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esengine/packages/asset-system/src/interfaces/IPrefabAsset.ts

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feat: 预制体系统与架构改进 (#303) * feat(prefab): 实现预制体系统和编辑器 UX 改进 ## 预制体系统 - 新增 PrefabSerializer: 预制体序列化/反序列化 - 新增 PrefabInstanceComponent: 追踪预制体实例来源和修改 - 新增 PrefabService: 预制体核心服务 - 新增 PrefabLoader: 预制体资产加载器 - 新增预制体命令: Create/Instantiate/Apply/Revert/BreakLink ## 预制体编辑模式 - 支持双击 .prefab 文件进入编辑模式 - 预制体编辑模式工具栏 (保存/退出) - 预制体实例指示器和操作菜单 ## 编辑器 UX 改进 - SceneHierarchy 快捷键: F2 重命名, Ctrl+D 复制, ↑↓ 导航 - 支持双击实体名称内联编辑 - 删除实体时显示子节点数量警告 - 右键菜单添加重命名/复制选项及快捷键提示 - 布局持久化和重置功能 ## Bug 修复 - 修复 editor-runtime 组件类重复导致的 TransformComponent 不识别问题 - 修复 .prefab-name 样式覆盖导致预制体工具栏文字不可见 - 修复 Inspector 资源字段高度不正确问题 * feat(editor): 改进编辑器 UX 交互体验 - ContentBrowser: 加载动画 spinner、搜索高亮、改进空状态设计 - SceneHierarchy: 选中项自动滚动到视图、搜索清除按钮 - PropertyInspector: 输入框本地状态管理、Enter/Escape 键处理 - EntityInspector: 组件折叠状态持久化、属性搜索清除按钮 - Viewport: 变换操作实时数值显示 - 国际化: 添加相关文本 (en/zh) * fix(build): 修复 Web 构建资产加载和编辑器 UX 改进 构建系统修复: - 修复 asset-catalog.json 字段名不匹配 (entries vs assets) - 修复 BrowserFileSystemService 支持两种目录格式 - 修复 bundle 策略检测逻辑 (空对象判断) - 修复 module.json 中 assetExtensions 声明和类型推断 行为树修复: - 修复 BehaviorTreeExecutionSystem 使用 loadAsset 替代 loadAssetByPath - 修复 BehaviorTreeAssetType 常量与 module.json 类型名一致 (behavior-tree) 编辑器 UX 改进: - 构建完成对话框添加"打开文件夹"按钮 - 构建完成对话框样式优化 (圆形图标背景、按钮布局) - SceneHierarchy 响应式布局 (窄窗口自动隐藏 Type 列) - SceneHierarchy 隐藏滚动条 错误追踪: - 添加全局错误处理器写入日志文件 (%TEMP%/esengine-editor-crash.log) - 添加 append_to_log Tauri 命令 * feat(render): 修复 UI 渲染和点击特效系统 ## UI 渲染修复 - 修复 GUID 验证 bug,使用统一的 isValidGUID() 函数 - 修复 UI 渲染顺序随机问题,Rust 端使用 IndexMap 替代 HashMap - Web 运行时添加 assetPathResolver 支持 GUID 解析 - UIInteractableComponent.blockEvents 默认值改为 false ## 点击特效系统 - 新增 ClickFxComponent 和 ClickFxSystem - 支持在点击位置播放粒子效果 - 支持多种触发模式和粒子轮换 ## Camera 系统重构 - CameraSystem 从 ecs-engine-bindgen 移至 camera 包 - 新增 CameraManager 统一管理相机 ## 编辑器改进 - 改进属性面板 UI 交互 - 粒子编辑器面板优化 - Transform 命令系统 * feat(render): 实现 Sorting Layer 系统和 Overlay 渲染层 - 新增 SortingLayerManager 管理排序层级 (Background, Default, Foreground, UI, Overlay) - 实现 ISortable 接口,统一 Sprite、UI、Particle 的排序属性 - 修复粒子 Overlay 层被 UI 遮挡问题:添加独立的 Overlay Pass 在 UI 之后渲染 - 更新粒子资产格式:从 sortingOrder 改为 sortingLayer + orderInLayer - 更新粒子编辑器面板支持新的排序属性 - 优化 UI 渲染系统使用新的排序层级 * feat(ci): 集成 SignPath 代码签名服务 - 添加 SignPath 自动签名工作流(Windows) - 配置 release-editor.yml 支持代码签名 - 将构建改为草稿模式,等待签名完成后发布 - 添加证书文件到 .gitignore 防止泄露 * fix(asset): 修复 Web 构建资产路径解析和全局单例移除 ## 资产路径修复 - 修复 Tauri 本地服务器 `/asset?path=...` 路径解析,正确与 root 目录连接 - BrowserPathResolver 支持两种模式: - 'proxy': 使用 /asset?path=... 格式(编辑器 Run in Browser) - 'direct': 使用直接路径 /assets/path.png(独立 Web 构建) - BrowserRuntime 使用 'direct' 模式,无需 Tauri 代理 ## 架构改进 - 移除全局单例 - 移除 globalAssetManager 导出,改用 AssetManagerToken 依赖注入 - 移除 globalPathResolver 导出,改用 PathResolutionService - 移除 globalPathResolutionService 导出 - ParticleUpdateSystem/ClickFxSystem 通过 setAssetManager() 注入依赖 - EngineService 使用 new AssetManager() 替代全局实例 ## 新增服务 - PathResolutionService: 统一路径解析接口 - RuntimeModeService: 运行时模式查询服务 - SerializationContext: EntityRef 序列化上下文 ## 其他改进 - 完善 ServiceToken 注释说明本地定义的意图 - 导出 BrowserPathResolveMode 类型 * fix(build): 添加 world-streaming composite 设置修复类型检查 * fix(build): 移除 world-streaming 引用避免 composite 冲突 * fix(build): 将 const enum 改为 enum 兼容 isolatedModules * fix(build): 添加缺失的 IAssetManager 导入
2025-12-13 19:44:08 +08:00
/**
*
* Prefab asset interface definitions
*
*
* Defines core types for the prefab system including data format, metadata, instantiation options, etc.
*/
import type { AssetGUID } from '../types/AssetTypes';
import type { SerializedEntity } from '@esengine/ecs-framework';
/**
* SerializedEntity
* Serialized prefab entity (extends SerializedEntity)
*
* SerializedEntity
* Adds prefab-specific properties on top of standard SerializedEntity.
*/
export interface SerializedPrefabEntity extends SerializedEntity {
/**
*
* Whether this is the prefab root entity
*/
isPrefabRoot?: boolean;
/**
* GUID
* GUID of nested prefab (if this entity is an instance of another prefab)
*/
nestedPrefabGuid?: AssetGUID;
}
/**
*
* Prefab metadata
*/
export interface IPrefabMetadata {
/**
*
* Prefab name
*/
name: string;
/**
* GUID
* Asset GUID (populated after saving as asset)
*/
guid?: AssetGUID;
/**
*
* Creation timestamp
*/
createdAt: number;
/**
*
* Last modification timestamp
*/
modifiedAt: number;
/**
* 使
* List of component types used
*/
componentTypes: string[];
/**
* GUID
* List of referenced asset GUIDs
*/
referencedAssets: AssetGUID[];
/**
*
* Prefab description
*/
description?: string;
/**
*
* Prefab tags (for categorization and search)
*/
tags?: string[];
/**
* Base64
* Thumbnail data (Base64 encoded)
*/
thumbnail?: string;
}
/**
*
* Component type registry entry
*/
export interface IPrefabComponentTypeEntry {
/**
*
* Component type name
*/
typeName: string;
/**
*
* Component version number
*/
version: number;
}
/**
*
* Prefab file data format
*
* .prefab
* This is the complete structure of a .prefab file.
*/
export interface IPrefabData {
/**
*
* Prefab format version number
*/
version: number;
/**
*
* Prefab metadata
*/
metadata: IPrefabMetadata;
/**
*
* Root entity data (contains full entity hierarchy)
*/
root: SerializedPrefabEntity;
/**
*
* Component type registry (for versioning and compatibility checks)
*/
componentTypeRegistry: IPrefabComponentTypeEntry[];
}
/**
*
* Prefab asset (in-memory representation after loading)
*/
export interface IPrefabAsset {
/**
*
* Prefab data
*/
data: IPrefabData;
/**
* GUID
* Asset GUID
*/
guid: AssetGUID;
/**
*
* Asset path
*/
path: string;
/**
* 访
* Root entity data (quick access)
*/
readonly root: SerializedPrefabEntity;
/**
* 访
* List of component types used (quick access)
*/
readonly componentTypes: string[];
/**
* 访
* List of referenced assets (quick access)
*/
readonly referencedAssets: AssetGUID[];
}
/**
*
* Prefab instantiation options
*/
export interface IPrefabInstantiateOptions {
/**
* ID
* Parent entity ID (optional)
*/
parentId?: number;
/**
*
* Position override
*/
position?: { x: number; y: number };
/**
*
* Rotation override (in degrees)
*/
rotation?: number;
/**
*
* Scale override
*/
scale?: { x: number; y: number };
/**
*
* Entity name override
*/
name?: string;
/**
* ID false ID
* Whether to preserve original entity IDs (default false, generate new IDs)
*/
preserveIds?: boolean;
/**
* true
* Whether to mark as prefab instance (default true)
*/
trackInstance?: boolean;
/**
*
* Property overrides (component property overrides)
*/
propertyOverrides?: IPrefabPropertyOverride[];
}
/**
*
* Prefab property override
*
*
* Used to record modifications to prefab properties in instances.
*/
export interface IPrefabPropertyOverride {
/**
* "Root/Child/GrandChild"
* Target entity path (relative path from root, e.g., "Root/Child/GrandChild")
*/
entityPath: string;
/**
*
* Component type name
*/
componentType: string;
/**
* "position.x"
* Property path (supports nesting, e.g., "position.x")
*/
propertyPath: string;
/**
*
* Override value
*/
value: unknown;
}
/**
*
* Prefab creation options
*/
export interface IPrefabCreateOptions {
/**
*
* Prefab name
*/
name: string;
/**
*
* Prefab description
*/
description?: string;
/**
*
* Prefab tags
*/
tags?: string[];
/**
*
* Whether to include child entities
*/
includeChildren?: boolean;
/**
*
* Save path (optional, for specifying save location)
*/
savePath?: string;
}
/**
*
* Prefab service interface
*
*
* Provides prefab creation, instantiation, management, etc.
*/
export interface IPrefabService {
/**
*
* Create prefab data from entity
*
* @param entity - | Source entity
* @param options - | Creation options
* @returns | Prefab data
*/
createPrefab(entity: unknown, options: IPrefabCreateOptions): IPrefabData;
/**
*
* Instantiate prefab
*
* @param prefab - | Prefab asset
* @param scene - | Target scene
* @param options - | Instantiation options
* @returns | Created root entity
*/
instantiate(prefab: IPrefabAsset, scene: unknown, options?: IPrefabInstantiateOptions): unknown;
/**
* GUID
* Instantiate prefab by GUID
*
* @param guid - GUID | Prefab asset GUID
* @param scene - | Target scene
* @param options - | Instantiation options
* @returns | Created root entity
*/
instantiateByGuid(guid: AssetGUID, scene: unknown, options?: IPrefabInstantiateOptions): Promise<unknown>;
/**
*
* Check if entity is a prefab instance
*
* @param entity - | Entity to check
* @returns | Whether it's a prefab instance
*/
isPrefabInstance(entity: unknown): boolean;
/**
* GUID
* Get source prefab GUID of a prefab instance
*
* @param entity - | Prefab instance
* @returns GUID null | Source prefab GUID, null if not an instance
*/
getSourcePrefabGuid(entity: unknown): AssetGUID | null;
/**
*
* Apply instance modifications to source prefab
*
* @param instance - | Prefab instance
* @returns | Whether application was successful
*/
applyToPrefab?(instance: unknown): Promise<boolean>;
/**
*
* Revert instance to source prefab state
*
* @param instance - | Prefab instance
* @returns | Whether revert was successful
*/
revertToPrefab?(instance: unknown): Promise<boolean>;
/**
*
* Get property overrides of instance relative to source prefab
*
* @param instance - | Prefab instance
* @returns | List of property overrides
*/
getPropertyOverrides?(instance: unknown): IPrefabPropertyOverride[];
}
/**
*
* Prefab file format version
*/
export const PREFAB_FORMAT_VERSION = 1;
/**
*
* Prefab file extension
*/
export const PREFAB_FILE_EXTENSION = '.prefab';