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esengine/packages/tilemap/src/TilemapRuntimeModule.ts

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/**
* Tilemap Runtime Module (Pure runtime, no editor dependencies)
* Tilemap
*/
import type { IScene } from '@esengine/ecs-framework';
import { ComponentRegistry } from '@esengine/ecs-framework';
import type { IRuntimeModuleLoader, SystemContext } from '@esengine/ecs-components';
import type { AssetManager } from '@esengine/asset-system';
import { TilemapComponent } from './TilemapComponent';
import { TilemapRenderingSystem } from './systems/TilemapRenderingSystem';
import { TilemapCollider2DComponent } from './physics/TilemapCollider2DComponent';
import { TilemapPhysicsSystem, type IPhysicsWorld } from './physics/TilemapPhysicsSystem';
import { TilemapLoader } from './loaders/TilemapLoader';
import { TilemapAssetType } from './index';
/**
* Tilemap Runtime Module
* Tilemap
*/
export class TilemapRuntimeModule implements IRuntimeModuleLoader {
private _tilemapPhysicsSystem: TilemapPhysicsSystem | null = null;
private _loaderRegistered = false;
registerComponents(registry: typeof ComponentRegistry): void {
registry.register(TilemapComponent);
registry.register(TilemapCollider2DComponent);
}
createSystems(scene: IScene, context: SystemContext): void {
// 注册 Tilemap 加载器到 AssetManager
// Register tilemap loader to AssetManager
const assetManager = context.assetManager as AssetManager | undefined;
if (!this._loaderRegistered && assetManager) {
assetManager.registerLoader(TilemapAssetType, new TilemapLoader());
this._loaderRegistered = true;
}
// Tilemap rendering system
const tilemapSystem = new TilemapRenderingSystem();
scene.addSystem(tilemapSystem);
if (context.renderSystem) {
context.renderSystem.addRenderDataProvider(tilemapSystem);
}
context.tilemapSystem = tilemapSystem;
// Tilemap physics system
this._tilemapPhysicsSystem = new TilemapPhysicsSystem();
scene.addSystem(this._tilemapPhysicsSystem);
context.tilemapPhysicsSystem = this._tilemapPhysicsSystem;
}
/**
*
* Wire cross-plugin dependencies after all systems are created
*/
onSystemsCreated(_scene: IScene, context: SystemContext): void {
// 连接物理世界(如果物理插件已加载)
// Connect physics world (if physics plugin is loaded)
if (this._tilemapPhysicsSystem && context.physics2DWorld) {
this._tilemapPhysicsSystem.setPhysicsWorld(context.physics2DWorld as IPhysicsWorld);
}
}
/**
* Tilemap
*/
get tilemapPhysicsSystem(): TilemapPhysicsSystem | null {
return this._tilemapPhysicsSystem;
}
}