@combos-fun/plugin-development-tool 0.0.18 → 0.0.20
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/combos-plugin.json +2 -1
- package/dist/plugin-development-tool.cjs.js +104 -93
- package/dist/plugin-development-tool.cjs.js.map +1 -1
- package/dist/plugin-development-tool.cjs.prod.js +1 -1
- package/dist/plugin-development-tool.d.ts +29 -28
- package/dist/plugin-development-tool.esm.js +104 -94
- package/dist/plugin-development-tool.esm.js.map +1 -1
- package/package.json +5 -5
package/combos-plugin.json
CHANGED
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@@ -8,7 +8,9 @@ var pluginRendererEvent = require('@combos-fun/plugin-renderer-event');
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8
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/** Toggle development-tool selection / parent postMessage. Payload: `{ enabled: boolean }`. */
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const COMBOS_DEVELOPMENT_TOOL_SET = 'combos-development-tool:set';
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-
/**
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/** iframe → parent: `setEnabled` finished (pick attach after enable, or restore after disable). Payload: `{ enabled: boolean }`. */
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const COMBOS_DEVELOPMENT_TOOL_SET_SUCCESS = 'combos-development-tool:set-success';
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/** Re-scan the scene tree while the development tool is enabled. */
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const COMBOS_DEVELOPMENT_TOOL_REFRESH = 'combos-development-tool:refresh';
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/** Emitted to `window.parent` when an object is selected while the tool is on. */
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const COMBOS_DEVELOPMENT_TOOL_GAMEOBJECT_SELECTED = 'combos-development-tool:gameobject-selected';
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@@ -18,8 +20,9 @@ const COMBOS_DEVELOPMENT_TOOL_APPLY_PROPERTY = 'combos-development-tool:apply-pr
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const COMBOS_DEVELOPMENT_TOOL_READY = 'combos-development-tool:ready';
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/**
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*
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*
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* Marks a `GameObject` as selectable in editor pick mode. While the development tool is enabled,
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* only nodes carrying this component receive a pick `Event`; all other game `Event` components
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* are removed and cached until disable.
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*/
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class CombosDevelopmentToolTarget extends engine.Component {
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constructor() {
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@@ -50,6 +53,7 @@ const SKIP_KEYS = new Set([
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'_parent',
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]);
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const COMPONENT_SKIP_KEYS = {
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Graphics: new Set(['graphics']),
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Physics: new Set([
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'body',
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'Body',
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@@ -271,31 +275,32 @@ function applyPropertyWithHooks(go, componentName, path, value) {
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const OUTLINE_GO_NAME = '__combosDevelopmentToolOutline';
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/**
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* **
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*
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* **Off** at start. While enabled:
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* - strips `Event` from every scene `GameObject` (cached for restore on disable);
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* - attaches pick `Event` + outline only on nodes with {@link CombosDevelopmentToolTarget}.
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*
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* Turn on/off via:
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* - `window.dispatchEvent(new CustomEvent(COMBOS_DEVELOPMENT_TOOL_SET, { detail: { enabled: true } }))`
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* - `window.postMessage({ type: COMBOS_DEVELOPMENT_TOOL_SET, enabled: true }, targetOrigin)` (e.g. from parent iframe)
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* - `game.emit(COMBOS_DEVELOPMENT_TOOL_SET, { enabled: true })` or `getSystem(CombosDevelopmentToolSystem).setEnabled(true)`
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*
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*
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* While enabled: `game.emit(COMBOS_DEVELOPMENT_TOOL_REFRESH)`, `window` event `combos-development-tool:refresh`,
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* or `postMessage({ type: 'combos-development-tool:refresh' })` to re-bind after adding/removing objects.
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*/
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let CombosDevelopmentToolSystem$1 = class CombosDevelopmentToolSystem extends engine.System {
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constructor() {
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super(...arguments);
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this.postMessageOrigin = '*';
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-
this.scope = 'scene';
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this.enabled = false;
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this.outlineGo = null;
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this.selected = null;
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this.tapHandlers = new Map();
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this.tapOwners = new Map();
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/** Game `
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this.
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/**
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this.
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this.
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this.needsTaggedRescan = false;
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/** Game `Event` components removed while enabled; restored on disable. */
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this.cachedGameEvents = new Map();
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/** Pick `Event` injected for {@link CombosDevelopmentToolTarget} nodes. */
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this.pickEvents = new Set();
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this.needsRescan = false;
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this.onWindowSet = (e) => {
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const d = e.detail;
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if (d && typeof d.enabled === 'boolean') {
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@@ -331,7 +336,6 @@ let CombosDevelopmentToolSystem$1 = class CombosDevelopmentToolSystem extends en
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static { this.systemName = 'CombosDevelopmentToolSystem'; }
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init(params) {
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this.postMessageOrigin = params?.postMessageOrigin ?? '*';
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-
this.scope = params?.scope ?? 'scene';
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if (typeof window !== 'undefined') {
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window.addEventListener(COMBOS_DEVELOPMENT_TOOL_SET, this.onWindowSet);
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window.addEventListener(COMBOS_DEVELOPMENT_TOOL_REFRESH, this.onWindowRefresh);
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@@ -339,11 +343,8 @@ let CombosDevelopmentToolSystem$1 = class CombosDevelopmentToolSystem extends en
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}
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this.game.on(COMBOS_DEVELOPMENT_TOOL_SET, this.onGameSet);
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this.game.on(COMBOS_DEVELOPMENT_TOOL_REFRESH, this.onGameRefresh);
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if (this.enabled
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this.
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}
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-
else if (this.enabled && this.scope === 'tagged') {
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-
this.needsTaggedRescan = true;
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if (this.enabled) {
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this.needsRescan = true;
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}
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}
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onDestroy() {
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@@ -354,7 +355,8 @@ let CombosDevelopmentToolSystem$1 = class CombosDevelopmentToolSystem extends en
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}
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this.game.off(COMBOS_DEVELOPMENT_TOOL_SET, this.onGameSet);
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this.game.off(COMBOS_DEVELOPMENT_TOOL_REFRESH, this.onGameRefresh);
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-
this.
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this.detachAllPicks();
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this.restoreCachedGameEvents();
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this.clearSelection();
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}
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/** Programmatic toggle (same effect as events). */
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@@ -364,30 +366,26 @@ let CombosDevelopmentToolSystem$1 = class CombosDevelopmentToolSystem extends en
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this.enabled = on;
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if (!on) {
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this.clearSelection();
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-
this.
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-
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-
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this.needsSceneRescan = true;
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this.detachAllPicks();
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this.restoreCachedGameEvents();
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this.postSetSuccess(false);
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}
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else {
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-
this.
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this.needsRescan = true;
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}
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}
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get isEnabled() {
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return this.enabled;
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}
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update(e) {
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-
if (this.enabled && this.
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-
this.
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-
this.
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-
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if (this.enabled && this.needsTaggedRescan && this.scope === 'tagged') {
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this.needsTaggedRescan = false;
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this.attachTaggedObjects();
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if (this.enabled && this.needsRescan) {
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this.needsRescan = false;
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this.attachEditMode();
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this.postSetSuccess(true);
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}
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for (const go of [...this.tapOwners.values()]) {
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if (go.destroyed) {
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-
this.
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this.releasePick(go);
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}
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}
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if (!this.enabled || !this.selected || !this.outlineGo)
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@@ -404,59 +402,45 @@ let CombosDevelopmentToolSystem$1 = class CombosDevelopmentToolSystem extends en
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g.stroke({ width: 4, color: 0x55ffaa, alpha: pulse });
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}
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componentChanged(changed) {
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-
if (this.
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if (!this.enabled)
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return;
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const { type, gameObject, componentName } = changed;
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if (!gameObject || componentName !== 'CombosDevelopmentToolTarget')
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return;
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if (type === engine.OBSERVER_TYPE.ADD) {
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-
this.
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this.stripGameEvent(gameObject);
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this.ensurePick(gameObject);
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}
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else if (type === engine.OBSERVER_TYPE.REMOVE) {
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-
this.
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this.releasePick(gameObject);
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if (this.selected === gameObject) {
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this.clearSelection();
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}
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}
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}
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/** Re-bind
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/** Re-bind pick targets after dynamic scene changes while enabled. */
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requestSceneRescan() {
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if (!this.enabled)
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return;
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-
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this.needsSceneRescan = true;
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}
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else {
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this.needsTaggedRescan = true;
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}
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this.needsRescan = true;
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}
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-
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attachEditMode() {
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this.detachAllPicks();
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const list = [];
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for (const tr of this.game.scene.transform.children) {
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this.collectGameObjects(tr.gameObject, list);
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}
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for (const go of list) {
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439
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-
if (go
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440
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-
continue;
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441
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-
if (go === this.outlineGo)
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442
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continue;
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443
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-
if (!go.getComponent(CombosDevelopmentToolTarget))
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434
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if (this.isIgnoredPickGo(go))
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444
435
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continue;
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445
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-
this.
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446
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-
}
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447
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}
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448
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attachSceneTree() {
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449
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this.detachAllTaps(false);
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450
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const list = [];
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451
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for (const tr of this.game.scene.transform.children) {
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452
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this.collectGameObjects(tr.gameObject, list);
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436
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this.stripGameEvent(go);
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453
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}
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454
438
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for (const go of list) {
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455
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-
if (go
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439
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+
if (this.isIgnoredPickGo(go))
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456
440
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continue;
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457
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-
if (go
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441
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+
if (!go.getComponent(CombosDevelopmentToolTarget))
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458
442
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continue;
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459
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-
this.
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443
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this.ensurePick(go);
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460
444
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}
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461
445
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}
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462
446
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collectGameObjects(go, out) {
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@@ -465,30 +449,58 @@ let CombosDevelopmentToolSystem$1 = class CombosDevelopmentToolSystem extends en
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465
449
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this.collectGameObjects(tr.gameObject, out);
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466
450
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}
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467
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}
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468
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-
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469
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-
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470
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-
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452
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+
isIgnoredPickGo(go) {
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453
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+
return go.name === OUTLINE_GO_NAME || go === this.outlineGo;
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454
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+
}
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455
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stripGameEvent(go) {
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456
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+
if (this.cachedGameEvents.has(go.id))
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457
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+
return;
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458
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+
const ev = go.getComponent(pluginRendererEvent.Event);
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459
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+
if (!ev)
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460
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+
return;
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461
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+
try {
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462
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+
const removed = go.removeComponent(pluginRendererEvent.Event);
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463
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+
this.cachedGameEvents.set(go.id, removed);
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464
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}
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465
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catch {
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466
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/* ignore */
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471
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}
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468
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}
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473
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-
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474
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-
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475
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-
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476
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-
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477
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-
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469
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+
restoreCachedGameEvents() {
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470
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for (const [id, event] of [...this.cachedGameEvents.entries()]) {
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471
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+
const go = this.findGameObjectById(id);
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472
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if (!go || go.destroyed || go.getComponent(pluginRendererEvent.Event)) {
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473
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this.cachedGameEvents.delete(id);
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474
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continue;
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475
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+
}
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476
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try {
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477
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+
go.addComponent(event);
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478
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+
}
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479
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catch {
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480
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/* ignore */
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481
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+
}
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482
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this.cachedGameEvents.delete(id);
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483
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}
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484
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}
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485
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detachAllPicks() {
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486
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for (const go of [...this.tapOwners.values()]) {
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487
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this.releasePick(go);
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}
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489
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}
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ensurePick(go) {
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if (this.tapHandlers.has(go.id))
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return;
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481
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-
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482
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-
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483
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-
this.
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493
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let ev = go.getComponent(pluginRendererEvent.Event);
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494
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if (!ev) {
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495
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ev = go.addComponent(this.createPickEvent(go));
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this.pickEvents.add(go.id);
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484
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}
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485
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-
ev.removeAllListeners('tap');
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486
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const handler = payload => this.onSelect(go, payload);
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487
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this.tapHandlers.set(go.id, handler);
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488
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this.tapOwners.set(go.id, go);
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489
501
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ev.on('tap', handler);
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490
502
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}
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491
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-
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503
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+
createPickEvent(go) {
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492
504
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const bounds = this.resolvePickBounds(go);
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493
505
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if (bounds.width > 0 && bounds.height > 0) {
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494
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return new pluginRendererEvent.Event({
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@@ -503,12 +515,9 @@ let CombosDevelopmentToolSystem$1 = class CombosDevelopmentToolSystem extends en
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503
515
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},
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504
516
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});
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505
517
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}
|
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506
|
-
// Let Pixi use natural rendered bounds instead of forcing a 1×1 hit area.
|
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507
518
|
return new pluginRendererEvent.Event();
|
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508
519
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}
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509
520
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resolvePickBounds(go) {
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510
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-
// Graphics draws in arbitrary local coordinates (often centered at 0,0).
|
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511
|
-
// transform.size is a layout box from (0,0) and must not override Pixi bounds.
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512
521
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if (this.shouldPreferRenderedBounds(go)) {
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513
522
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const fromGraphics = this.resolveContainerLocalBounds(go);
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514
523
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if (fromGraphics) {
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@@ -559,7 +568,7 @@ let CombosDevelopmentToolSystem$1 = class CombosDevelopmentToolSystem extends en
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|
559
568
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return null;
|
|
560
569
|
}
|
|
561
570
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}
|
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562
|
-
|
|
571
|
+
releasePick(go) {
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|
563
572
|
const handler = this.tapHandlers.get(go.id);
|
|
564
573
|
if (!handler)
|
|
565
574
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return;
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@@ -567,24 +576,25 @@ let CombosDevelopmentToolSystem$1 = class CombosDevelopmentToolSystem extends en
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567
576
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ev?.off('tap', handler);
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568
577
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this.tapHandlers.delete(go.id);
|
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569
578
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this.tapOwners.delete(go.id);
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570
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-
if (
|
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571
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-
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572
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-
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573
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-
for (const fn of saved) {
|
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574
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-
ev.on('tap', fn);
|
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575
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-
}
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579
|
+
if (this.pickEvents.has(go.id)) {
|
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580
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+
try {
|
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581
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+
go.removeComponent(pluginRendererEvent.Event);
|
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576
582
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}
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577
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-
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578
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-
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579
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-
try {
|
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580
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-
go.removeComponent(pluginRendererEvent.Event);
|
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581
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-
}
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582
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-
catch {
|
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583
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-
/* ignore */
|
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584
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-
}
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585
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-
this.injectedEvents.delete(go.id);
|
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583
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+
catch {
|
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584
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+
/* ignore */
|
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586
585
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}
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586
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+
this.pickEvents.delete(go.id);
|
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587
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+
}
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588
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+
}
|
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589
|
+
postSetSuccess(enabled) {
|
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590
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+
const payload = {
|
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591
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+
type: COMBOS_DEVELOPMENT_TOOL_SET_SUCCESS,
|
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592
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+
enabled,
|
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593
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+
};
|
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594
|
+
if (typeof window !== 'undefined' && window.parent && window.parent !== window) {
|
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595
|
+
window.parent.postMessage(payload, this.postMessageOrigin);
|
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587
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|
}
|
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597
|
+
this.game.emit(COMBOS_DEVELOPMENT_TOOL_SET_SUCCESS, { enabled });
|
|
588
598
|
}
|
|
589
599
|
ensureOutline() {
|
|
590
600
|
if (this.outlineGo)
|
|
@@ -715,7 +725,7 @@ var CombosDevelopmentToolSystem = CombosDevelopmentToolSystem$1;
|
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715
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/** Auto-generated by scripts/build-package.mjs — do not edit. */
|
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716
726
|
Object.assign(CombosDevelopmentToolSystem, {
|
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717
727
|
packageName: "@combos-fun/plugin-development-tool",
|
|
718
|
-
packageVersion: "0.0.
|
|
728
|
+
packageVersion: "0.0.20",
|
|
719
729
|
});
|
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720
730
|
|
|
721
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|
exports.COMBOS_DEVELOPMENT_TOOL_APPLY_PROPERTY = COMBOS_DEVELOPMENT_TOOL_APPLY_PROPERTY;
|
|
@@ -723,6 +733,7 @@ exports.COMBOS_DEVELOPMENT_TOOL_GAMEOBJECT_SELECTED = COMBOS_DEVELOPMENT_TOOL_GA
|
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723
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|
exports.COMBOS_DEVELOPMENT_TOOL_READY = COMBOS_DEVELOPMENT_TOOL_READY;
|
|
724
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|
exports.COMBOS_DEVELOPMENT_TOOL_REFRESH = COMBOS_DEVELOPMENT_TOOL_REFRESH;
|
|
725
735
|
exports.COMBOS_DEVELOPMENT_TOOL_SET = COMBOS_DEVELOPMENT_TOOL_SET;
|
|
736
|
+
exports.COMBOS_DEVELOPMENT_TOOL_SET_SUCCESS = COMBOS_DEVELOPMENT_TOOL_SET_SUCCESS;
|
|
726
737
|
exports.CombosDevelopmentToolSystem = CombosDevelopmentToolSystem;
|
|
727
738
|
exports.CombosDevelopmentToolTarget = CombosDevelopmentToolTarget;
|
|
728
739
|
exports.applyPropertyValue = applyPropertyValue;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"plugin-development-tool.cjs.js","sources":["../lib/constants.ts","../lib/CombosDevelopmentToolTarget.ts","../lib/sceneEditTypes.ts","../lib/sceneEditSerialize.ts","../lib/sceneEditApplyHooks.ts","../lib/CombosDevelopmentToolSystem.ts","../lib/__combosPackageMeta.gen.ts"],"sourcesContent":["/** Toggle development-tool selection / parent postMessage. Payload: `{ enabled: boolean }`. */\nexport const COMBOS_DEVELOPMENT_TOOL_SET = 'combos-development-tool:set' as const;\n\n/** Re-scan the scene tree (only when `CombosDevelopmentToolSystem` uses `scope: 'scene'`). */\nexport const COMBOS_DEVELOPMENT_TOOL_REFRESH = 'combos-development-tool:refresh' as const;\n\n/** Emitted to `window.parent` when an object is selected while the tool is on. */\nexport const COMBOS_DEVELOPMENT_TOOL_GAMEOBJECT_SELECTED =\n 'combos-development-tool:gameobject-selected' as const;\n\n/** Parent → iframe: apply a value to a component field (live preview). */\nexport const COMBOS_DEVELOPMENT_TOOL_APPLY_PROPERTY =\n 'combos-development-tool:apply-property' as const;\n\n/** iframe → parent: game scene bootstrap finished; parent may enable pick mode. */\nexport const COMBOS_DEVELOPMENT_TOOL_READY = 'combos-development-tool:ready' as const;\n","import { Component, ComponentParams } from '@combos-fun/engine';\n\nexport interface CombosDevelopmentToolTargetParams extends ComponentParams {\n /** Extra JSON-serializable fields included in postMessage to parent. */\n payload?: Record<string, unknown>;\n}\n\n/**\n * Optional marker when using `CombosDevelopmentToolSystem` with `scope: 'tagged'`, or to attach\n * extra `payload` on specific objects while using `scope: 'scene'` (serialization reads it if present).\n */\nexport default class CombosDevelopmentToolTarget extends Component<CombosDevelopmentToolTargetParams> {\n static componentName = 'CombosDevelopmentToolTarget';\n\n payload: Record<string, unknown> = {};\n\n init(params?: CombosDevelopmentToolTargetParams) {\n this.payload = params?.payload ? { ...params.payload } : {};\n }\n}\n","/** Optional bootstrap anchor stored on {@link CombosDevelopmentToolTarget}.payload.source */\nexport interface SceneSourceAnchor {\n /** Project-relative path, e.g. `src/index.ts` */\n file: string;\n /** Variable name in bootstrap (`const poster = …`) or stable key; defaults to gameObject name */\n anchor?: string;\n}\n\nexport interface SceneEditPropertyRef {\n gameObjectId: number;\n gameObjectName: string;\n componentName: string;\n path: string[];\n}\n\nexport interface SceneEditComponentSnapshot {\n componentName: string;\n fields: Record<string, unknown>;\n}\n\nexport interface SceneEditGameObjectSnapshot {\n id: number;\n name: string;\n components: SceneEditComponentSnapshot[];\n source?: SceneSourceAnchor;\n}\n\nexport function isSceneSourceAnchor(v: unknown): v is SceneSourceAnchor {\n return (\n !!v &&\n typeof v === 'object' &&\n typeof (v as SceneSourceAnchor).file === 'string'\n );\n}\n","import { Component, GameObject } from '@combos-fun/engine';\nimport CombosDevelopmentToolTarget from './CombosDevelopmentToolTarget';\nimport {\n isSceneSourceAnchor,\n type SceneEditComponentSnapshot,\n type SceneEditGameObjectSnapshot,\n type SceneSourceAnchor,\n} from './sceneEditTypes';\n\nconst SKIP_KEYS = new Set([\n 'gameObject',\n 'name',\n 'started',\n '__componentDefaultParams',\n 'destroyed',\n 'inScene',\n 'worldTransform',\n 'children',\n '_parent',\n]);\n\nconst COMPONENT_SKIP_KEYS: Record<string, ReadonlySet<string>> = {\n Physics: new Set([\n 'body',\n 'Body',\n 'PhysicsEngine',\n 'World',\n 'Constraint',\n 'mouseConstraint',\n 'bodyParams',\n ]),\n Event: new Set(['hitArea']),\n};\n\nfunction cloneJsonSafe(value: unknown, depth = 0): unknown {\n if (value === null || value === undefined) return value;\n if (typeof value === 'number' || typeof value === 'string' || typeof value === 'boolean') {\n return value;\n }\n if (depth > 6) return undefined;\n if (Array.isArray(value)) {\n return value.map(item => cloneJsonSafe(item, depth + 1));\n }\n if (typeof value === 'object') {\n const out: Record<string, unknown> = {};\n for (const [k, v] of Object.entries(value as Record<string, unknown>)) {\n if (typeof v === 'function') continue;\n const cloned = cloneJsonSafe(v, depth + 1);\n if (cloned !== undefined) out[k] = cloned;\n }\n return out;\n }\n return undefined;\n}\n\nfunction serializeComponent(comp: Component): Record<string, unknown> {\n const out: Record<string, unknown> = {};\n const componentSkips = COMPONENT_SKIP_KEYS[comp.name];\n for (const key of Object.keys(comp)) {\n if (SKIP_KEYS.has(key) || key.startsWith('_')) continue;\n if (componentSkips?.has(key)) continue;\n const value = (comp as Record<string, unknown>)[key];\n if (typeof value === 'function') continue;\n const cloned = cloneJsonSafe(value);\n if (cloned !== undefined) out[key] = cloned;\n }\n return out;\n}\n\nexport function readSourceAnchor(go: GameObject): SceneSourceAnchor | undefined {\n const tag = go.getComponent(CombosDevelopmentToolTarget);\n const raw = tag?.payload?.source;\n if (!isSceneSourceAnchor(raw)) return undefined;\n return {\n file: raw.file,\n anchor: raw.anchor ?? go.name,\n };\n}\n\nexport function buildGameObjectSnapshot(go: GameObject): SceneEditGameObjectSnapshot {\n const components: SceneEditComponentSnapshot[] = go.components\n .filter(c => c.name !== 'CombosDevelopmentToolTarget')\n .map(c => ({\n componentName: c.name,\n fields: serializeComponent(c),\n }));\n\n return {\n id: go.id,\n name: go.name,\n components,\n source: readSourceAnchor(go),\n };\n}\n\nexport function applyPropertyValue(\n go: GameObject,\n componentName: string,\n path: string[],\n value: unknown,\n): boolean {\n const comp = go.getComponent(componentName);\n if (!comp || !path.length) return false;\n\n let target: Record<string, unknown> = comp as unknown as Record<string, unknown>;\n for (let i = 0; i < path.length - 1; i++) {\n const key = path[i];\n if (target[key] === undefined || target[key] === null) {\n target[key] = {};\n }\n target = target[key] as Record<string, unknown>;\n }\n\n target[path[path.length - 1]] = value;\n return true;\n}\n\nexport function readPropertyValue(\n go: GameObject,\n componentName: string,\n path: string[],\n): unknown {\n const comp = go.getComponent(componentName);\n if (!comp || !path.length) return undefined;\n\n let target: unknown = comp;\n for (const key of path) {\n if (target === null || target === undefined || typeof target !== 'object') {\n return undefined;\n }\n target = (target as Record<string, unknown>)[key];\n }\n return target;\n}\n","import type { Component, GameObject } from '@combos-fun/engine';\nimport { applyPropertyValue } from './sceneEditSerialize';\n\ntype SceneEditApplyHook = (\n go: GameObject,\n comp: Component,\n path: string[],\n value: unknown,\n) => boolean;\n\nconst TRANSFORM_VECTOR_KEYS = new Set([\n 'position',\n 'size',\n 'origin',\n 'anchor',\n 'scale',\n 'skew',\n]);\n\ntype PhysicsLike = {\n body?: { position: { x: number; y: number }; angle?: number };\n bodyParams?: { stopRotation?: boolean };\n Body?: { setPosition: (body: unknown, pos: { x: number; y: number }) => void; setAngle?: (body: unknown, angle: number) => void };\n};\n\ntype MoverLike = {\n originX: number;\n originY: number;\n};\n\nfunction asNumber(value: unknown): number | undefined {\n if (typeof value === 'number' && Number.isFinite(value)) {\n return value;\n }\n if (typeof value === 'string' && value.trim() !== '') {\n const next = Number(value);\n return Number.isFinite(next) ? next : undefined;\n }\n return undefined;\n}\n\nfunction syncPhysicsBodyFromTransform(go: GameObject): void {\n const physics = go.getComponent('Physics') as PhysicsLike | undefined;\n if (!physics?.body) {\n return;\n }\n\n const { x, y } = go.transform.position;\n if (physics.Body?.setPosition) {\n physics.Body.setPosition(physics.body, { x, y });\n return;\n }\n\n physics.body.position.x = x;\n physics.body.position.y = y;\n}\n\nfunction syncMoverOriginFromTransform(go: GameObject): void {\n const mover = go.getComponent('PlatformerMover') as MoverLike | undefined;\n if (!mover) {\n return;\n }\n mover.originX = go.transform.position.x;\n mover.originY = go.transform.position.y;\n}\n\nfunction applyTransformProperty(\n go: GameObject,\n comp: Component,\n path: string[],\n value: unknown,\n): boolean {\n const transform = go.transform ?? comp;\n const transformRecord = transform as unknown as Record<string, unknown>;\n\n if (path.length === 1 && path[0] === 'rotation') {\n const next = asNumber(value);\n if (next === undefined) {\n return false;\n }\n transform.rotation = next;\n return true;\n }\n\n if (path.length === 2 && TRANSFORM_VECTOR_KEYS.has(path[0])) {\n const groupKey = path[0];\n const leafKey = path[1];\n const next = asNumber(value);\n if (next === undefined) {\n return false;\n }\n\n const group = transformRecord[groupKey];\n if (!group || typeof group !== 'object') {\n return false;\n }\n\n (group as Record<string, unknown>)[leafKey] = next;\n\n if (groupKey === 'position') {\n syncPhysicsBodyFromTransform(go);\n syncMoverOriginFromTransform(go);\n }\n\n return true;\n }\n\n return false;\n}\n\nfunction applyTextProperty(\n _go: GameObject,\n comp: Component,\n path: string[],\n value: unknown,\n): boolean {\n const textComp = comp as Component & { text?: string; style?: Record<string, unknown> };\n\n if (path.length === 1 && path[0] === 'text') {\n textComp.text = String(value ?? '');\n return true;\n }\n\n if (path.length === 2 && path[0] === 'style') {\n const styleKey = path[1];\n const nextStyle = { ...(textComp.style ?? {}), [styleKey]: value };\n textComp.style = nextStyle;\n return true;\n }\n\n return false;\n}\n\nfunction applySoundProperty(\n _go: GameObject,\n comp: Component,\n path: string[],\n value: unknown,\n): boolean {\n const soundComp = comp as Component & { volume?: number };\n\n if (\n (path.length === 1 && path[0] === 'volume') ||\n (path.length === 2 && path[0] === 'config' && path[1] === 'volume')\n ) {\n const next = asNumber(value);\n if (next === undefined) {\n return false;\n }\n soundComp.volume = next;\n return true;\n }\n\n return false;\n}\n\nconst APPLY_HOOKS: Record<string, SceneEditApplyHook> = {\n Transform: applyTransformProperty,\n Text: applyTextProperty,\n Sound: applySoundProperty,\n};\n\nexport function applyPropertyWithHooks(\n go: GameObject,\n componentName: string,\n path: string[],\n value: unknown,\n): boolean {\n const comp = go.getComponent(componentName);\n if (!comp || !path.length) {\n return false;\n }\n\n const hook = APPLY_HOOKS[componentName];\n if (hook?.(go, comp, path, value)) {\n return true;\n }\n\n return applyPropertyValue(go, componentName, path, value);\n}\n","import {\n ComponentChanged,\n GameObject,\n OBSERVER_TYPE,\n System,\n UpdateParams,\n decorators,\n} from '@combos-fun/engine';\nimport { RendererSystem } from '@combos-fun/plugin-renderer';\nimport { Graphics } from '@combos-fun/plugin-renderer-graphics';\nimport { Event, HIT_AREA_TYPE } from '@combos-fun/plugin-renderer-event';\nimport {\n COMBOS_DEVELOPMENT_TOOL_APPLY_PROPERTY,\n COMBOS_DEVELOPMENT_TOOL_GAMEOBJECT_SELECTED,\n COMBOS_DEVELOPMENT_TOOL_REFRESH,\n COMBOS_DEVELOPMENT_TOOL_SET,\n} from './constants';\nimport CombosDevelopmentToolTarget from './CombosDevelopmentToolTarget';\nimport { applyPropertyWithHooks } from './sceneEditApplyHooks';\nimport { buildGameObjectSnapshot, readSourceAnchor } from './sceneEditSerialize';\n\nimport type { SceneSourceAnchor } from './sceneEditTypes';\n\ntype TapEventPayload = {\n stopPropagation?: () => void;\n data?: {\n position?: { x: number; y: number };\n };\n};\n\ntype TapListener = (payload?: TapEventPayload) => void;\n\ntype ApplyPropertyPayload = {\n gameObjectId?: number;\n source?: SceneSourceAnchor;\n componentName?: string;\n path?: string[];\n value?: unknown;\n};\n\nexport type CombosDevelopmentToolSelectScope = 'tagged' | 'scene';\n\nexport interface CombosDevelopmentToolSystemParams {\n /** postMessage `targetOrigin` when notifying parent (default `'*'`). */\n postMessageOrigin?: string;\n /**\n * - `tagged`: only `GameObject`s with {@link CombosDevelopmentToolTarget} participate (optional `payload`).\n * - `scene`: all objects under `game.scene` (except the outline helper) get tap → outline + postMessage; no marker component required (default).\n */\n scope?: CombosDevelopmentToolSelectScope;\n}\n\nconst OUTLINE_GO_NAME = '__combosDevelopmentToolOutline';\n\ntype SetPayload = { enabled?: boolean };\n\ntype PickBounds = { x: number; y: number; width: number; height: number };\n\n/**\n * **Defaults:** `scope: 'scene'`, **off** at start (no tap hijack until enabled).\n * While enabled, game `Event` `tap` listeners are removed and restored on disable.\n * Turn on/off via:\n * - `window.dispatchEvent(new CustomEvent(COMBOS_DEVELOPMENT_TOOL_SET, { detail: { enabled: true } }))`\n * - `window.postMessage({ type: COMBOS_DEVELOPMENT_TOOL_SET, enabled: true }, targetOrigin)` (e.g. from parent iframe)\n * - `game.emit(COMBOS_DEVELOPMENT_TOOL_SET, { enabled: true })` or `getSystem(CombosDevelopmentToolSystem).setEnabled(true)`\n *\n * With `scope: 'scene'`, while enabled: `game.emit(COMBOS_DEVELOPMENT_TOOL_REFRESH)`, `window` event `combos-development-tool:refresh`, or `postMessage({ type: 'combos-development-tool:refresh' })` to re-bind after adding/removing objects.\n */\n@decorators.componentObserver({\n CombosDevelopmentToolTarget: [],\n})\nexport default class CombosDevelopmentToolSystem extends System<CombosDevelopmentToolSystemParams> {\n static systemName = 'CombosDevelopmentToolSystem';\n\n private postMessageOrigin = '*';\n private scope: CombosDevelopmentToolSelectScope = 'scene';\n private enabled = false;\n private outlineGo: GameObject | null = null;\n private selected: GameObject | null = null;\n private readonly tapHandlers = new Map<number, TapListener>();\n private readonly tapOwners = new Map<number, GameObject>();\n /** Game `tap` listeners removed while enabled; restored on disable. */\n private readonly savedTapListeners = new Map<number, TapListener[]>();\n /** We added `Event` for hit-testing; remove on teardown when disabling / releaseTap. */\n private readonly injectedEvents = new Set<number>();\n private needsSceneRescan = false;\n private needsTaggedRescan = false;\n\n private readonly onWindowSet = (e: globalThis.Event) => {\n const d = (e as unknown as CustomEvent<SetPayload>).detail;\n if (d && typeof d.enabled === 'boolean') {\n this.setEnabled(d.enabled);\n }\n };\n\n private readonly onWindowMessage = (e: MessageEvent) => {\n const d = e.data;\n if (!d || typeof d !== 'object') return;\n if (d.type === COMBOS_DEVELOPMENT_TOOL_SET && typeof d.enabled === 'boolean') {\n this.setEnabled(d.enabled);\n } else if (d.type === COMBOS_DEVELOPMENT_TOOL_REFRESH) {\n this.requestSceneRescan();\n } else if (d.type === COMBOS_DEVELOPMENT_TOOL_APPLY_PROPERTY) {\n this.handleApplyProperty(d as ApplyPropertyPayload);\n }\n };\n\n private readonly onGameSet = (payload: SetPayload) => {\n if (payload && typeof payload.enabled === 'boolean') {\n this.setEnabled(payload.enabled);\n }\n };\n\n private readonly onGameRefresh = () => {\n this.requestSceneRescan();\n };\n\n private readonly onWindowRefresh = () => {\n this.requestSceneRescan();\n };\n\n init(params?: CombosDevelopmentToolSystemParams) {\n this.postMessageOrigin = params?.postMessageOrigin ?? '*';\n this.scope = params?.scope ?? 'scene';\n\n if (typeof window !== 'undefined') {\n window.addEventListener(COMBOS_DEVELOPMENT_TOOL_SET, this.onWindowSet);\n window.addEventListener(COMBOS_DEVELOPMENT_TOOL_REFRESH, this.onWindowRefresh);\n window.addEventListener('message', this.onWindowMessage);\n }\n this.game.on(COMBOS_DEVELOPMENT_TOOL_SET, this.onGameSet);\n this.game.on(COMBOS_DEVELOPMENT_TOOL_REFRESH, this.onGameRefresh);\n\n if (this.enabled && this.scope === 'scene') {\n this.needsSceneRescan = true;\n } else if (this.enabled && this.scope === 'tagged') {\n this.needsTaggedRescan = true;\n }\n }\n\n onDestroy() {\n if (typeof window !== 'undefined') {\n window.removeEventListener(COMBOS_DEVELOPMENT_TOOL_SET, this.onWindowSet);\n window.removeEventListener(COMBOS_DEVELOPMENT_TOOL_REFRESH, this.onWindowRefresh);\n window.removeEventListener('message', this.onWindowMessage);\n }\n this.game.off(COMBOS_DEVELOPMENT_TOOL_SET, this.onGameSet);\n this.game.off(COMBOS_DEVELOPMENT_TOOL_REFRESH, this.onGameRefresh);\n this.detachAllTaps();\n this.clearSelection();\n }\n\n /** Programmatic toggle (same effect as events). */\n setEnabled(on: boolean) {\n if (this.enabled === on) return;\n this.enabled = on;\n if (!on) {\n this.clearSelection();\n this.detachAllTaps();\n } else if (this.scope === 'scene') {\n this.needsSceneRescan = true;\n } else {\n this.needsTaggedRescan = true;\n }\n }\n\n get isEnabled(): boolean {\n return this.enabled;\n }\n\n update(e: UpdateParams) {\n if (this.enabled && this.needsSceneRescan && this.scope === 'scene') {\n this.needsSceneRescan = false;\n this.attachSceneTree();\n }\n\n if (this.enabled && this.needsTaggedRescan && this.scope === 'tagged') {\n this.needsTaggedRescan = false;\n this.attachTaggedObjects();\n }\n\n for (const go of [...this.tapOwners.values()]) {\n if (go.destroyed) {\n this.releaseTap(go);\n }\n }\n\n if (!this.enabled || !this.selected || !this.outlineGo) return;\n\n const gfxComp = this.outlineGo.getComponent(Graphics);\n if (!gfxComp?.graphics) return;\n\n const bounds = this.resolvePickBounds(this.selected);\n const g = gfxComp.graphics;\n g.clear();\n const t = typeof performance !== 'undefined' ? performance.now() : e.time;\n const pulse = 0.35 + 0.65 * (0.5 + 0.5 * Math.sin(t * 0.012));\n g.rect(bounds.x, bounds.y, bounds.width, bounds.height);\n g.stroke({ width: 4, color: 0x55ffaa, alpha: pulse });\n }\n\n componentChanged(changed: ComponentChanged) {\n if (this.scope === 'scene') return;\n\n const { type, gameObject, componentName } = changed;\n if (!gameObject || componentName !== 'CombosDevelopmentToolTarget') return;\n\n if (type === OBSERVER_TYPE.ADD) {\n this.ensureTap(gameObject);\n } else if (type === OBSERVER_TYPE.REMOVE) {\n this.releaseTap(gameObject);\n if (this.selected === gameObject) {\n this.clearSelection();\n }\n }\n }\n\n /** Re-bind scene taps when `scope === 'scene'` (e.g. after dynamic spawn). */\n requestSceneRescan() {\n if (!this.enabled) return;\n if (this.scope === 'scene') {\n this.needsSceneRescan = true;\n } else {\n this.needsTaggedRescan = true;\n }\n }\n\n private attachTaggedObjects() {\n const list: GameObject[] = [];\n for (const tr of this.game.scene.transform.children) {\n this.collectGameObjects(tr.gameObject, list);\n }\n for (const go of list) {\n if (go.name === OUTLINE_GO_NAME) continue;\n if (go === this.outlineGo) continue;\n if (!go.getComponent(CombosDevelopmentToolTarget)) continue;\n this.ensureTap(go);\n }\n }\n\n private attachSceneTree() {\n this.detachAllTaps(false);\n const list: GameObject[] = [];\n for (const tr of this.game.scene.transform.children) {\n this.collectGameObjects(tr.gameObject, list);\n }\n for (const go of list) {\n if (go.name === OUTLINE_GO_NAME) continue;\n if (go === this.outlineGo) continue;\n this.ensureTap(go);\n }\n }\n\n private collectGameObjects(go: GameObject, out: GameObject[]) {\n out.push(go);\n for (const tr of go.transform.children) {\n this.collectGameObjects(tr.gameObject, out);\n }\n }\n\n private detachAllTaps(restore = true) {\n for (const go of [...this.tapOwners.values()]) {\n this.releaseTap(go, restore);\n }\n }\n\n private ensureTap(go: GameObject) {\n let ev = go.getComponent(Event);\n if (!ev) {\n ev = go.addComponent(this.createInjectedEvent(go));\n this.injectedEvents.add(go.id);\n }\n\n if (this.tapHandlers.has(go.id)) return;\n\n if (!this.savedTapListeners.has(go.id)) {\n const existing = ev.listeners('tap') as TapListener[];\n this.savedTapListeners.set(go.id, [...existing]);\n }\n\n ev.removeAllListeners('tap');\n\n const handler: TapListener = payload => this.onSelect(go, payload);\n this.tapHandlers.set(go.id, handler);\n this.tapOwners.set(go.id, go);\n ev.on('tap', handler);\n }\n\n private createInjectedEvent(go: GameObject): Event {\n const bounds = this.resolvePickBounds(go);\n if (bounds.width > 0 && bounds.height > 0) {\n return new Event({\n hitArea: {\n type: HIT_AREA_TYPE.Rect,\n style: {\n x: bounds.x,\n y: bounds.y,\n width: bounds.width,\n height: bounds.height,\n },\n },\n });\n }\n\n // Let Pixi use natural rendered bounds instead of forcing a 1×1 hit area.\n return new Event();\n }\n\n private resolvePickBounds(go: GameObject): PickBounds {\n // Graphics draws in arbitrary local coordinates (often centered at 0,0).\n // transform.size is a layout box from (0,0) and must not override Pixi bounds.\n if (this.shouldPreferRenderedBounds(go)) {\n const fromGraphics = this.resolveContainerLocalBounds(go);\n if (fromGraphics) {\n return fromGraphics;\n }\n }\n\n const { width, height } = go.transform.size;\n if (width > 0 && height > 0) {\n return { x: 0, y: 0, width, height };\n }\n\n const fromContainer = this.resolveContainerLocalBounds(go);\n if (fromContainer) {\n return fromContainer;\n }\n\n return { x: 0, y: 0, width: 1, height: 1 };\n }\n\n private shouldPreferRenderedBounds(go: GameObject): boolean {\n return go.getComponent(Graphics) != null;\n }\n\n private resolveContainerLocalBounds(go: 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{"version":3,"file":"plugin-development-tool.cjs.js","sources":["../lib/constants.ts","../lib/CombosDevelopmentToolTarget.ts","../lib/sceneEditTypes.ts","../lib/sceneEditSerialize.ts","../lib/sceneEditApplyHooks.ts","../lib/CombosDevelopmentToolSystem.ts","../lib/__combosPackageMeta.gen.ts"],"sourcesContent":["/** Toggle development-tool selection / parent postMessage. Payload: `{ enabled: boolean }`. */\nexport const COMBOS_DEVELOPMENT_TOOL_SET = 'combos-development-tool:set' as const;\n\n/** iframe → parent: `setEnabled` finished (pick attach after enable, or restore after disable). Payload: `{ enabled: boolean }`. */\nexport const COMBOS_DEVELOPMENT_TOOL_SET_SUCCESS =\n 'combos-development-tool:set-success' as const;\n\n/** Re-scan the scene tree while the development tool is enabled. */\nexport const COMBOS_DEVELOPMENT_TOOL_REFRESH = 'combos-development-tool:refresh' as const;\n\n/** Emitted to `window.parent` when an object is selected while the tool is on. */\nexport const COMBOS_DEVELOPMENT_TOOL_GAMEOBJECT_SELECTED =\n 'combos-development-tool:gameobject-selected' as const;\n\n/** Parent → iframe: apply a value to a component field (live preview). */\nexport const COMBOS_DEVELOPMENT_TOOL_APPLY_PROPERTY =\n 'combos-development-tool:apply-property' as const;\n\n/** iframe → parent: game scene bootstrap finished; parent may enable pick mode. */\nexport const COMBOS_DEVELOPMENT_TOOL_READY = 'combos-development-tool:ready' as const;\n","import { Component, ComponentParams } from '@combos-fun/engine';\n\nexport interface CombosDevelopmentToolTargetParams extends ComponentParams {\n /** Extra JSON-serializable fields included in postMessage to parent. */\n payload?: Record<string, unknown>;\n}\n\n/**\n * Marks a `GameObject` as selectable in editor pick mode. While the development tool is enabled,\n * only nodes carrying this component receive a pick `Event`; all other game `Event` components\n * are removed and cached until disable.\n */\nexport default class CombosDevelopmentToolTarget extends Component<CombosDevelopmentToolTargetParams> {\n static componentName = 'CombosDevelopmentToolTarget';\n\n payload: Record<string, unknown> = {};\n\n init(params?: CombosDevelopmentToolTargetParams) {\n this.payload = params?.payload ? { ...params.payload } : {};\n }\n}\n","/** Optional bootstrap anchor stored on {@link CombosDevelopmentToolTarget}.payload.source */\nexport interface SceneSourceAnchor {\n /** Project-relative path, e.g. `src/index.ts` */\n file: string;\n /** Variable name in bootstrap (`const poster = …`) or stable key; defaults to gameObject name */\n anchor?: string;\n}\n\nexport interface SceneEditPropertyRef {\n gameObjectId: number;\n gameObjectName: string;\n componentName: string;\n path: string[];\n}\n\nexport interface SceneEditComponentSnapshot {\n componentName: string;\n fields: Record<string, unknown>;\n}\n\nexport interface SceneEditGameObjectSnapshot {\n id: number;\n name: string;\n components: SceneEditComponentSnapshot[];\n source?: SceneSourceAnchor;\n}\n\nexport function isSceneSourceAnchor(v: unknown): v is SceneSourceAnchor {\n return (\n !!v &&\n typeof v === 'object' &&\n typeof (v as SceneSourceAnchor).file === 'string'\n );\n}\n","import { Component, GameObject } from '@combos-fun/engine';\nimport CombosDevelopmentToolTarget from './CombosDevelopmentToolTarget';\nimport {\n isSceneSourceAnchor,\n type SceneEditComponentSnapshot,\n type SceneEditGameObjectSnapshot,\n type SceneSourceAnchor,\n} from './sceneEditTypes';\n\nconst SKIP_KEYS = new Set([\n 'gameObject',\n 'name',\n 'started',\n '__componentDefaultParams',\n 'destroyed',\n 'inScene',\n 'worldTransform',\n 'children',\n '_parent',\n]);\n\nconst COMPONENT_SKIP_KEYS: Record<string, ReadonlySet<string>> = {\n Graphics: new Set(['graphics']),\n Physics: new Set([\n 'body',\n 'Body',\n 'PhysicsEngine',\n 'World',\n 'Constraint',\n 'mouseConstraint',\n 'bodyParams',\n ]),\n Event: new Set(['hitArea']),\n};\n\nfunction cloneJsonSafe(value: unknown, depth = 0): unknown {\n if (value === null || value === undefined) return value;\n if (typeof value === 'number' || typeof value === 'string' || typeof value === 'boolean') {\n return value;\n }\n if (depth > 6) return undefined;\n if (Array.isArray(value)) {\n return value.map(item => cloneJsonSafe(item, depth + 1));\n }\n if (typeof value === 'object') {\n const out: Record<string, unknown> = {};\n for (const [k, v] of Object.entries(value as Record<string, unknown>)) {\n if (typeof v === 'function') continue;\n const cloned = cloneJsonSafe(v, depth + 1);\n if (cloned !== undefined) out[k] = cloned;\n }\n return out;\n }\n return undefined;\n}\n\nfunction serializeComponent(comp: Component): Record<string, unknown> {\n const out: Record<string, unknown> = {};\n const componentSkips = COMPONENT_SKIP_KEYS[comp.name];\n for (const key of Object.keys(comp)) {\n if (SKIP_KEYS.has(key) || key.startsWith('_')) continue;\n if (componentSkips?.has(key)) continue;\n const value = (comp as Record<string, unknown>)[key];\n if (typeof value === 'function') continue;\n const cloned = cloneJsonSafe(value);\n if (cloned !== undefined) out[key] = cloned;\n }\n return out;\n}\n\nexport function readSourceAnchor(go: GameObject): SceneSourceAnchor | undefined {\n const tag = go.getComponent(CombosDevelopmentToolTarget);\n const raw = tag?.payload?.source;\n if (!isSceneSourceAnchor(raw)) return undefined;\n return {\n file: raw.file,\n anchor: raw.anchor ?? go.name,\n };\n}\n\nexport function buildGameObjectSnapshot(go: GameObject): SceneEditGameObjectSnapshot {\n const components: SceneEditComponentSnapshot[] = go.components\n .filter(c => c.name !== 'CombosDevelopmentToolTarget')\n .map(c => ({\n componentName: c.name,\n fields: serializeComponent(c),\n }));\n\n return {\n id: go.id,\n name: go.name,\n components,\n source: readSourceAnchor(go),\n };\n}\n\nexport function applyPropertyValue(\n go: GameObject,\n componentName: string,\n path: string[],\n value: unknown,\n): boolean {\n const comp = go.getComponent(componentName);\n if (!comp || !path.length) return false;\n\n let target: Record<string, unknown> = comp as unknown as Record<string, unknown>;\n for (let i = 0; i < path.length - 1; i++) {\n const key = path[i];\n if (target[key] === undefined || target[key] === null) {\n target[key] = {};\n }\n target = target[key] as Record<string, unknown>;\n }\n\n target[path[path.length - 1]] = value;\n return true;\n}\n\nexport function readPropertyValue(\n go: GameObject,\n componentName: string,\n path: string[],\n): unknown {\n const comp = go.getComponent(componentName);\n if (!comp || !path.length) return undefined;\n\n let target: unknown = comp;\n for (const key of path) {\n if (target === null || target === undefined || typeof target !== 'object') {\n return undefined;\n }\n target = (target as Record<string, unknown>)[key];\n }\n return target;\n}\n","import type { Component, GameObject } from '@combos-fun/engine';\nimport { applyPropertyValue } from './sceneEditSerialize';\n\ntype SceneEditApplyHook = (\n go: GameObject,\n comp: Component,\n path: string[],\n value: unknown,\n) => boolean;\n\nconst TRANSFORM_VECTOR_KEYS = new Set([\n 'position',\n 'size',\n 'origin',\n 'anchor',\n 'scale',\n 'skew',\n]);\n\ntype PhysicsLike = {\n body?: { position: { x: number; y: number }; angle?: number };\n bodyParams?: { stopRotation?: boolean };\n Body?: { setPosition: (body: unknown, pos: { x: number; y: number }) => void; setAngle?: (body: unknown, angle: number) => void };\n};\n\ntype MoverLike = {\n originX: number;\n originY: number;\n};\n\nfunction asNumber(value: unknown): number | undefined {\n if (typeof value === 'number' && Number.isFinite(value)) {\n return value;\n }\n if (typeof value === 'string' && value.trim() !== '') {\n const next = Number(value);\n return Number.isFinite(next) ? next : undefined;\n }\n return undefined;\n}\n\nfunction syncPhysicsBodyFromTransform(go: GameObject): void {\n const physics = go.getComponent('Physics') as PhysicsLike | undefined;\n if (!physics?.body) {\n return;\n }\n\n const { x, y } = go.transform.position;\n if (physics.Body?.setPosition) {\n physics.Body.setPosition(physics.body, { x, y });\n return;\n }\n\n physics.body.position.x = x;\n physics.body.position.y = y;\n}\n\nfunction syncMoverOriginFromTransform(go: GameObject): void {\n const mover = go.getComponent('PlatformerMover') as MoverLike | undefined;\n if (!mover) {\n return;\n }\n mover.originX = go.transform.position.x;\n mover.originY = go.transform.position.y;\n}\n\nfunction applyTransformProperty(\n go: GameObject,\n comp: Component,\n path: string[],\n value: unknown,\n): boolean {\n const transform = go.transform ?? comp;\n const transformRecord = transform as unknown as Record<string, unknown>;\n\n if (path.length === 1 && path[0] === 'rotation') {\n const next = asNumber(value);\n if (next === undefined) {\n return false;\n }\n transform.rotation = next;\n return true;\n }\n\n if (path.length === 2 && TRANSFORM_VECTOR_KEYS.has(path[0])) {\n const groupKey = path[0];\n const leafKey = path[1];\n const next = asNumber(value);\n if (next === undefined) {\n return false;\n }\n\n const group = transformRecord[groupKey];\n if (!group || typeof group !== 'object') {\n return false;\n }\n\n (group as Record<string, unknown>)[leafKey] = next;\n\n if (groupKey === 'position') {\n syncPhysicsBodyFromTransform(go);\n syncMoverOriginFromTransform(go);\n }\n\n return true;\n }\n\n return false;\n}\n\nfunction applyTextProperty(\n _go: GameObject,\n comp: Component,\n path: string[],\n value: unknown,\n): boolean {\n const textComp = comp as Component & { text?: string; style?: Record<string, unknown> };\n\n if (path.length === 1 && path[0] === 'text') {\n textComp.text = String(value ?? '');\n return true;\n }\n\n if (path.length === 2 && path[0] === 'style') {\n const styleKey = path[1];\n const nextStyle = { ...(textComp.style ?? {}), [styleKey]: value };\n textComp.style = nextStyle;\n return true;\n }\n\n return false;\n}\n\nfunction applySoundProperty(\n _go: GameObject,\n comp: Component,\n path: string[],\n value: unknown,\n): boolean {\n const soundComp = comp as Component & { volume?: number };\n\n if (\n (path.length === 1 && path[0] === 'volume') ||\n (path.length === 2 && path[0] === 'config' && path[1] === 'volume')\n ) {\n const next = asNumber(value);\n if (next === undefined) {\n return false;\n }\n soundComp.volume = next;\n return true;\n }\n\n return false;\n}\n\nconst APPLY_HOOKS: Record<string, SceneEditApplyHook> = {\n Transform: applyTransformProperty,\n Text: applyTextProperty,\n Sound: applySoundProperty,\n};\n\nexport function applyPropertyWithHooks(\n go: GameObject,\n componentName: string,\n path: string[],\n value: unknown,\n): boolean {\n const comp = go.getComponent(componentName);\n if (!comp || !path.length) {\n return false;\n }\n\n const hook = APPLY_HOOKS[componentName];\n if (hook?.(go, comp, path, value)) {\n return true;\n }\n\n return applyPropertyValue(go, componentName, path, value);\n}\n","import {\n ComponentChanged,\n GameObject,\n OBSERVER_TYPE,\n System,\n UpdateParams,\n decorators,\n} from '@combos-fun/engine';\nimport { RendererSystem } from '@combos-fun/plugin-renderer';\nimport { Graphics } from '@combos-fun/plugin-renderer-graphics';\nimport { Event, HIT_AREA_TYPE } from '@combos-fun/plugin-renderer-event';\nimport {\n COMBOS_DEVELOPMENT_TOOL_APPLY_PROPERTY,\n COMBOS_DEVELOPMENT_TOOL_GAMEOBJECT_SELECTED,\n COMBOS_DEVELOPMENT_TOOL_REFRESH,\n COMBOS_DEVELOPMENT_TOOL_SET,\n COMBOS_DEVELOPMENT_TOOL_SET_SUCCESS,\n} from './constants';\nimport CombosDevelopmentToolTarget from './CombosDevelopmentToolTarget';\nimport { applyPropertyWithHooks } from './sceneEditApplyHooks';\nimport { buildGameObjectSnapshot, readSourceAnchor } from './sceneEditSerialize';\n\nimport type { SceneSourceAnchor } from './sceneEditTypes';\n\ntype TapEventPayload = {\n stopPropagation?: () => void;\n data?: {\n position?: { x: number; y: number };\n };\n};\n\ntype TapListener = (payload?: TapEventPayload) => void;\n\ntype ApplyPropertyPayload = {\n gameObjectId?: number;\n source?: SceneSourceAnchor;\n componentName?: string;\n path?: string[];\n value?: unknown;\n};\n\nexport interface CombosDevelopmentToolSystemParams {\n /** postMessage `targetOrigin` when notifying parent (default `'*'`). */\n postMessageOrigin?: string;\n}\n\nconst OUTLINE_GO_NAME = '__combosDevelopmentToolOutline';\n\ntype SetPayload = { enabled?: boolean };\n\ntype PickBounds = { x: number; y: number; width: number; height: number };\n\n/**\n * **Off** at start. While enabled:\n * - strips `Event` from every scene `GameObject` (cached for restore on disable);\n * - attaches pick `Event` + outline only on nodes with {@link CombosDevelopmentToolTarget}.\n *\n * Turn on/off via:\n * - `window.dispatchEvent(new CustomEvent(COMBOS_DEVELOPMENT_TOOL_SET, { detail: { enabled: true } }))`\n * - `window.postMessage({ type: COMBOS_DEVELOPMENT_TOOL_SET, enabled: true }, targetOrigin)` (e.g. from parent iframe)\n * - `game.emit(COMBOS_DEVELOPMENT_TOOL_SET, { enabled: true })` or `getSystem(CombosDevelopmentToolSystem).setEnabled(true)`\n *\n * While enabled: `game.emit(COMBOS_DEVELOPMENT_TOOL_REFRESH)`, `window` event `combos-development-tool:refresh`,\n * or `postMessage({ type: 'combos-development-tool:refresh' })` to re-bind after adding/removing objects.\n */\n@decorators.componentObserver({\n CombosDevelopmentToolTarget: [],\n})\nexport default class CombosDevelopmentToolSystem extends System<CombosDevelopmentToolSystemParams> {\n static systemName = 'CombosDevelopmentToolSystem';\n\n private postMessageOrigin = '*';\n private enabled = false;\n private outlineGo: GameObject | null = null;\n private selected: GameObject | null = null;\n private readonly tapHandlers = new Map<number, TapListener>();\n private readonly tapOwners = new Map<number, GameObject>();\n /** Game `Event` components removed while enabled; restored on disable. */\n private readonly cachedGameEvents = new Map<number, Event>();\n /** Pick `Event` injected for {@link CombosDevelopmentToolTarget} nodes. */\n private readonly pickEvents = new Set<number>();\n private needsRescan = false;\n\n private readonly onWindowSet = (e: globalThis.Event) => {\n const d = (e as unknown as CustomEvent<SetPayload>).detail;\n if (d && typeof d.enabled === 'boolean') {\n this.setEnabled(d.enabled);\n }\n };\n\n private readonly onWindowMessage = (e: MessageEvent) => {\n const d = e.data;\n if (!d || typeof d !== 'object') return;\n if (d.type === COMBOS_DEVELOPMENT_TOOL_SET && typeof d.enabled === 'boolean') {\n this.setEnabled(d.enabled);\n } else if (d.type === COMBOS_DEVELOPMENT_TOOL_REFRESH) {\n this.requestSceneRescan();\n } else if (d.type === COMBOS_DEVELOPMENT_TOOL_APPLY_PROPERTY) {\n this.handleApplyProperty(d as ApplyPropertyPayload);\n }\n };\n\n private readonly onGameSet = (payload: SetPayload) => {\n if (payload && typeof payload.enabled === 'boolean') {\n this.setEnabled(payload.enabled);\n }\n };\n\n private readonly onGameRefresh = () => {\n this.requestSceneRescan();\n };\n\n private readonly onWindowRefresh = () => {\n this.requestSceneRescan();\n };\n\n init(params?: CombosDevelopmentToolSystemParams) {\n this.postMessageOrigin = params?.postMessageOrigin ?? '*';\n\n if (typeof window !== 'undefined') {\n window.addEventListener(COMBOS_DEVELOPMENT_TOOL_SET, this.onWindowSet);\n window.addEventListener(COMBOS_DEVELOPMENT_TOOL_REFRESH, this.onWindowRefresh);\n window.addEventListener('message', this.onWindowMessage);\n }\n this.game.on(COMBOS_DEVELOPMENT_TOOL_SET, this.onGameSet);\n this.game.on(COMBOS_DEVELOPMENT_TOOL_REFRESH, this.onGameRefresh);\n\n if (this.enabled) {\n this.needsRescan = true;\n }\n }\n\n onDestroy() {\n if (typeof window !== 'undefined') {\n window.removeEventListener(COMBOS_DEVELOPMENT_TOOL_SET, this.onWindowSet);\n window.removeEventListener(COMBOS_DEVELOPMENT_TOOL_REFRESH, this.onWindowRefresh);\n window.removeEventListener('message', this.onWindowMessage);\n }\n this.game.off(COMBOS_DEVELOPMENT_TOOL_SET, this.onGameSet);\n this.game.off(COMBOS_DEVELOPMENT_TOOL_REFRESH, this.onGameRefresh);\n this.detachAllPicks();\n this.restoreCachedGameEvents();\n this.clearSelection();\n }\n\n /** Programmatic toggle (same effect as events). */\n setEnabled(on: boolean) {\n if (this.enabled === on) return;\n this.enabled = on;\n if (!on) {\n this.clearSelection();\n this.detachAllPicks();\n this.restoreCachedGameEvents();\n this.postSetSuccess(false);\n } else {\n this.needsRescan = true;\n }\n }\n\n get isEnabled(): boolean {\n return this.enabled;\n }\n\n update(e: UpdateParams) {\n if (this.enabled && this.needsRescan) {\n this.needsRescan = false;\n this.attachEditMode();\n this.postSetSuccess(true);\n }\n\n for (const go of [...this.tapOwners.values()]) {\n if (go.destroyed) {\n this.releasePick(go);\n }\n }\n\n if (!this.enabled || !this.selected || !this.outlineGo) return;\n\n const gfxComp = this.outlineGo.getComponent(Graphics);\n if (!gfxComp?.graphics) return;\n\n const bounds = this.resolvePickBounds(this.selected);\n const g = gfxComp.graphics;\n g.clear();\n const t = typeof performance !== 'undefined' ? performance.now() : e.time;\n const pulse = 0.35 + 0.65 * (0.5 + 0.5 * Math.sin(t * 0.012));\n g.rect(bounds.x, bounds.y, bounds.width, bounds.height);\n g.stroke({ width: 4, color: 0x55ffaa, alpha: pulse });\n }\n\n componentChanged(changed: ComponentChanged) {\n if (!this.enabled) return;\n\n const { type, gameObject, componentName } = changed;\n if (!gameObject || componentName !== 'CombosDevelopmentToolTarget') return;\n\n if (type === OBSERVER_TYPE.ADD) {\n this.stripGameEvent(gameObject);\n this.ensurePick(gameObject);\n } else if (type === OBSERVER_TYPE.REMOVE) {\n this.releasePick(gameObject);\n if (this.selected === gameObject) {\n this.clearSelection();\n }\n }\n }\n\n /** Re-bind pick targets after dynamic scene changes while enabled. */\n requestSceneRescan() {\n if (!this.enabled) return;\n this.needsRescan = true;\n }\n\n private attachEditMode() {\n this.detachAllPicks();\n\n const list: GameObject[] = [];\n for (const tr of this.game.scene.transform.children) {\n this.collectGameObjects(tr.gameObject, list);\n }\n\n for (const go of list) {\n if (this.isIgnoredPickGo(go)) continue;\n this.stripGameEvent(go);\n }\n\n for (const go of list) {\n if (this.isIgnoredPickGo(go)) continue;\n if (!go.getComponent(CombosDevelopmentToolTarget)) continue;\n this.ensurePick(go);\n }\n }\n\n private collectGameObjects(go: GameObject, out: GameObject[]) {\n out.push(go);\n for (const tr of go.transform.children) {\n this.collectGameObjects(tr.gameObject, out);\n }\n }\n\n private isIgnoredPickGo(go: GameObject): boolean {\n return go.name === OUTLINE_GO_NAME || go === this.outlineGo;\n }\n\n private stripGameEvent(go: GameObject) {\n if (this.cachedGameEvents.has(go.id)) return;\n\n const ev = go.getComponent(Event);\n if (!ev) return;\n\n try {\n const removed = go.removeComponent(Event) as Event;\n this.cachedGameEvents.set(go.id, removed);\n } catch {\n /* ignore */\n }\n }\n\n private restoreCachedGameEvents() {\n for (const [id, event] of [...this.cachedGameEvents.entries()]) {\n const go = this.findGameObjectById(id);\n if (!go || go.destroyed || go.getComponent(Event)) {\n this.cachedGameEvents.delete(id);\n continue;\n }\n\n try {\n go.addComponent(event);\n } catch {\n /* ignore */\n }\n this.cachedGameEvents.delete(id);\n }\n }\n\n private detachAllPicks() {\n for (const go of [...this.tapOwners.values()]) {\n this.releasePick(go);\n }\n }\n\n private ensurePick(go: GameObject) {\n if (this.tapHandlers.has(go.id)) return;\n\n let ev = go.getComponent(Event);\n if (!ev) {\n ev = go.addComponent(this.createPickEvent(go));\n this.pickEvents.add(go.id);\n }\n\n const handler: TapListener = payload => this.onSelect(go, payload);\n this.tapHandlers.set(go.id, handler);\n this.tapOwners.set(go.id, go);\n ev.on('tap', handler);\n }\n\n private createPickEvent(go: GameObject): Event {\n const bounds = this.resolvePickBounds(go);\n if (bounds.width > 0 && bounds.height > 0) {\n return new Event({\n hitArea: {\n type: HIT_AREA_TYPE.Rect,\n style: {\n x: bounds.x,\n y: bounds.y,\n width: bounds.width,\n height: bounds.height,\n },\n },\n });\n }\n\n return new Event();\n }\n\n private resolvePickBounds(go: GameObject): PickBounds {\n if (this.shouldPreferRenderedBounds(go)) {\n const fromGraphics = this.resolveContainerLocalBounds(go);\n if (fromGraphics) {\n return fromGraphics;\n }\n }\n\n const { width, height } = go.transform.size;\n if (width > 0 && height > 0) {\n return { x: 0, y: 0, width, height };\n }\n\n const fromContainer = this.resolveContainerLocalBounds(go);\n if (fromContainer) {\n return fromContainer;\n }\n\n return { x: 0, y: 0, width: 1, height: 1 };\n }\n\n private shouldPreferRenderedBounds(go: GameObject): boolean {\n return go.getComponent(Graphics) != null;\n }\n\n private resolveContainerLocalBounds(go: GameObject): PickBounds | null {\n const container = this.getRendererContainer(go);\n if (!container) return null;\n\n try {\n const bounds = container.getLocalBounds();\n if (bounds.width > 0 && bounds.height > 0) {\n return {\n x: bounds.x,\n y: bounds.y,\n width: bounds.width,\n height: bounds.height,\n };\n }\n } catch {\n /* ignore */\n }\n\n return null;\n }\n\n private getRendererContainer(go: GameObject) {\n const rendererSystem = this.game.getSystem(RendererSystem) as RendererSystem | undefined;\n if (!rendererSystem?.containerManager) return null;\n\n try {\n return rendererSystem.containerManager.getContainer(go.id);\n } catch {\n return null;\n }\n }\n\n private releasePick(go: GameObject) {\n const handler = this.tapHandlers.get(go.id);\n if (!handler) return;\n\n const ev = go.getComponent(Event);\n ev?.off('tap', handler);\n this.tapHandlers.delete(go.id);\n this.tapOwners.delete(go.id);\n\n if (this.pickEvents.has(go.id)) {\n try {\n go.removeComponent(Event);\n } catch {\n /* ignore */\n }\n this.pickEvents.delete(go.id);\n }\n }\n\n private postSetSuccess(enabled: boolean) {\n const payload = {\n type: COMBOS_DEVELOPMENT_TOOL_SET_SUCCESS,\n enabled,\n };\n if (typeof window !== 'undefined' && window.parent && window.parent !== window) {\n window.parent.postMessage(payload, this.postMessageOrigin);\n }\n this.game.emit(COMBOS_DEVELOPMENT_TOOL_SET_SUCCESS, { enabled });\n }\n\n private ensureOutline() {\n if (this.outlineGo) return;\n const go = new GameObject(OUTLINE_GO_NAME, {\n size: { width: 1, height: 1 },\n position: { x: 0, y: 0 },\n origin: { x: 0, y: 0 },\n });\n go.addComponent(new Graphics());\n this.outlineGo = go;\n }\n\n private onSelect(go: GameObject, tap?: TapEventPayload) {\n if (!this.enabled) return;\n tap?.stopPropagation?.();\n\n this.ensureOutline();\n if (!this.outlineGo) return;\n\n this.selected = go;\n\n if (this.outlineGo.parent) {\n this.outlineGo.remove();\n }\n go.addChild(this.outlineGo);\n\n const snapshot = buildGameObjectSnapshot(go);\n const payload = {\n type: COMBOS_DEVELOPMENT_TOOL_GAMEOBJECT_SELECTED,\n snapshot,\n pointer: tap?.data?.position ?? null,\n };\n if (typeof window !== 'undefined' && window.parent && window.parent !== window) {\n window.parent.postMessage(payload, this.postMessageOrigin);\n }\n }\n\n private findGameObjectById(id: number): GameObject | null {\n const stack: GameObject[] = [];\n for (const tr of this.game.scene.transform.children) {\n this.collectGameObjects(tr.gameObject, stack);\n }\n return stack.find(go => go.id === id) ?? null;\n }\n\n private findGameObjectBySource(source: SceneSourceAnchor): GameObject | null {\n const stack: GameObject[] = [];\n for (const tr of this.game.scene.transform.children) {\n this.collectGameObjects(tr.gameObject, stack);\n }\n\n const wantFile = source.file.trim();\n const wantAnchor = (source.anchor ?? '').trim();\n if (!wantAnchor) {\n return null;\n }\n\n for (const go of stack) {\n const anchor = readSourceAnchor(go);\n if (!anchor || anchor.file !== wantFile) {\n continue;\n }\n const resolvedAnchor = anchor.anchor ?? go.name;\n if (resolvedAnchor === wantAnchor) {\n return go;\n }\n }\n\n return null;\n }\n\n private resolveApplyTarget(payload: ApplyPropertyPayload): GameObject | null {\n if (typeof payload.gameObjectId === 'number') {\n const byId = this.findGameObjectById(payload.gameObjectId);\n if (byId) {\n return byId;\n }\n }\n\n const file = payload.source?.file?.trim();\n const anchor = payload.source?.anchor?.trim();\n if (!file || !anchor) {\n return null;\n }\n\n return this.findGameObjectBySource({ file, anchor });\n }\n\n private handleApplyProperty(payload: ApplyPropertyPayload) {\n const componentName = payload.componentName;\n const path = payload.path;\n const hasId = typeof payload.gameObjectId === 'number';\n const hasSource =\n Boolean(payload.source?.file?.trim()) && Boolean(payload.source?.anchor?.trim());\n\n if (\n (!hasId && !hasSource) ||\n typeof componentName !== 'string' ||\n !Array.isArray(path) ||\n path.length === 0\n ) {\n return;\n }\n\n const go = this.resolveApplyTarget(payload);\n if (!go) return;\n\n const applied = applyPropertyWithHooks(go, componentName, path, payload.value);\n if (!applied) return;\n\n if (this.selected?.id === go.id) {\n this.postSnapshotUpdate(go);\n }\n }\n\n private postSnapshotUpdate(go: GameObject) {\n const snapshot = buildGameObjectSnapshot(go);\n if (typeof window !== 'undefined' && window.parent && window.parent !== window) {\n window.parent.postMessage(\n {\n type: COMBOS_DEVELOPMENT_TOOL_GAMEOBJECT_SELECTED,\n snapshot,\n pointer: null,\n source: 'property-applied',\n },\n this.postMessageOrigin,\n );\n }\n }\n\n private clearSelection() {\n this.selected = null;\n if (this.outlineGo?.parent) {\n this.outlineGo.remove();\n }\n const gfx = this.outlineGo?.getComponent(Graphics);\n if (gfx?.graphics) {\n gfx.graphics.clear();\n }\n }\n}\n","/** Auto-generated by scripts/build-package.mjs — do not edit. */\n\nimport CombosDevelopmentToolSystem from './CombosDevelopmentToolSystem';\n\nObject.assign(CombosDevelopmentToolSystem, {\n packageName: \"@combos-fun/plugin-development-tool\",\n packageVersion: 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