111 lines
10 KiB
JSON
111 lines
10 KiB
JSON
{
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"configurations": [
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{
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"id": "e5e2ece0-4a82-44e1-8051-43ad5805be23",
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"name": "默认配置",
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"description": "自动创建的默认工具配置",
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"tools": [
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{
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"category": "cocos",
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"name": "scene",
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"enabled": true,
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"description": "Scene management — open/save/create scenes, get hierarchy, undo, detect mode, list_components, validate_scene.\nCommon: hierarchy, get_info, open, save, create, validate_scene, list_components.\nNote: validate_scene checks broken refs IN this tool (NOT cocos_validate). list_components lists all available component types.\nExample: {action:\"hierarchy\"} or {action:\"validate_scene\"}"
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},
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{
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"category": "cocos",
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"name": "node",
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"enabled": true,
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"description": "⚡ BATCH: When modifying 3+ nodes (position/size/anchor), use \"batch_modify\" instead of calling \"modify\" repeatedly — it's faster and atomic.\nNode CRUD — create/find/modify/delete nodes, list all nodes, set transform, mount/remove scripts, reorder siblings.\nActions: find, info, list, tree, create, delete, modify, move, reorder, duplicate, copy, paste, cut, mount_script, remove_script, reset, detect_type, batch_modify.\nNote: \"list\" returns all nodes flat list, \"tree\" returns subtree of a node. Use \"info\" (NOT get_info), \"reset\" (NOT reset_transform). \"remove_script\" for scripts (NOT component.remove). \"reorder\" to change sibling order within same parent. \"batch_modify\" to modify multiple nodes in one call.\nExample: {action:\"list\"} or {action:\"tree\", node:\"Canvas\"} or {action:\"batch_modify\", nodes:[{node:\"Player\", position:{x:0,y:0,z:0}}]}"
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},
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{
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"category": "cocos",
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"name": "component",
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"enabled": true,
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"description": "⚡ BATCH: When binding 3+ click events, use \"batch_click_event\" instead of calling \"click_event\" repeatedly.\nComponent management — add/remove/configure components on nodes.\nActions: add, remove, list, info, set_property, available_types, click_event, batch_click_event.\nNote: use \"info\" to view component properties (NOT get_properties). To remove scripts, use cocos_node(action:\"remove_script\"). \"batch_click_event\" binds click events on multiple buttons in one call.\nExample: {action:\"info\", node:\"Canvas/Btn\", componentType:\"cc.Button\"}"
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},
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{
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"category": "cocos",
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"name": "prefab",
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"enabled": true,
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"description": "Prefab management — list/info/delete/create/instantiate/edit prefabs, apply/revert changes.\nAll prefab operations (including delete) belong here, NOT cocos_asset.\nCommon: instantiate, create, delete, apply, edit_enter, edit_save, edit_exit.\nExample: {action:\"instantiate\", prefabPath:\"db://assets/prefabs/Enemy.prefab\", parent:\"Canvas\"}"
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},
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{
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"category": "cocos",
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"name": "asset",
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"enabled": true,
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"description": "Asset operations — query/search/create/delete assets, path-UUID conversion.\nCommon: query_uuid, find_by_name, search, create, delete.\nExample: {action:\"query_uuid\", url:\"db://assets/textures/bg.png\"}"
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},
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{
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"category": "cocos",
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"name": "editor",
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"enabled": true,
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"description": "Editor utilities — project info, console logs, preferences, build, preview, run/stop/refresh, reload.\nGroups: project_*, console_*, log_*, pref_*, build*, server_*, run, stop, refresh_preview, reload.\n\"run\" launches preview (platform: browser/simulator/editor). \"stop\" stops editor preview. \"refresh_preview\" reloads the ALREADY RUNNING preview in place — use it after editing scenes or scripts instead of stop+run. \"reload\" reloads the editor window itself (Developer → 重新加载).\nExample: {action:\"run\", platform:\"editor\"} → edit something → {action:\"refresh_preview\"} → {action:\"stop\"}"
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},
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{
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"category": "cocos",
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"name": "view",
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"enabled": true,
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"description": "Viewport control — gizmo tools, 2D/3D mode, camera focus/align, reference images.\nCommon: gizmo_tool, camera_focus, camera_align_view (sync camera→view), camera_align_node (sync view→node).\nExample: {action:\"camera_focus\", nodes:[\"Player\"]} or {action:\"camera_align_node\", nodes:[\"Camera\"]}"
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},
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{
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"category": "cocos",
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"name": "composite",
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"enabled": true,
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"description": "One-call UI creation — create complete Button/Label/Image, mount script with bindings.\nActions: create_button, create_label, create_image, mount_and_bind, setup_widget, batch, batch_create_button, batch_create_label, batch_create_image.\nNote: mount_and_bind mounts script AND binds properties in one call (NOT node.mount_script which only mounts). create_button supports optional clickEvent to bind click handler in one call.\nBatch hint: 3+ buttons → batch_create_button, 3+ labels → batch_create_label, 3+ images → batch_create_image.\nExample: {action:\"mount_and_bind\", node:\"Hero\", scriptPath:\"db://assets/scripts/Game.ts\", bindings:{...}}"
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},
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{
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"category": "cocos",
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"name": "knowledge",
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"enabled": true,
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"description": "Cocos Creator reference — component properties, UI rules, layout patterns, animation recipes, best practices, tool guides.\nUse topic:\"tool_guide\" with query:\"tool.action\" before calling unfamiliar tools.\nExample: {topic:\"component_properties\", query:\"cc.Label\"}, {topic:\"animation_patterns\", query:\"scale_bounce\"}"
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},
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{
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"category": "cocos",
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"name": "validate",
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"enabled": true,
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"description": "Advanced validation rules — layout overlap/offscreen, reference consistency, hierarchy depth.\nNote: Use this for deep inspection (NOT scene.validate_scene which only checks broken refs).\nActions: layout (overlap/offscreen), references (broken asset refs), hierarchy (depth/naming).\nExample: {action:\"layout\"} or {action:\"references\"}"
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},
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{
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"category": "cocos",
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"name": "template",
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"enabled": true,
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"description": "UI templates — apply pre-built structures (dialog, scroll_list, nav_bar, settings_page).\nNote: Use this (NOT composite/builder) when user wants a standard UI pattern. Use list to show available templates.\nActions: list, apply.\nExample: {action:\"list\"} or {action:\"apply\", template:\"dialog\", parent:\"Canvas\"}"
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},
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{
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"category": "cocos",
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"name": "capture",
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"enabled": true,
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"description": "Capture — scene layout JSON + real screenshot.\nActions: scene_snapshot (full scene JSON), node_snapshot (focused subtree JSON), screenshot (PNG).\nscreenshot has TWO modes:\n • mode:\"content\" (RECOMMENDED for pixel diffs) — returns a REAL engine render of ONLY the Canvas content at design resolution with a transparent (or chosen) background: NO editor panels/grid/gizmos/FPS overlay. Runs the built web runtime headlessly internally (one MCP call → content PNG). Requires scenePath. Renders the LAST BUILT (saved) scene; reuses build/web-mobile (auto-builds if missing; rebuild:true forces a fresh build, ~60s). Deterministic. Returns pngBase64.\n • mode:\"window\" (default, legacy) — PNG of the Creator editor window via OS capture; includes panels/grid. Returns contentRect (the scene-viewport box, when detectable) so you can crop.\nUse scene/node_snapshot for position/size/component data; use screenshot for a real visual.\nExamples: {action:\"screenshot\", mode:\"content\", scenePath:\"db://assets/scenes/Main.scene\"} or {action:\"screenshot\", mode:\"content\", scenePath:\"Sprite\", width:1280, height:720, background:{r:0,g:0,b:0,a:0}, rebuild:true} or legacy {action:\"screenshot\"}"
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},
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{
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"category": "cocos",
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"name": "builder",
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"enabled": true,
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"description": "Build node tree from JSON — create complete hierarchies with components in one call.\nNote: Use this (NOT composite/node) when building complex multi-level UI structures. Query tool_guide for JSON format.\nPrefab shortcut: use \"type\":\"Button\" (or Label, Sprite, ScrollView, etc.) instead of components[] to create complete UI controls from engine prefab templates.\nExample: {action:\"build\", parent:\"Canvas\", tree:{name:\"Panel\", components:[\"cc.Sprite\"], children:[{name:\"MyBtn\", type:\"Button\"}]}}"
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},
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{
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"category": "cocos",
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"name": "animation",
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"enabled": true,
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"description": "Animation editing — clips, keyframes, tracks, events, presets, batch operations.\nRecommended: batch_file (no edit mode needed), fallback to batch. Use preset for common animations.\nExample: {action:\"preset\", clipUuid:\"...\", preset:\"sprite_fade_in\"} or {action:\"add_event\", clipUuid:\"...\", frame:10, eventData:{func:\"onHit\"}}"
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},
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{
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"category": "cocos",
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"name": "spine",
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"enabled": true,
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"description": "Spine (sp.Skeleton) — query animations/skins, set animation/skin, change properties, swap skeleton data, manage sockets.\nActions: info, list_animations, list_skins, set_animation, set_skin, set_property, set_data, add_socket, remove_socket.\nNote: \"node\" is the node path or UUID with sp.Skeleton component.\nExample: {action:\"list_animations\", node:\"spinNode\"} or {action:\"set_animation\", node:\"spinNode\", animation:\"idle\"}"
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},
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{
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"category": "cocos",
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"name": "label",
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"enabled": true,
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"description": "Label & Text — manage cc.Label, cc.RichText, cc.EditBox. Query/set text, font, style, outline, shadow. Batch operations.\nActions: info, list, set_text, set_font, set_style, set_outline, set_shadow, batch_set_font, batch_set_style.\nSupports: cc.Label (full), cc.RichText (text/font/fontSize/color), cc.EditBox (text/placeholder).\nExample: {action:\"set_text\", node:\"Title\", text:\"Hello\"}\n{action:\"set_style\", node:\"Title\", fontSize:32, isBold:true, color:{r:255,g:0,b:0,a:255}}\n{action:\"batch_set_font\", font:\"db://assets/fonts/myfont.ttf\"}"
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}
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],
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"createdAt": "2026-08-27T13:18:56.268Z",
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"updatedAt": "2026-08-27T13:18:56.268Z"
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}
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],
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"currentConfigId": "e5e2ece0-4a82-44e1-8051-43ad5805be23",
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"maxConfigSlots": 5
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} |