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esengine/packages/behavior-tree/src/BehaviorTreeRuntimeModule.ts

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/**
* Behavior Tree Runtime Module (Pure runtime, no editor dependencies)
*
*/
import type { IScene, ServiceContainer } from '@esengine/ecs-framework';
import { ComponentRegistry, Core } from '@esengine/ecs-framework';
import type { IRuntimeModuleLoader, SystemContext } from '@esengine/ecs-components';
import type { AssetManager } from '@esengine/asset-system';
import { BehaviorTreeRuntimeComponent } from './execution/BehaviorTreeRuntimeComponent';
import { BehaviorTreeExecutionSystem } from './execution/BehaviorTreeExecutionSystem';
import { BehaviorTreeAssetManager } from './execution/BehaviorTreeAssetManager';
import { GlobalBlackboardService } from './Services/GlobalBlackboardService';
import { BehaviorTreeLoader } from './loaders/BehaviorTreeLoader';
import { BehaviorTreeAssetType } from './index';
/**
* Behavior Tree Runtime Module
*
*/
export class BehaviorTreeRuntimeModule implements IRuntimeModuleLoader {
private _loaderRegistered = false;
registerComponents(registry: typeof ComponentRegistry): void {
registry.register(BehaviorTreeRuntimeComponent);
}
registerServices(services: ServiceContainer): void {
if (!services.isRegistered(GlobalBlackboardService)) {
services.registerSingleton(GlobalBlackboardService);
}
if (!services.isRegistered(BehaviorTreeAssetManager)) {
services.registerSingleton(BehaviorTreeAssetManager);
}
}
createSystems(scene: IScene, context: SystemContext): void {
// 注册行为树加载器到 AssetManager
// Register behavior tree loader to AssetManager
const assetManager = context.assetManager as AssetManager | undefined;
console.log('[BehaviorTreeRuntimeModule] createSystems called, assetManager:', assetManager ? 'exists' : 'null');
if (!this._loaderRegistered && assetManager) {
assetManager.registerLoader(BehaviorTreeAssetType, new BehaviorTreeLoader());
this._loaderRegistered = true;
console.log('[BehaviorTreeRuntimeModule] Registered BehaviorTreeLoader for type:', BehaviorTreeAssetType);
}
const behaviorTreeSystem = new BehaviorTreeExecutionSystem(Core);
// 设置 AssetManager 引用
// Set AssetManager reference
if (assetManager) {
behaviorTreeSystem.setAssetManager(assetManager);
console.log('[BehaviorTreeRuntimeModule] Set assetManager on behaviorTreeSystem');
} else {
console.warn('[BehaviorTreeRuntimeModule] assetManager is null, cannot set on behaviorTreeSystem');
}
if (context.isEditor) {
behaviorTreeSystem.enabled = false;
}
scene.addSystem(behaviorTreeSystem);
context.behaviorTreeSystem = behaviorTreeSystem;
}
}