@unboxy/phaser-sdk 0.2.42 → 0.2.43
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/dist/editor/EditorBridge.js +77 -2
- package/dist/protocol.d.ts +15 -0
- package/package.json +1 -1
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@@ -49,7 +49,7 @@ function handleMessage(game, msg) {
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49
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postSceneSnapshot(game);
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break;
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51
51
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case 'unboxy:editor:applyEdit':
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-
applyEdit(game, msg.entityId, msg.patch);
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52
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+
void applyEdit(game, msg.entityId, msg.patch, msg.manifestAsset);
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break;
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case 'unboxy:editor:setSelection':
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setSelection(game, msg.entityIds[0] ?? null);
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@@ -429,7 +429,30 @@ function findRegistry(game) {
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return undefined;
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}
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// --- applyEdit ------------------------------------------------------------
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-
function applyEdit(game, entityId, patch) {
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+
async function applyEdit(game, entityId, patch, manifestAsset) {
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433
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// Lazy-load + manifest-upsert path. When the host's Inspector picks a Bg
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434
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// image asset that the iframe never preloaded (e.g. a per-game upload that
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435
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// was never dragged into the scene) OR an asset whose `kind` just flipped
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436
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// (e.g. region-atlas — slice 10 — flipping from 'image' to 'atlas'), the
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// host pipelines the new manifest entry along with the patch so the
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// resulting re-spawn sees a consistent runtime state. Without this, the
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// re-spawn reads the stale cached manifest and falls back to the
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// colored-rect placeholder.
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if (manifestAsset) {
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const targetScene = getEditorMode(game) === 'hud'
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? game.scene.getScene(UNBOXY_HUD_SCENE_KEY)
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: findWorldScene(game);
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if (targetScene) {
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try {
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upsertCachedManifestAsset(targetScene, manifestAsset);
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await ensureAssetLoaded(targetScene, manifestAsset);
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}
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catch (e) {
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console.warn('[unboxy/editor] applyEdit asset upsert/load failed:', e);
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// Fall through — applyHudPatch will render its placeholder.
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}
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}
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}
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// HUD mode — patches modify anchor / HUD-visual fields. World-style
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// transform / sprite-tint patches don't apply to HUD widgets, so we
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// dispatch through a HUD-specific helper that knows the widget kinds.
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@@ -625,6 +648,51 @@ async function createEntity(game, entity, manifestAsset) {
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console.warn('[unboxy/editor] spawnEntity failed:', e);
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}
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}
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+
/**
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* Merge an asset record into the scene's cached manifest (the one
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* {@code getManifest(scene)} returns). Used by applyEdit's pipelined-asset
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* path so subsequent re-spawns see the updated entry (kind / atlasPath /
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* atlasFormat / ninePatch / etc.) without a full scene reload.
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*
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* <p>The manifest object lives in `scene.cache.json` and is shared by
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* reference — mutating its `assets[]` is sufficient. We replace in place
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* when an entry with the same id exists (so a stale {@code kind: 'image'}
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* gets fully overwritten by a fresh {@code kind: 'atlas'} record).
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*/
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function upsertCachedManifestAsset(scene, asset) {
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let manifest;
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try {
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manifest = getManifest(scene);
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}
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catch {
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return; // manifest not in cache — nothing to merge against
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}
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if (!manifest.assets)
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manifest.assets = [];
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const idx = manifest.assets.findIndex((a) => a.id === asset.id);
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673
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if (idx >= 0)
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manifest.assets[idx] = asset;
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else
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manifest.assets.push(asset);
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}
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/**
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* Idempotent asset-loaded check: returns immediately if the texture is in
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* the cache. For atlas-format assets, ALSO ensures the per-frame ninePatch
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* sidecar JSON is loaded so the SDK's region-9-slice path can read it back.
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*/
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function ensureAssetLoaded(scene, asset) {
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if (asset.kind === 'audio')
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return Promise.resolve();
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const needsTexture = !scene.textures.exists(asset.textureKey);
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const sidecarKey = `unboxy:atlas-ninepatch:${asset.textureKey}`;
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const needsSidecar = asset.kind === 'atlas' &&
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asset.atlasFormat === 'json' &&
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!!asset.atlasPath &&
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!scene.cache.json.exists(sidecarKey);
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if (!needsTexture && !needsSidecar)
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return Promise.resolve();
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return loadAssetIntoScene(scene, asset);
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}
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function loadAssetIntoScene(scene, asset) {
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return new Promise((resolve, reject) => {
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if (scene.textures.exists(asset.textureKey)) {
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@@ -673,6 +741,13 @@ function loadAssetIntoScene(scene, asset) {
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}
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else if (asset.atlasPath) {
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scene.load.atlas(asset.textureKey, asset.path, asset.atlasPath);
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// Also fetch the raw JSON into the side-cache for per-region
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// ninePatch lookups (slice 10). Phaser's atlas parser drops
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// unknown per-frame fields, so we keep the original JSON around.
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const sidecarKey = `unboxy:atlas-ninepatch:${asset.textureKey}`;
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if (!scene.cache.json.exists(sidecarKey)) {
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scene.load.json(sidecarKey, asset.atlasPath);
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}
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}
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break;
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case 'audio':
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package/dist/protocol.d.ts
CHANGED
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@@ -130,6 +130,21 @@ export interface EditorApplyEditMessage {
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type: 'unboxy:editor:applyEdit';
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entityId: string;
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patch: EditorEntityPatch;
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/**
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* Optional asset record to upsert into the iframe's manifest cache + lazy-
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* load before the patch applies. Mirrors {@link EditorCreateEntityMessage}'s
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* `manifestAsset` field. Used by the Inspector's Bg-image picker when the
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* user picks an asset whose manifest entry needs flipping (e.g. region
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* atlases — visual editor slice 10 — where the existing manifest entry
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* was {@code kind: 'image'} but the asset is now atlas-format).
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*
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* <p>When present, the bridge:
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* 1. Merges the asset into {@code scene.cache.json}'s manifest record
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* 2. Lazy-loads the texture (and atlas-ninepatch sidecar JSON when
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* {@code kind: 'atlas' + atlasFormat: 'json'})
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* 3. Applies the entity patch
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*/
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manifestAsset?: unknown;
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}
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export interface EditorSetSelectionMessage {
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type: 'unboxy:editor:setSelection';
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