名

“scene:is-ready”
“scene:new-scene”// 新建场景
“scene:saved”// 场景保存
“scene:play-on-device”
“scene:reload-on-device”
“scene:preview-server-scene-stashed”
“scene:load-package-scene-script”
“scene:unload-package-scene-script”
“scene:stash-and-reload”
“scene:soft-reload”
“scene:enter-prefab-edit-mode”// 预制节点加载完,回调里可以获得预制节点文件uuid
“scene:stash-and-save”
“scene:print-simulator-log”
“scene:generate-texture-packer-preview-files”
“scene:query-texture-packer-preview-files”
“scene:export-particle-plist”
“scene:undo” //撤销重置
“scene:redo” //重置
“scene:undo-record”
“scene:undo-commit”
“scene:undo-cancel”
“scene:query-dirty-state”
“scene:query-group-list”
“scene:query-hierarchy”
“scene:query-nodes-by-comp-name”
“scene:query-node”
“scene:query-node-info”
“scene:query-node-functions”
“scene:choose-last-rigid-body”
“scene:choose-next-rigid-body”
“scene:is-child-class-of”
“scene:has-copied-component”
“scene:query-animation-hierarchy”
“scene:query-animation-list”
“scene:query-animation-properties”
“scene:query-animation-record”
“scene:query-animation-clip”
“scene:create-nodes-by-uuids” //通过uuid创建node
“scene:create-node-by-classid”
“scene:create-node-by-prefab” //通过uuid创建node
“scene:new-property”
“scene:reset-property”
“scene:set-property”
“scene:add-component”
“scene:remove-component”
“scene:reset-node”
“scene:reset-all”
“scene:move-up-component”
“scene:move-down-component”
“scene:reset-component”
“scene:copy-component”
“scene:paste-component”
“scene:move-nodes” //移动node
“scene:delete-nodes”//删除node
“scene:copy-nodes”
“scene:paste-nodes”
“scene:duplicate-nodes”
“scene:create-prefab”//创建预制节点
“scene:apply-prefab”
“scene:revert-prefab”
“scene:set-prefab-sync”
“scene:break-prefab-instance”
“scene:link-prefab”
“scene:regenerate-polygon-points”
“scene:change-node-lock”
“scene:query-animation-time”
“scene:animation-time-changed”
“scene:animation-clip-changed”
“scene:save-clip”
“scene:set-animation-speed”
“scene:change-animation-record”
“scene:mount-clip”
“scene:change-animation-state”
“scene:change-animation-current-clip”
“scene:center-nodes”
“scene:ready”// 场景加载完
“scene:reloading”
“scene:animation-record-changed”
“scene:animation-state-changed”
“scene:node-component-added”
“scene:node-component-removed”
“scene:node-component-updated”

3. 事件来源追踪

// 面板通讯发送口
C:\CocosCreator\resources\electron.asar\renderer\api\ipc-renderer.js
在 ipcRenderer.send 函数设置断点查看面板通讯发送的信息与事件触发来源

4. 事件终点追踪

// 面板通讯接收口
// events.js
在 EventEmitter.prototype.emit 函数设置断点查看面板通讯接收信息与分发位置

5. 事件通讯日志打印(必备)

// 用于想知道某个动作会触发什么样的事件时
// 在控制台输入以下这段代码重写通讯函数打印通讯日志: 事件名、参数格式、
func = Editor.Ipc.sendToPanel
Editor.Ipc.sendToPanel = (n,r,…i)=>{
  console.log(n,r,…i)
  return func(n,r,…i)
}

三、编辑器自带面板API调用

非公开的东西仅仅开发自己用的插件

//修改场景编辑模式 2.0后面不支持了
panel = document.getElementById(“tools”\)
panel.transformTool = “move”\ //其它的选项 move ,rotate ,scale ,rect

//场景渲染层
mm = document.getElementById(“scene”\)
mm._newScene()
mm._onAlignTop()//顶对齐

//属性面板
mm = document.getElementById(“inspector”\)
mm._clear() // 清空面板显示

//当前局域网的地址(127.0.0.1:7456)(2.0以上的版本)
document.getElementById(“toolbar”\).__ vue __.$data.url

//当前局域网的地址(127.0.0.1:7456)(2.0以前的版本)
document.getElementById(“playButtons”\).dataHost.previewURL;

四、其它文档

1. 官方API文档

[Editor.xxx 相关API ]
https://docs.cocos.com/creator/manual/zh/extension/api/editor-framework/?h=editor.

[Electron 相关文档 ]
https://www.electronjs.org/docs

2. 事件列表

  1. “editor:panel-run”
  2. “editor:panel-unload”
  3. “editor:panel-out-of-date”
  4. “editor:ipc-main2panel”
  5. “editor:ipc-main2renderer”
  6. “editor:ipc-reply”
  7. “editor:window-inspect”
  8. “editor:dragstart”
  9. “editor:dragend”
  10. “editor:reset-layout”
  11. “electron-ipc-plus@1.3.4:main2renderer”
  12. “electron-ipc-plus@1.3.4:reply”
  13. “electron-profile:changed”
  14. “editor:query-ipc-events”
  15. “_selection:selected”
  16. “_selection:unselected”
  17. “_selection:activated”
  18. “_selection:deactivated”
  19. “_selection:hoverin”
  20. “_selection:hoverout”
  21. “_selection:context”
  22. “_selection:patch”
  23. “app:global-step-changed”
  24. “@base/electron-base-ipc@1.0.0:broadcast”
  25. “@base/electron-base-ipc@1.0.0:send-reply”
  26. “@base/electron-base-ipc@1.0.0:send”
  27. “asset-db:assets-moved”
  28. “asset-db:asset-changed”
  29. “asset-db:assets-deleted”
  30. “asset-db:state-changed”
  31. “asset-db:watch-state-changed”
  32. “compiler:state-changed”
  33. “editor:console-failed”
  34. “editor:console-warn”
  35. “editor:console-error”
  36. “editor:console-clear”
  37. “preview-server:connects-changed”
  38. “editor:ready”
  39. “profile:local-ip”
  40. “assets:copy”
  41. “assets:paste”
  42. “selection:selected”
  43. “selection:unselected”
  44. “selection:activated”
  45. “selection:deactivated”
  46. “asset-db:assets-created”
  47. “asset-db:asset-uuid-changed”
  48. “assets:hint”
  49. “assets:search”
  50. “assets:clearSearch”
  51. “assets:new-asset”
  52. “assets:find-usages”
  53. “assets:rename”
  54. “assets:delete”
  55. “assets:start-refresh”
  56. “assets:end-refresh”
  57. “editor:panel-undock”
  58. “editor:project-profile-updated”
  59. “scene:is-ready”
  60. “scene:new-scene”
  61. “scene:saved”
  62. “scene:play-on-device”
  63. “scene:reload-on-device”
  64. “scene:preview-server-scene-stashed”
  65. “scene:load-package-scene-script”
  66. “scene:unload-package-scene-script”
  67. “scene:stash-and-reload”
  68. “scene:soft-reload”
  69. “scene:enter-prefab-edit-mode”
  70. “scene:stash-and-save”
  71. “scene:print-simulator-log”
  72. “scene:generate-texture-packer-preview-files”
  73. “scene:query-texture-packer-preview-files”
  74. “scene:export-particle-plist”
  75. “scene:undo”
  76. “scene:redo”
  77. “scene:undo-record”
  78. “scene:undo-commit”
  79. “scene:undo-cancel”
  80. “scene:query-dirty-state”
  81. “scene:query-group-list”
  82. “scene:query-hierarchy”
  83. “scene:query-nodes-by-comp-name”
  84. “scene:query-node”
  85. “scene:query-node-info”
  86. “scene:query-node-functions”
  87. “scene:choose-last-rigid-body”
  88. “scene:choose-next-rigid-body”
  89. “scene:is-child-class-of”
  90. “scene:has-copied-component”
  91. “scene:query-animation-hierarchy”
  92. “scene:query-animation-list”
  93. “scene:query-animation-properties”
  94. “scene:query-animation-record”
  95. “scene:query-animation-clip”
  96. “scene:create-nodes-by-uuids”
  97. “scene:create-node-by-classid”
  98. “scene:create-node-by-prefab”
  99. “scene:new-property”
  100. “scene:reset-property”
  101. “scene:set-property”
  102. “scene:add-component”
  103. “scene:remove-component”
  104. “scene:reset-node”
  105. “scene:reset-all”
  106. “scene:move-up-component”
  107. “scene:move-down-component”
  108. “scene:reset-component”
  109. “scene:copy-component”
  110. “scene:paste-component”
  111. “scene:move-nodes”
  112. “scene:delete-nodes”
  113. “scene:copy-nodes”
  114. “scene:paste-nodes”
  115. “scene:duplicate-nodes”
  116. “scene:create-prefab”
  117. “scene:apply-prefab”
  118. “scene:revert-prefab”
  119. “scene:set-prefab-sync”
  120. “scene:break-prefab-instance”
  121. “scene:link-prefab”
  122. “scene:regenerate-polygon-points”
  123. “scene:change-node-lock”
  124. “scene:query-animation-time”
  125. “scene:animation-time-changed”
  126. “scene:animation-clip-changed”
  127. “scene:save-clip”
  128. “scene:set-animation-speed”
  129. “scene:change-animation-record”
  130. “scene:mount-clip”
  131. “scene:change-animation-state”
  132. “scene:change-animation-current-clip”
  133. “scene:center-nodes”
  134. “selection:hoverin”
  135. “selection:hoverout”
  136. “scene:ready”
  137. “scene:reloading”
  138. “scene:animation-record-changed”
  139. “change-filter”
  140. “delete”
  141. “rename”
  142. “show-path”
  143. “duplicate”
  144. “filter”
  145. “hint”
  146. “hierarchy:hint”
  147. “editor:record-node-changed”
  148. “scene:animation-state-changed”
  149. “scene:node-component-added”
  150. “scene:node-component-removed”
  151. “scene:node-component-updated”
  152. “timeline:property-add”
  153. “timeline:property-remove”
  154. “timeline:property-add-key”
  155. “timeline:property-delete-selected-key”
  156. “timeline:property-clear”
  157. “timeline:edit-event”
  158. “timeline:delete-event”
  159. “timeline:clear-node”
  160. “timeline:rename-node”
  161. “simple-code:customCmd”
  162. “node-library:delete-prefab”
  163. “node-library:rename-prefab”
  164. “node-library:set-prefab-icon”
  165. “onLoad”
  166. “onSearchAccept”
  167. “searchCmd”
  168. “onDestroy”
  169. “editor:console-log”
  170. “editor:console-success”
  171. “editor:console-info”
  172. “console:query-last-error-log”
  173. “editor:console-on-device-play”

3. 事件参数格式获取:

在 Editor.Ipc.sendToPanel/ Editor.Ipc.sendToMain/ Editor.Ipc.sendToAll
这些函数入口打上条件断点查看发送的数据格式
或者将 Creaotr 编辑器源码全部下载后格式化后用编辑器全局搜索相关命令跟踪实现原理

以上全都是之前懵懵懂懂被坑无数次之后走出的一条插件开发必经之道路



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