AGC 资源工作台三处交互收口:侧栏关闭入口合并、删除折叠把手、播放左对齐
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- 「生成任务」侧栏头部右上角由返回箭头(ChevronLeft / aria-label=收起生成任务)改为关闭 X,并与底部那枚重复的 X 统一为同一个 aria-label=关闭生成任务 - 删除「生成任务」侧栏底部 footer(关闭按钮 + border-top 分割线):关闭入口只留头部一枚 - 删除「生成任务」侧栏折叠态的左侧贴边竖排把手(handle 及其标签 / 在途角标 / 进场动画 / 悬停位移):折叠后组件不再渲染任何常驻入口 - 清理上述删除留下的悬空样式:focus-visible 分组选择器、480px 窄屏媒体查询与 prefers-reduced-motion 块里的把手分支 - 工具条「生成任务」入口移出 `mode === 'resources'` 分支:两个页签下都常驻。侧栏本体本来就是无条件渲染的浮层,运行态可见;入口只留资源页签时,切到运行关掉侧栏就再也打不开(此前靠左侧贴边把手兼作运行态入口) - 工具条把「播放」移到「资源管理 / 运行」右侧并左对齐:新增 .game-workbench-view-tabs 作为左侧控件组,播放按钮由 absolute + left:50% + translateX(-50%) 的居中悬浮改为 static;相应删除 max-width:1000px 里的居中兜底规则 - 播放按钮并进按钮基础外观与 focus-visible 规则列表:新位置不再命中 .game-workbench-tabs / .game-workbench-view-actions 的选择器,漏掉会掉成零圆角、零内边距、无边框、默认字号的裸按钮(颜色规则仍生效,肉眼容易漏) - 播放按钮保持两个页签下都常驻(回到改动前的可见性):运行视图空态与预览失败态要靠它重跑 - 同步更新断言:侧栏关闭入口唯一且 footer 不存在、折叠态不渲染任何按钮或把手、样式表不残留被删类名、播放按钮声明为左对齐静态定位且仍在基础外观/焦点环规则内 - 生成任务用例补回机器证据:折叠后工具条按钮的 data-resource-generation-task-count 归零、重开后头部「在途生成任务 0」徽标跟上收口结果、运行页签下侧栏仍能重开(先用 aria-selected 钉住真的切了页签);用例夹具新增 runnable 开关把首个原型标成完成 - 同步文档现状:PRD 顶部播放按钮与任务侧栏进度面两条、AGC 栏目画布底部工具栏入口矩阵的侧栏形态、decision-log 的进度面形态决策 验证:tsc -p apps/ai-game-creator-shell/tsconfig.json --noEmit 通过;vitest appSurface 全量 440 条通过、生成任务侧栏 8 条与侧栏样式 9 条通过;check-encoding 通过;prettier --list-different 未新增命中(project-development/index.tsx 属基线既有非格式化文件);变异验证:还原播放按钮基础外观规则、还原折叠把手与 footer、还原折叠态早返回、把「生成任务」入口退回 mode 分支,对应断言均变红
This commit is contained in:
+6
-37
@@ -1,6 +1,6 @@
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import './resourceCanvasAssetGenerationTasksSidebar.css';
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import { ChevronLeft, ChevronRight, ListChecks, X } from 'lucide-react';
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import { ListChecks, X } from 'lucide-react';
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import { useEffect, useMemo, useState } from 'react';
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import {
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@@ -130,31 +130,10 @@ export function ResourceCanvasAssetGenerationTasksPanelView({
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return () => clearInterval(timer);
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}, [hasLiveTask]);
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// 折叠态不再在画布左侧留贴边把手:开合口只剩工具条上那一枚「生成任务」按钮
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// (带在途计数),收起时侧栏完全让出画布。
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if (!open) {
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return (
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<button
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type="button"
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className="platform-theme platform-theme--light game-resource-generation-tasks-handle"
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aria-label="展开生成任务"
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aria-expanded={false}
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data-resource-generation-task-count={inFlightCount}
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onClick={onToggleOpen}
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>
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<ListChecks size={15} aria-hidden="true" />
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<span className="game-resource-generation-tasks-handle-label">
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生成任务
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</span>
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{inFlightCount > 0 ? (
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<span
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className="game-resource-generation-tasks-handle-badge"
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aria-label={`在途生成任务 ${inFlightCount}`}
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>
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{inFlightCount}
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</span>
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) : null}
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<ChevronRight size={13} aria-hidden="true" />
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</button>
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);
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return null;
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}
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return (
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@@ -178,10 +157,10 @@ export function ResourceCanvasAssetGenerationTasksPanelView({
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<button
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type="button"
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className="game-resource-generation-tasks-sidebar-icon-button"
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aria-label="收起生成任务"
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aria-label="关闭生成任务"
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onClick={onToggleOpen}
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>
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<ChevronLeft size={16} aria-hidden="true" />
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<X size={16} aria-hidden="true" />
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</button>
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</header>
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<div
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@@ -248,16 +227,6 @@ export function ResourceCanvasAssetGenerationTasksPanelView({
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</>
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)}
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</div>
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<footer className="game-resource-generation-tasks-sidebar-footer">
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<button
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type="button"
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className="game-resource-generation-tasks-sidebar-icon-button"
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aria-label="关闭生成任务"
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onClick={onToggleOpen}
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>
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<X size={16} aria-hidden="true" />
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</button>
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</footer>
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</aside>
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);
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}
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+3
-82
@@ -94,7 +94,6 @@
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}
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.game-resource-generation-tasks-sidebar-icon-button:focus-visible,
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.game-resource-generation-tasks-handle:focus-visible,
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.game-resource-generation-task-locate:focus-visible {
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outline: 2px solid var(--platform-accent);
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outline-offset: 2px;
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@@ -326,78 +325,7 @@
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color: var(--platform-text-strong);
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}
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.game-resource-generation-tasks-sidebar-footer {
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display: flex;
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align-items: center;
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justify-content: flex-end;
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border-top: 1px solid var(--platform-line-soft);
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padding: 0.4rem 0.6rem;
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}
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/* 折叠态:贴边竖向把手 + 在途数量角标。 */
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.game-resource-generation-tasks-handle {
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position: fixed;
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top: 50%;
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left: 0;
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z-index: 40;
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display: flex;
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flex-direction: column;
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align-items: center;
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gap: 0.3rem;
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border: 1px solid var(--platform-subpanel-border);
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border-left: 0;
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border-radius: 0 0.75rem 0.75rem 0;
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background: var(--platform-subpanel-fill);
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color: var(--platform-text-strong);
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padding: 0.6rem 0.3rem;
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box-shadow: var(--platform-panel-shadow);
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transform: translateY(-50%);
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transition:
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background 120ms ease,
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box-shadow 120ms ease,
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transform 120ms ease;
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animation: game-resource-generation-tasks-handle-enter 160ms ease-out;
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}
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.game-resource-generation-tasks-handle:hover {
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background: var(--platform-nav-item-hover-fill);
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box-shadow: var(--platform-desktop-hover-shadow);
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transform: translateY(-50%) translateX(0.1rem);
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}
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@keyframes game-resource-generation-tasks-handle-enter {
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from {
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opacity: 0;
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transform: translateY(-50%) translateX(-0.5rem);
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}
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to {
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opacity: 1;
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transform: translateY(-50%) translateX(0);
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}
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}
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.game-resource-generation-tasks-handle-label {
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font-size: 0.7rem;
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font-weight: 850;
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writing-mode: vertical-rl;
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}
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.game-resource-generation-tasks-handle-badge {
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display: inline-flex;
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min-width: 1.1rem;
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height: 1.1rem;
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align-items: center;
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justify-content: center;
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border: 1px solid var(--platform-accent);
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border-radius: 999px;
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color: var(--platform-accent);
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font-size: 0.68rem;
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font-variant-numeric: tabular-nums;
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font-weight: 850;
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}
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/* 窄屏(含 360px):侧栏占满可用宽度,把手只占一条窄边,不挡画布操作。 */
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/* 窄屏(含 360px):侧栏占满可用宽度,不挡画布操作。 */
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@media (max-width: 480px) {
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.game-resource-generation-tasks-sidebar {
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top: 3.5rem;
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@@ -406,21 +334,15 @@
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left: 0.5rem;
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width: auto;
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}
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.game-resource-generation-tasks-handle {
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padding: 0.5rem 0.2rem;
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}
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}
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/* 降低动效偏好:进场动画、悬停位移与呼吸全部关掉。 */
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@media (prefers-reduced-motion: reduce) {
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.game-resource-generation-tasks-sidebar,
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.game-resource-generation-tasks-handle {
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.game-resource-generation-tasks-sidebar {
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animation: none;
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}
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.game-resource-generation-task-card,
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.game-resource-generation-tasks-handle,
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.game-resource-generation-tasks-sidebar-icon-button,
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.game-resource-generation-task-badge::before,
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.game-resource-generation-task-locate {
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@@ -428,8 +350,7 @@
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animation: none;
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}
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.game-resource-generation-task-card:hover,
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.game-resource-generation-tasks-handle:hover {
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.game-resource-generation-task-card:hover {
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transform: none;
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}
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}
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@@ -5521,6 +5521,15 @@ iframe.preview-frame {
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background: transparent;
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}
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/* 左侧控件组:「资源管理 / 运行」分段 + 紧贴其后的「播放」。
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* 整组在工具条里左对齐,取代播放按钮原先的居中悬浮(absolute + translateX(-50%))。 */
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.game-workbench-view-tabs {
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display: flex;
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align-items: center;
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flex-wrap: wrap;
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gap: 7px;
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}
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.game-workbench-tabs,
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.game-workbench-view-actions {
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display: flex;
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@@ -5557,7 +5566,9 @@ iframe.preview-frame {
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border-color: transparent;
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}
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/* 左侧控件组里的按钮(目前只有「播放」)与分段控件、右侧动作区共用同一套基础外观。 */
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.game-workbench-tabs button,
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.game-workbench-view-tabs button,
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.game-workbench-view-actions button {
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display: inline-flex;
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align-items: center;
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@@ -5576,6 +5587,7 @@ iframe.preview-frame {
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}
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.game-workbench-tabs button:focus-visible,
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.game-workbench-view-tabs button:focus-visible,
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.game-workbench-view-actions button:focus-visible,
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.game-workbench-approval-trigger:focus-visible,
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.game-agent-dock-more:focus-visible {
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@@ -5607,16 +5619,16 @@ iframe.preview-frame {
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color: var(--platform-button-secondary-text);
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}
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.game-workbench-view-actions .game-workbench-play-button {
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position: absolute;
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left: 50%;
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/* 「播放」与「资源管理 / 运行」同组,外观仍按主按钮走;禁用时退回次级按钮。 */
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.game-workbench-view-tabs .game-workbench-play-button {
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position: static;
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border-color: var(--platform-button-primary-border);
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background: var(--platform-button-primary-fill);
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color: var(--platform-button-primary-text);
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transform: translateX(-50%);
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transform: none;
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}
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.game-workbench-view-actions .game-workbench-play-button:disabled {
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.game-workbench-view-tabs .game-workbench-play-button:disabled {
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border-color: var(--platform-surface-border);
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background: var(--platform-button-secondary-fill);
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color: var(--platform-text-muted);
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@@ -9129,11 +9141,6 @@ iframe.preview-frame {
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.game-workbench-view-actions {
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justify-content: flex-end;
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}
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.game-workbench-view-actions .game-workbench-play-button {
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position: static;
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transform: none;
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}
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}
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@media (max-width: 760px) {
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@@ -7468,35 +7468,40 @@ export default function ProjectDevelopmentView({
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}
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>
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<div className="game-workbench-toolbar">
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<div className="game-workbench-tabs" role="tablist">
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<button
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type="button"
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role="tab"
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aria-selected={mode === 'resources'}
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className={mode === 'resources' ? 'is-active' : ''}
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onClick={() => {
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advanceFocusGeneration();
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setMode('resources');
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}}
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>
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资源管理
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</button>
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<button
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type="button"
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role="tab"
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aria-selected={mode === 'run'}
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aria-describedby={
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showRunUnavailableHint ? 'run-unavailable-hint' : undefined
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}
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data-unavailable={!runAvailable || uiEditorRoute || undefined}
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className={mode === 'run' ? 'is-active' : ''}
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disabled={uiEditorRoute !== null}
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onClick={showRunView}
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>
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运行
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</button>
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</div>
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<div className="game-workbench-view-actions">
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{/*
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「资源管理 / 运行」与「播放」是同一组左侧控件:播放紧贴模式切换之后、整组左对齐,
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不再居中悬浮。**两个页签下都常驻**——运行视图空态与预览失败态都要靠它重跑
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(空态文案就是「点击顶部播放按钮后将在这里直接运行游戏」)。
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*/}
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<div className="game-workbench-view-tabs">
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<div className="game-workbench-tabs" role="tablist">
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<button
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type="button"
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role="tab"
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aria-selected={mode === 'resources'}
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className={mode === 'resources' ? 'is-active' : ''}
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onClick={() => {
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advanceFocusGeneration();
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setMode('resources');
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}}
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>
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资源管理
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</button>
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<button
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type="button"
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role="tab"
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aria-selected={mode === 'run'}
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aria-describedby={
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showRunUnavailableHint ? 'run-unavailable-hint' : undefined
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}
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data-unavailable={!runAvailable || uiEditorRoute || undefined}
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className={mode === 'run' ? 'is-active' : ''}
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disabled={uiEditorRoute !== null}
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onClick={showRunView}
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>
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运行
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</button>
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</div>
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<button
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type="button"
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className="game-workbench-play-button"
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@@ -7512,6 +7517,8 @@ export default function ProjectDevelopmentView({
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<Play size={15} aria-hidden="true" />
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播放
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</button>
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</div>
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<div className="game-workbench-view-actions">
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{mode === 'run' && embeddedPreviewUrl ? (
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<button
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type="button"
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@@ -7584,28 +7591,6 @@ export default function ProjectDevelopmentView({
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<LayoutGrid size={15} aria-hidden="true" />
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整理画布
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</button>
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{/*
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「生成任务」入口:常驻可见,开合画布上的任务侧栏;有在途任务时带上数量,
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用户关掉侧栏后一眼就能看出还有几条在跑。
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*/}
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<button
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type="button"
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className="game-workbench-resource-panel-button"
|
||||
aria-label="生成任务"
|
||||
aria-expanded={resourceAssetGenerationTasksPanelOpen}
|
||||
data-resource-generation-task-count={
|
||||
resourceAssetGenerationInFlightCount
|
||||
}
|
||||
onClick={() =>
|
||||
setResourceAssetGenerationTasksPanelOpen(
|
||||
(current) => !current,
|
||||
)
|
||||
}
|
||||
>
|
||||
<ListChecks size={15} aria-hidden="true" />
|
||||
{resourceAssetGenerationInFlightCount > 0
|
||||
? `生成任务 · ${resourceAssetGenerationInFlightCount}`
|
||||
: '生成任务'} </button>
|
||||
{pendingResourceEdits.length > 0 ||
|
||||
pendingResourceEditsLoadState === 'failed' ? (
|
||||
<button
|
||||
@@ -7655,6 +7640,28 @@ export default function ProjectDevelopmentView({
|
||||
</div>
|
||||
</>
|
||||
) : null}
|
||||
{/*
|
||||
「生成任务」入口:**两个页签下都常驻**(不受 `mode === 'resources'` 限制)。
|
||||
侧栏本体是无条件渲染的非模态浮层,运行态一样可见;入口若只留在资源页签,
|
||||
用户切到运行后关掉侧栏就再也打不开了。有在途任务时带上数量,一眼看出还有几条在跑。
|
||||
*/}
|
||||
<button
|
||||
type="button"
|
||||
className="game-workbench-resource-panel-button"
|
||||
aria-label="生成任务"
|
||||
aria-expanded={resourceAssetGenerationTasksPanelOpen}
|
||||
data-resource-generation-task-count={
|
||||
resourceAssetGenerationInFlightCount
|
||||
}
|
||||
onClick={() =>
|
||||
setResourceAssetGenerationTasksPanelOpen((current) => !current)
|
||||
}
|
||||
>
|
||||
<ListChecks size={15} aria-hidden="true" />
|
||||
{resourceAssetGenerationInFlightCount > 0
|
||||
? `生成任务 · ${resourceAssetGenerationInFlightCount}`
|
||||
: '生成任务'}
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
|
||||
@@ -5803,10 +5803,22 @@ export function registerProjectWorkbenchFoundationTests() {
|
||||
/\.game-workbench-toolbar\s*\{[^}]*position:\s*relative[^}]*padding:\s*8px 12px[^}]*background:\s*transparent/s,
|
||||
);
|
||||
expect(styles).toMatch(
|
||||
/\.game-workbench-view-actions \.game-workbench-play-button\s*\{[^}]*position:\s*absolute[^}]*left:\s*50%[^}]*transform:\s*translateX\(-50%\)/s,
|
||||
/\.game-workbench-view-tabs\s*\{[^}]*display:\s*flex[^}]*align-items:\s*center/s,
|
||||
);
|
||||
// 播放按钮跟着「资源管理 / 运行」左对齐,不再居中悬浮。
|
||||
expect(styles).toMatch(
|
||||
/\.game-workbench-view-tabs \.game-workbench-play-button\s*\{[^}]*position:\s*static[^}]*transform:\s*none/s,
|
||||
);
|
||||
expect(styles).not.toMatch(
|
||||
/\.game-workbench-play-button\s*\{[^}]*position:\s*absolute/s,
|
||||
);
|
||||
// 新位置必须并进按钮基础外观与焦点环的规则列表:不然播放按钮会掉成零圆角、零内边距、
|
||||
// 无边框、默认字号的裸按钮,而颜色规则看起来仍然生效。
|
||||
expect(styles).toMatch(
|
||||
/\.game-workbench-tabs button,\s*\.game-workbench-view-tabs button,\s*\.game-workbench-view-actions button\s*\{[^}]*border-radius:\s*999px/s,
|
||||
);
|
||||
expect(styles).toMatch(
|
||||
/@media \(max-width: 1000px\)[\s\S]*?\.game-workbench-view-actions \.game-workbench-play-button\s*\{[^}]*position:\s*static[^}]*transform:\s*none/s,
|
||||
/\.game-workbench-view-tabs button:focus-visible,\s*\.game-workbench-view-actions button:focus-visible/s,
|
||||
);
|
||||
expect(styles).toMatch(
|
||||
/@media \(min-width: 761px\)[\s\S]*?\.game-project-workbench\s*\{[^}]*grid-template-rows:\s*minmax\(0, 1fr\) auto[^}]*height:\s*100dvh/,
|
||||
@@ -11257,11 +11269,22 @@ export function registerProjectAgentStatusTests() {
|
||||
assetName: string;
|
||||
}) => Promise<unknown>;
|
||||
listRecords?: (started: Map<string, Record<string, unknown>>) => unknown;
|
||||
/** 把首个原型标成已完成,让「运行」页签可切(`runAvailable` 为真)。 */
|
||||
runnable?: boolean;
|
||||
}) {
|
||||
const manifest = createGameCreationAppManifest(
|
||||
input.projectId,
|
||||
'生成提交面板测试',
|
||||
);
|
||||
if (input.runnable) {
|
||||
const codePrototype = manifest.tasks.find(
|
||||
(task) => task.id === 'code-prototype',
|
||||
);
|
||||
if (!codePrototype) {
|
||||
throw new Error('missing code-prototype seed task');
|
||||
}
|
||||
codePrototype.status = 'completed';
|
||||
}
|
||||
manifest.assets = [
|
||||
{
|
||||
id: 'submit-art-spec',
|
||||
@@ -11446,6 +11469,8 @@ export function registerProjectAgentStatusTests() {
|
||||
const panel = await renderAssetGenerationSubmitView({
|
||||
projectId: 'workbench-sidebar-collapsed',
|
||||
projectPath: '/tmp/workbench-sidebar-collapsed',
|
||||
// 运行页签要真的能切,末尾那条「运行态也能重开侧栏」才不是在资源态自证。
|
||||
runnable: true,
|
||||
startLocalAsset: async ({ taskId }) => ({
|
||||
taskId,
|
||||
projectId: 'workbench-sidebar-collapsed',
|
||||
@@ -11485,24 +11510,58 @@ export function registerProjectAgentStatusTests() {
|
||||
|
||||
// 折叠侧栏:折叠只影响这个视图,任务仍在后台推进。
|
||||
fireEvent.click(
|
||||
within(sidebar).getByRole('button', { name: '收起生成任务' }),
|
||||
within(sidebar).getByRole('button', { name: '关闭生成任务' }),
|
||||
);
|
||||
expect(screen.queryByRole('region', { name: '生成任务' })).toBeNull();
|
||||
const handle = screen.getByRole('button', { name: '展开生成任务' });
|
||||
expect(handle.dataset.resourceGenerationTaskCount).toBe('1');
|
||||
// 收口后折叠把手上的在途计数跟着归零 —— 折叠期间进度照常更新。
|
||||
// 画布上不留折叠把手:开合口只剩工具条那一枚「生成任务」按钮。
|
||||
expect(
|
||||
document.querySelector('.game-resource-generation-tasks-handle'),
|
||||
).toBeNull();
|
||||
expect(
|
||||
screen.getByRole('button', { name: /^生成任务(?: · \d+)?$/ }),
|
||||
).not.toBeNull();
|
||||
// 收口后工具条按钮上的在途计数跟着归零 —— 折叠期间进度照常更新;
|
||||
// 工具条按钮的 aria-label 恒为「生成任务」,所以计数只能查 data 属性,不能查可访问名。
|
||||
await waitFor(
|
||||
() =>
|
||||
expect(
|
||||
screen.getByRole('button', { name: '展开生成任务' }).dataset
|
||||
.resourceGenerationTaskCount,
|
||||
(
|
||||
screen.getByRole('button', {
|
||||
name: /^生成任务(?: · \d+)?$/,
|
||||
}) as HTMLElement
|
||||
).dataset.resourceGenerationTaskCount,
|
||||
).toBe('0'),
|
||||
{ timeout: 15_000 },
|
||||
);
|
||||
|
||||
fireEvent.click(screen.getByRole('button', { name: '展开生成任务' }));
|
||||
fireEvent.click(screen.getByRole('button', { name: '生成任务' }));
|
||||
const reopened = await screen.findByRole('region', { name: '生成任务' });
|
||||
expect(within(reopened).getByText('生成已完成。')).not.toBeNull();
|
||||
// 重开后条目内容与在途计数都跟上了收口结果。
|
||||
await waitFor(
|
||||
() =>
|
||||
expect(
|
||||
within(reopened).getByLabelText('在途生成任务 0').textContent,
|
||||
).toBe('0'),
|
||||
{ timeout: 15_000 },
|
||||
);
|
||||
expect(within(reopened).getByText('待提交设计图')).not.toBeNull();
|
||||
|
||||
// 入口在「运行」页签下同样常驻:侧栏本体在运行态可见,入口若只在资源页签就没法再打开。
|
||||
fireEvent.click(
|
||||
within(reopened).getByRole('button', { name: '关闭生成任务' }),
|
||||
);
|
||||
expect(screen.queryByRole('region', { name: '生成任务' })).toBeNull();
|
||||
fireEvent.click(screen.getByRole('tab', { name: '运行' }));
|
||||
// 先钉住真的切到了运行页签,否则下面那条断言只是在资源态自证。
|
||||
expect(
|
||||
screen.getByRole('tab', { name: '运行' }).getAttribute('aria-selected'),
|
||||
).toBe('true');
|
||||
fireEvent.click(
|
||||
screen.getByRole('button', { name: /^生成任务(?: · \d+)?$/ }),
|
||||
);
|
||||
expect(
|
||||
await screen.findByRole('region', { name: '生成任务' }),
|
||||
).not.toBeNull();
|
||||
}, 20_000);
|
||||
|
||||
it('routes the audio column entries to the existing audio generation chain', async () => {
|
||||
|
||||
@@ -114,6 +114,9 @@ describe('「生成任务」侧栏', () => {
|
||||
expect(within(activeSection).getByText('正在处理。')).not.toBeNull();
|
||||
expect(within(activeSection).getByText('生成中')).not.toBeNull();
|
||||
|
||||
// 头部标题里的在途计数:四条任务里两条未终态,徽标必须跟着走。
|
||||
expect(screen.getByLabelText('在途生成任务 2').textContent).toBe('2');
|
||||
|
||||
const doneSection = screen.getByRole('region', { name: '已完成' });
|
||||
expect(within(doneSection).getByText('2')).not.toBeNull();
|
||||
expect(within(doneSection).getByText('生成已完成。')).not.toBeNull();
|
||||
@@ -123,13 +126,18 @@ describe('「生成任务」侧栏', () => {
|
||||
).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
test('展开状态下收起与关闭都走同一个折叠开关', async () => {
|
||||
test('收起只有一个入口:头部那枚关闭按钮,收起即整块让出画布', async () => {
|
||||
const user = userEvent.setup();
|
||||
const { onToggleOpen } = renderSidebar([task({ taskId: 't1' })]);
|
||||
await user.click(screen.getByRole('button', { name: '收起生成任务' }));
|
||||
expect(onToggleOpen).toHaveBeenCalledTimes(1);
|
||||
// 底部那枚重复的「关闭」连同它的分割线已经删掉:展开态只有一个关闭按钮。
|
||||
expect(
|
||||
screen.getAllByRole('button', { name: '关闭生成任务' }),
|
||||
).toHaveLength(1);
|
||||
expect(
|
||||
document.querySelector('.game-resource-generation-tasks-sidebar-footer'),
|
||||
).toBeNull();
|
||||
await user.click(screen.getByRole('button', { name: '关闭生成任务' }));
|
||||
expect(onToggleOpen).toHaveBeenCalledTimes(2);
|
||||
expect(onToggleOpen).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
test('侧栏高度有界、列表自己滚动,「已完成」条数封顶', () => {
|
||||
@@ -169,30 +177,16 @@ describe('「生成任务」侧栏', () => {
|
||||
).not.toBeNull();
|
||||
});
|
||||
|
||||
test('折叠时只留贴边把手,把手上的在途计数跟着任务走(0 / 2)', async () => {
|
||||
const user = userEvent.setup();
|
||||
const collapsed = renderSidebar([], { open: false });
|
||||
const handle = screen.getByRole('button', { name: '展开生成任务' });
|
||||
expect(handle.getAttribute('aria-expanded')).toBe('false');
|
||||
expect(handle.dataset.resourceGenerationTaskCount).toBe('0');
|
||||
test('折叠后不再渲染,画布上不留任何常驻入口或把手', async () => {
|
||||
renderSidebar([], { open: false });
|
||||
expect(screen.queryByRole('region', { name: '生成任务' })).toBeNull();
|
||||
await user.click(handle);
|
||||
expect(collapsed.onToggleOpen).toHaveBeenCalledTimes(1);
|
||||
cleanup();
|
||||
|
||||
const running = task({
|
||||
taskId: 't-running',
|
||||
dispatched: true,
|
||||
status: 'running',
|
||||
phaseDetail: '正在生成。',
|
||||
});
|
||||
const queued = task({ taskId: 't-queued' });
|
||||
const { container } = renderSidebar([running, queued], { open: false });
|
||||
const withTwo = container.querySelector(
|
||||
'button[data-resource-generation-task-count]',
|
||||
) as HTMLElement;
|
||||
expect(withTwo.dataset.resourceGenerationTaskCount).toBe('2');
|
||||
expect(screen.getByLabelText('在途生成任务 2').textContent).toBe('2');
|
||||
expect(screen.queryByRole('button')).toBeNull();
|
||||
expect(
|
||||
document.querySelector('.game-resource-generation-tasks-handle'),
|
||||
).toBeNull();
|
||||
expect(
|
||||
document.querySelector('.game-resource-generation-tasks-sidebar'),
|
||||
).toBeNull();
|
||||
});
|
||||
|
||||
test('只有已完成且拿到资源 id 的任务能定位到素材卡', async () => {
|
||||
|
||||
+10
-22
@@ -122,7 +122,7 @@ describe('「生成任务」侧栏样式', () => {
|
||||
expect(declaration(locate, 'text-decoration')).toContain('underline');
|
||||
});
|
||||
|
||||
test('展开 / 折叠都有过渡,折叠把手是竖向标签 + 在途角标', () => {
|
||||
test('进场动画留在侧栏上,删除的折叠把手不再有样式残留', () => {
|
||||
const sidebar = resolved(['.game-resource-generation-tasks-sidebar']);
|
||||
expect(declaration(sidebar, 'animation')).toContain(
|
||||
'game-resource-generation-tasks-enter',
|
||||
@@ -130,26 +130,17 @@ describe('「生成任务」侧栏样式', () => {
|
||||
expect(declaration(sidebar, 'border-radius')).toBe('0.75rem');
|
||||
expect(declaration(sidebar, 'backdrop-filter')).toBe('blur(10px)');
|
||||
|
||||
const handle = resolved([
|
||||
// 折叠把手与底部关闭条都已删除:对应类名不得再出现在样式表里。
|
||||
for (const removed of [
|
||||
'.game-resource-generation-tasks-handle',
|
||||
'.game-resource-generation-tasks-handle:hover',
|
||||
]);
|
||||
expect(declaration(handle, 'transition')).toContain('transform');
|
||||
expect(declaration(handle, 'transform')).toBe(
|
||||
'translateY(-50%) translateX(0.1rem)',
|
||||
);
|
||||
|
||||
const handleLabel = resolved([
|
||||
'.game-resource-generation-tasks-handle-label',
|
||||
]);
|
||||
expect(declaration(handleLabel, 'writing-mode')).toBe('vertical-rl');
|
||||
|
||||
const handleBadge = resolved([
|
||||
'.game-resource-generation-tasks-handle-badge',
|
||||
]);
|
||||
expect(declaration(handleBadge, 'font-variant-numeric')).toBe(
|
||||
'tabular-nums',
|
||||
);
|
||||
'.game-resource-generation-tasks-sidebar-footer',
|
||||
]) {
|
||||
expect(rules.some((rule) => rule.selectors.includes(removed))).toBe(
|
||||
false,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
test('列表滚动条是细样式,滚动区域有界', () => {
|
||||
@@ -194,9 +185,6 @@ describe('「生成任务」侧栏样式', () => {
|
||||
expect(
|
||||
motionless('.game-resource-generation-tasks-sidebar', 'animation'),
|
||||
).toBe(true);
|
||||
expect(
|
||||
motionless('.game-resource-generation-tasks-handle', 'animation'),
|
||||
).toBe(true);
|
||||
expect(
|
||||
motionless('.game-resource-generation-task-card', 'transition'),
|
||||
).toBe(true);
|
||||
@@ -205,7 +193,7 @@ describe('「生成任务」侧栏样式', () => {
|
||||
test('焦点环可见(键盘可见焦点用平台 token)', () => {
|
||||
const focusRule = rules.find((rule) =>
|
||||
rule.selectors.includes(
|
||||
'.game-resource-generation-tasks-handle:focus-visible',
|
||||
'.game-resource-generation-tasks-sidebar-icon-button:focus-visible',
|
||||
),
|
||||
);
|
||||
expect(focusRule?.declarations.get('outline')).toBe(
|
||||
|
||||
@@ -121,7 +121,7 @@
|
||||
- 资源总览的“资源依赖 / 资源类型”视图切换使用连通的分段按钮组,相邻选项共享边界并保持唯一选中语义。每个分段都必须有清晰的键盘焦点指示,焦点环不得被分段容器的圆角或 `overflow` 裁切。
|
||||
- 右侧 Supervisor 对话中,用户消息使用右对齐、最大宽度受限的主题暖色气泡,assistant 消息保持左对齐;消息换行不得产生水平溢出,执行过程卡继续占满消息区可用宽度。消息列表必须约束在右侧对话列内并独立滚动,不得覆盖中央资源或运行视图;提交按钮必须保留随状态变化的可访问名称。气泡正文在 light / dark 平台主题下均须满足 WCAG AA 普通文本 `4.5:1` 对比度。
|
||||
- 客户端正式产品仍只按最小 `1280×720` 横屏合同交付,并保留 `1280×800` 默认窗口与既有基线验收;更窄浏览器样式只负责不崩溃和开发兼容,不改成移动端创作工作台。
|
||||
- 工作台顶部播放按钮在桌面视窗中水平居中;资源管理视窗触发播放时直接切换到运行视窗并启动本地预览,不再弹出 `game.run_local` 二次确认。
|
||||
- 工作台顶部播放按钮紧贴「资源管理 / 运行」模式切换之后、整组左对齐;不再在桌面视窗中水平居中悬浮;两个页签下都常驻(运行视图空态与预览失败态要靠它重跑)。资源管理视窗触发播放时直接切换到运行视窗并启动本地预览,不再弹出 `game.run_local` 二次确认。
|
||||
- 创建模式素材画布的“素材名称”是用户可编辑的正式输出名称;“资源用途”是 manifest subtype,不向普通用户开放自由文本。新增资源默认“普通游戏美术”,可从普通游戏美术、统一视觉规范、游戏界面原型、核心美术图集四项中选择。图片精修继承源名称和用途,不显示创建模式保存设置;候选图片只从选中图片的“设为最终图”提交。精修顶栏只保留返回、导入、定位当前最终图、撤销和重做,删除进入图片上下文工具栏,通用 AI 生成只保留给创建模式。图片输出统一使用 PNG;创建模式工具动作与保存设置分层展示,“保存到项目”在 `1280×800` 和窄容器中都必须完整可见。
|
||||
- 首页创作输入区与“最近项目”之间不展示共享项目状态文本,“最近项目”标题下也不追加解释性副标题;默认、成功、进行中或失败状态均不得在该位置形成文字行,项目管理页继续保留自己的状态反馈。
|
||||
|
||||
@@ -155,7 +155,7 @@
|
||||
- 位置与层级:画布左下角(`left: 14px; bottom: 14px; z-index: 40`)。右下角是既有的缩放 / 撤销 Dock(`right: 14px; bottom: 14px`),左下角是画布上唯一两者都不占的稳定空位。工具栏是管理区 `.game-resource-book-manager` 的**直接子节点**、与画本场景并列,不进带 `scale()` 的场景层;二级菜单与「入口不可用原因」都贴着工具栏上沿弹出,不做内嵌内容。
|
||||
- 外壳用共享 chrome(`packages/image-canvas-react` 的 `CanvasToolbar / CanvasToolbarGroup / CanvasChromeButton`),样式落在 AGC 的 `resourceCanvasChrome.css`;共享包只承接通用表现,不含业务规则。
|
||||
- 接线:图片类入口走本地 IPC `start_local_project_asset_generation`(`kind` ∈ `image / character / spec / icon-spec / ui-prototype / art-spritesheet`;**提交即返回任务记录**,生成由 Rust 后台任务跑完写回项目,进度用 `list_local_project_asset_generations` 读回项目内账本 `.agent/runtime/asset-generation-tasks/tasks.json`);音频入口复用既有的无源生成链路 `derive_local_project_resource`(`generationMode: 'create'`、`editKind` = `sound-effect` / `background-music`);「上传」复用 `upload_local_asset`。生成 / 上传成功后一律用「配对读 `(revision, manifest)`」交给 `onManifestChange`,走既有 manifest 刷新与资源投影链路,不重算依赖图、不另写布局。
|
||||
- 本地排队与进度可见:AGC 本地 durable 输出槽已按**精确动作指纹**分槽(不同 prompt / 素材名各自独立成槽,具备并行能力),但本批前端仍按「同一时刻只派发一条」排队——真并行派发需要并发收口设计(配对读 + manifest CAS + 聚焦意图互不覆盖),留待下一批;所以第一条未终态时第二条提交停在**前端本地队列**里(不调用提交 IPC,显示本地排队的「排队中。」),前一条终态后自动补发;任务状态与阶段文案(后端 `phaseDetail`)由任务账本提供,前端不拼阶段、不做百分比。进度面是**画布上常驻的可折叠任务侧栏**(形态对齐网页端美术画布的任务侧栏):折叠时留贴边把手并在把手上显示在途数量,展开是两个分栏「排队/生成中」与「已完成」(各带条数,「已完成」封顶 20 条 + 列表滚动 + 高度有界);每项显示状态徽标 / 阶段文案 / 已耗时 / 素材名,可「定位到素材」。侧栏非模态(不铺全屏遮罩、不做焦点陷阱、不参与模态遮挡判据),位置在画布左侧标题栏之下、**覆盖式**(不 reflow 挤窄画布视口),提交受理后自动展开。定位动作**每次点击都终局化**:能定位就定位并选中;素材在别的栏目先切栏目;不在投影里给「素材已不在项目里 / 已登记但尚未同步」的结论;3 秒内有界兜底,不允许提示条永久停在「正在定位生成的素材…」。
|
||||
- 本地排队与进度可见:AGC 本地 durable 输出槽已按**精确动作指纹**分槽(不同 prompt / 素材名各自独立成槽,具备并行能力),但本批前端仍按「同一时刻只派发一条」排队——真并行派发需要并发收口设计(配对读 + manifest CAS + 聚焦意图互不覆盖),留待下一批;所以第一条未终态时第二条提交停在**前端本地队列**里(不调用提交 IPC,显示本地排队的「排队中。」),前一条终态后自动补发;任务状态与阶段文案(后端 `phaseDetail`)由任务账本提供,前端不拼阶段、不做百分比。进度面是**画布上常驻的可折叠任务侧栏**(形态对齐网页端美术画布的任务侧栏):展开是两个分栏「排队/生成中」与「已完成」(各带条数,「已完成」封顶 20 条 + 列表滚动 + 高度有界),关闭入口只保留头部那一枚 ×(底部重复的关闭按钮与其分割线已删除)、折叠即整块让出画布且不留贴边把手,开合只走工具条上常驻的「生成任务 · N」按钮(两个页签下都在);每项显示状态徽标 / 阶段文案 / 已耗时 / 素材名,可「定位到素材」。侧栏非模态(不铺全屏遮罩、不做焦点陷阱、不参与模态遮挡判据),位置在画布左侧标题栏之下、**覆盖式**(不 reflow 挤窄画布视口),提交受理后自动展开。定位动作**每次点击都终局化**:能定位就定位并选中;素材在别的栏目先切栏目;不在投影里给「素材已不在项目里 / 已登记但尚未同步」的结论;3 秒内有界兜底,不允许提示条永久停在「正在定位生成的素材…」。
|
||||
- 面板形态:独立浮层(`ThemedModal`),**不在当前面板下面追加内容**;面板内不写功能说明或规则解释文案。**点「生成」即同步关闭面板**(不等 IPC、不等排队、不等生成),面板里**不出现**「排队中。」「正在生成。」「提交中…」这类阶段文案——阶段文案的唯一去处是任务侧栏与工具栏提示条。**只有「点击瞬间就失败」**(校验不过、权限拒绝、start IPC 立即报错)才自动重开面板并带回草稿与原因;**受理之后才失败**只在侧栏把该任务收口为失败 + 原因,不重开面板。关闭 ≠ 取消请求(请求挂在任务与账本上,不挂在面板生命周期上)。
|
||||
- 参数口径:比例 / 尺寸选项来自网页端美术画布的纯模型(`src/components/image-editor/ImageCanvasGenerationModel.ts`),并按本地 IPC 白名单收窄(本地通道明确拒绝 `4:3`);默认档 `1:1 · 1K`,生成 UI 设计图沿用网页端 UI 设计面板的默认 `16:9 · 1K`。本地 IPC 没有 `model` 入参,因此面板**不渲染模型选择器**(渲染一个改不了请求的控件就是假控件)。
|
||||
- 规范类和固定档:生成规范下的图标规范 / 角色规范 / 自定义规范都是固定档——只读展示当前规格,不给点了不生效的比例控件。本地 IPC 只有一条规范通道(`spec` 在 Rust 侧收口到 `icon-spec`),**没有 `specType` 入参**,因此角色规范与自定义规范共用该通道,靠素材名与提示词区分。
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
- 背景(验收人在真机上连报三条):① 提交按钮上渲染了后端 `phaseDetail`,「生成图片」的主按钮变成写着「排队中。」的状态胶囊;② 提交后提交面板不关、一直占着屏幕等生成,用户原话「不要显示排队中,点生成直接把窗口藏起来啊,你留个窗口意义何在」;③ 任务进度面是一个工具条按钮 + 非模态浮层,跟网页端美术画布的任务侧栏不是一个形态,用户原话「你把美术画布的照抄过来都不会吗」;④ 「定位到素材」点了没反应,提示条永久停在「正在定位生成的素材…」。
|
||||
- 决策(提交面板):**点「生成」即同步关闭面板**——不等 IPC、不等排队、不等生成;面板内**不出现**任何阶段文案(主按钮文案恒为动作名)。**只有「点击瞬间就失败」**(后端校验 / 权限拒绝 / start IPC 立即报错)才自动重开面板并带回草稿与原因;**受理之后才失败**只在任务侧栏把该任务收口为失败 + 原因,不重开面板。关闭 ≠ 取消(请求挂在任务与项目内账本上,不挂在面板生命周期上)。
|
||||
- 决策(进度面形态):改为**常驻画布的可折叠任务侧栏**(对齐网页端 `ImageCanvasTaskSidebarView`)——折叠时留贴边把手并在把手上显示在途数量;展开是两个分栏「排队/生成中」与「已完成」(各带条数,「已完成」封顶 20 条 + 提示「仅显示最近 N 条」);每项显示状态徽标 / 后端阶段文案 / 已耗时(前端 1s 计时)/ 素材名 + 「定位到素材」;侧栏非模态(不铺遮罩、不做焦点陷阱、不进模态遮挡判据),工具栏入口按钮常驻并显示 `生成任务 · N`,提交受理后自动展开。**原先的非模态浮层形态已删除,不留平行入口。**
|
||||
- 决策(进度面形态):改为**常驻画布的可折叠任务侧栏**(对齐网页端 `ImageCanvasTaskSidebarView`)——展开是两个分栏「排队/生成中」与「已完成」(各带条数,「已完成」封顶 20 条 + 提示「仅显示最近 N 条」),关闭入口只保留头部那一枚 ×(底部重复的关闭按钮与其 border-top 分割线已删除);折叠即整块让出画布、**不留贴边把手**;每项显示状态徽标 / 后端阶段文案 / 已耗时(前端 1s 计时)/ 素材名 + 「定位到素材」;侧栏非模态(不铺遮罩、不做焦点陷阱、不进模态遮挡判据),工具栏入口按钮是**唯一**开合口、常驻并显示 `生成任务 · N`,提交受理后自动展开。**原先的非模态浮层形态已删除,不留平行入口。**
|
||||
- 决策(侧栏位置):挂在画布**左侧、标题栏之下、工具栏之上**,宽 300px、**覆盖式**(不 reflow 挤窄画布视口)。理由:右侧已被「智能创作」对话面板占用、顶部是栏目标题栏、底部是栏目工具栏;覆盖式不触碰画布视口数学与资源卡排布,收起即完全让出画布。若产品要求「画布被挤窄」的 flex 兄弟列形态(网页端是那种),需要改 `game-resource-book-manager` 那段布局并单独排期。
|
||||
- 决策(定位终局化):根因是聚焦 effect 的依赖全是画布自身状态,**手动点定位不改其中任何一项** → effect 不重跑、`pendingResourceFocusRef` 无人消费、提示条永久停在中转文案。修法:新增聚焦请求序号并加入 effect 依赖;handler 重写为「能定位就定位并选中;素材在别的栏目先切栏目;不在投影里给『素材已不在项目里 / 已登记但尚未同步』的结论;挂 intent 后推进序号 + **3 秒有界兜底**;intent 被判 invalid 时也给『定位请求已失效』」,并修掉「已聚焦过」提前返回分支不清提示的同类问题(自动落卡那条链同源)。
|
||||
- 影响范围:`src/features/resource-canvas/{ResourceCanvasAssetGenerationPanelView.tsx,ResourceCanvasGenerationPanelView.tsx,ResourceCanvasAssetGenerationTasksPanelView.tsx,resourceCanvasAssetGenerationTaskModel.ts,resourceCanvasAssetGenerationQueue.ts}`、`src/view/project-development/index.tsx`,测试 `tests/{resourceCanvasAssetGenerationBackgroundClose.test.tsx,resourceCanvasAssetGenerationTasksPanel.test.tsx,resourceCanvasBottomToolbar.test.tsx,appSurface/project-development.suite.ts}`。**未改** IPC 形状与 Rust 生成通道、未改本地排队语义(仍单条在途)、未改 `packages/**`。
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
|
||||
- **本地排队**:AGC 本地 durable 输出槽按**精确动作指纹**分槽(`run_id = slot-<sha256(动作材料)>`,材料为 prompt / outputPath / 比例 / 尺寸 / assetKind / assetLabel / replaceExisting / requireSlices;不同 prompt 或素材名各自独立成槽,不再按 `outputPath` 共用;旧 `{outputPath,requireSlices}` 槽账本由同一精确动作懒迁移)。因此后端已具备并行能力,但**本批前端仍按「同一时刻只派发一条」排队**——真并行派发需要并发收口设计(配对读 + manifest CAS + 聚焦意图互不覆盖),留待下一批。所以第二条提交停在**前端本地队列**里(不调用提交 IPC,阶段显示本地排队的「排队中。」),第一条终态后由同一条循环自动补发;判据是「存在 `dispatched && 未终态` 的任务时不派发下一条」。
|
||||
- **阶段文案只来自后端,且只出现在任务侧栏**:派发之后由任务侧栏渲染后端账本给的 `phaseDetail`(「排队中。」/「正在生成。」/「生成已完成。」/失败原因),提交面板已关闭、不渲染任何阶段文案;前端不拼阶段、不做百分比。
|
||||
- **「生成任务」是常驻画布的可折叠侧栏**(形态对齐网页端美术画布的任务侧栏):折叠时留贴边把手并在把手上显示在途数量;展开是两个分栏「排队/生成中」与「已完成」(各带条数,「已完成」封顶 20 条 + 列表滚动 + 高度有界);位置在画布左侧标题栏之下、**覆盖式**(不 reflow 挤窄画布视口)。侧栏非模态(不铺全屏遮罩、不做焦点陷阱、**不参与** `isResourceCanvasFloatingPanelOpen` / `resourceCanvasHostGenerationPanelOpen` 的遮挡判据),提交受理后自动展开;工具栏入口按钮常驻并显示 `生成任务 · N`。每项的「定位到素材」**每次点击都终局化**(含跨栏目先切栏目、不在投影里给结论、3 秒有界兜底),不允许提示条永久停在「正在定位生成的素材…」。
|
||||
- **「生成任务」是常驻画布的可折叠侧栏**(形态对齐网页端美术画布的任务侧栏):展开是两个分栏「排队/生成中」与「已完成」(各带条数,「已完成」封顶 20 条 + 列表滚动 + 高度有界),关闭入口只保留头部那一枚 ×(底部重复的关闭按钮与其分割线已删除);折叠即整块让出画布、**不留贴边把手**;位置在画布左侧标题栏之下、**覆盖式**(不 reflow 挤窄画布视口)。侧栏非模态(不铺全屏遮罩、不做焦点陷阱、**不参与** `isResourceCanvasFloatingPanelOpen` / `resourceCanvasHostGenerationPanelOpen` 的遮挡判据),提交受理后自动展开;工具栏入口按钮是**唯一**开合口、**两个页签(资源管理 / 运行)下都常驻**,并显示 `生成任务 · N`。每项的「定位到素材」**每次点击都终局化**(含跨栏目先切栏目、不在投影里给结论、3 秒有界兜底),不允许提示条永久停在「正在定位生成的素材…」。
|
||||
|
||||
## 5. 参数口径与复用程度
|
||||
|
||||
|
||||
Reference in New Issue
Block a user