阶段8落盘

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tianmo committed 2026-08-29 21:36:04 +08:00
1 parent b5ac9552a1
commit a2de23a789
10 files changed
+419 -20

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+86 -3
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@@ -1,7 +1,7 @@
import { defineStore } from 'pinia'
import { EmitterConfig, defaultConfig, ParticleState, type SceneCollider } from '../core/particleEmitter'
import type { SpineSceneObject } from '../spine/spineTypes'
import { releaseSpineAsset } from '../spine/spineAssetRegistry'
import { releaseSpineAsset, retainSpineAsset } from '../spine/spineAssetRegistry'
export interface ParticleSystem {
id: number
@@ -88,6 +88,29 @@ let colliderSeq = 1
let pathSeq = 1
let spineSeq = 1
/** 深拷贝编辑器配置,但保留 Texture 等运行时类实例的共享引用。 */
function cloneEditorValue<T>(value: T): T {
if (Array.isArray(value)) return value.map((item) => cloneEditorValue(item)) as T
if (value && typeof value === 'object') {
const prototype = Object.getPrototypeOf(value)
if (prototype === Object.prototype || prototype === null) {
const copy: Record<string, unknown> = {}
for (const [key, item] of Object.entries(value)) copy[key] = cloneEditorValue(item)
return copy as T
}
}
return value
}
function copyName(name: string, names: string[]) {
const existing = new Set(names)
const base = `${name} Copy`
if (!existing.has(base)) return base
let index = 2
while (existing.has(`${base} ${index}`)) index++
return `${base} ${index}`
}
export const useParticleStore = defineStore('particle', {
state: () => ({
editor: { viewScale: 1.0, viewX: 0, viewY: 0 } as EditorState,
@@ -273,6 +296,59 @@ export const useParticleStore = defineStore('particle', {
this.activeObjectId = spine.id
return spine
},
duplicateSelectedObject() {
const id = this.activeObjectId
if (!id) return null
if (this.activeObjectType === 'particle') {
const source = this.systems.find((item) => item.id === id)
if (!source) return null
const copy = cloneEditorValue(source)
copy.id = seq++
copy.config.name = copyName(source.config.name, this.systems.map((item) => item.config.name))
// 录制帧属于运行时缓存,副本由相同配置重新独立生成。
copy.frames = undefined
this.systems.push(copy)
this.activeId = copy.id
this.activeObjectId = copy.id
this.timeline.animation = copy.animation
return copy
}
if (this.activeObjectType === 'collision') {
const source = this.colliders.find((item) => item.id === id)
if (!source) return null
const copy = cloneEditorValue(source)
copy.id = colliderSeq++
copy.name = copyName(source.name, this.colliders.map((item) => item.name))
this.colliders.push(copy)
this.activeObjectId = copy.id
return copy
}
if (this.activeObjectType === 'path') {
const source = this.paths.find((item) => item.id === id)
if (!source) return null
const copy = cloneEditorValue(source)
copy.id = pathSeq++
copy.name = copyName(source.name, this.paths.map((item) => item.name))
this.paths.push(copy)
this.activeObjectId = copy.id
return copy
}
const source = this.spines.find((item) => item.id === id)
if (!source) return null
const copy = cloneEditorValue(source)
copy.id = spineSeq++
copy.name = copyName(source.name, this.spines.map((item) => item.name))
// 骨骼选择是层级树的临时操作状态,不在两个对象之间复用。
copy.selectedBone = ''
retainSpineAsset(source.id, copy.id)
this.spines.push(copy)
this.activeObjectId = copy.id
return copy
},
selectSceneObject(type: SceneObjectType, id: number) {
this.activeObjectType = type
this.activeObjectId = id
@@ -326,9 +402,16 @@ export const useParticleStore = defineStore('particle', {
}
this.recalcTotalFrames()
},
play() { this.timeline.playing = true },
play() {
// 非循环播放停在末帧后,再次播放应从头开始;中途暂停则继续当前位置。
if (this.timeline.frame >= Math.max(0, this.timeline.totalFrames - 1)) this.timeline.frame = 0
this.timeline.playing = true
},
pause() { this.timeline.playing = false },
togglePlay() { this.timeline.playing = !this.timeline.playing },
togglePlay() {
if (this.timeline.playing) this.pause()
else this.play()
},
toStart() { this.timeline.frame = 0 },
previousFrame() {
this.timeline.playing = false