fix: 角色网格卡「重跑」也参考当前立绘(上轮只改了详情弹窗,漏了网格卡)(row42 续)

角色有两个重跑入口:详情弹窗 regenPortrait(上轮已传 ref)、网格卡「重跑」按钮(漏了)。
截图反馈点的正是网格卡那个,它直接 genBaseAsset 没传参考图 → 仍重抽随机人。
修:网格卡重跑 person 且有 adopted_asset 时传它作 reference → 后端 image_edit 保持人物一致。
seed 首次生成(无立绘)不传,正确。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
zyc
2026-06-30 14:25:51 +08:00
co-authored by Claude Opus 4.8
parent 438ec6aee0
commit 6a4374678e
+1 -1
View File
@@ -3132,7 +3132,7 @@ export function PipelinePage(props: {
</div>
<PromptBox key={entity.key} value={promptValue} onChange={(v) => setAssetPromptDraft((m) => ({ ...m, [entity.key]: v }))} />
<div className="hstack" style={{ marginTop: 10 }}>
<button className="btn btn-ghost btn-sm" type="button" data-stop disabled={busy} onClick={() => { const p = (assetPromptDraft[entity.key] ?? grp.prompt ?? "").trim() || genPrompt; void genBaseAsset(kind, p, entity.name, entBK); }}>{busy ? "生成中…" : "重跑"}</button>
<button className="btn btn-ghost btn-sm" type="button" data-stop disabled={busy} onClick={() => { const p = (assetPromptDraft[entity.key] ?? grp.prompt ?? "").trim() || genPrompt; const ref = kind === "person" && grp.adopted_asset ? grp.adopted_asset : undefined; void genBaseAsset(kind, p, entity.name, entBK, ref); }}>{busy ? "生成中…" : "重跑"}</button>
<span className="spacer"></span>
<button className="btn btn-ghost btn-sm" type="button" data-stop onClick={() => kind === "scene" ? openSceneReplaceEntity(entity.group.id, entity.name) : openActorReplace(entity)}></button>
</div>