Feature/runtime cdn and plugin loader (#240)
* feat(ui): 完善 UI 布局系统和编辑器可视化工具 * refactor: 移除 ModuleRegistry,统一使用 PluginManager 插件系统 * fix: 修复 CodeQL 警告并提升测试覆盖率 * refactor: 分离运行时入口点,解决 runtime bundle 包含 React 的问题 * fix(ci): 添加 editor-core 和 editor-runtime 到 CI 依赖构建步骤 * docs: 完善 ServiceContainer 文档,新增 Symbol.for 模式和 @InjectProperty 说明 * fix(ci): 修复 type-check 失败问题 * fix(ci): 修复类型检查失败问题 * fix(ci): 修复类型检查失败问题 * fix(ci): behavior-tree 构建添加 @tauri-apps 外部依赖 * fix(ci): behavior-tree 添加 @tauri-apps/plugin-fs 类型依赖 * fix(ci): platform-web 添加缺失的 behavior-tree 依赖 * fix(lint): 移除正则表达式中不必要的转义字符
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43
packages/behavior-tree/src/BehaviorTreeRuntimeModule.ts
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43
packages/behavior-tree/src/BehaviorTreeRuntimeModule.ts
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/**
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* Behavior Tree Runtime Module (Pure runtime, no editor dependencies)
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* 行为树运行时模块(纯运行时,无编辑器依赖)
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*/
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import type { IScene, ServiceContainer } from '@esengine/ecs-framework';
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import { ComponentRegistry, Core } from '@esengine/ecs-framework';
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import type { IRuntimeModuleLoader, SystemContext } from '@esengine/ecs-components';
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import { BehaviorTreeRuntimeComponent } from './execution/BehaviorTreeRuntimeComponent';
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import { BehaviorTreeExecutionSystem } from './execution/BehaviorTreeExecutionSystem';
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import { BehaviorTreeAssetManager } from './execution/BehaviorTreeAssetManager';
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import { GlobalBlackboardService } from './Services/GlobalBlackboardService';
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/**
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* Behavior Tree Runtime Module
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* 行为树运行时模块
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*/
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export class BehaviorTreeRuntimeModule implements IRuntimeModuleLoader {
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registerComponents(registry: typeof ComponentRegistry): void {
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registry.register(BehaviorTreeRuntimeComponent);
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}
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registerServices(services: ServiceContainer): void {
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if (!services.isRegistered(GlobalBlackboardService)) {
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services.registerSingleton(GlobalBlackboardService);
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}
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if (!services.isRegistered(BehaviorTreeAssetManager)) {
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services.registerSingleton(BehaviorTreeAssetManager);
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}
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}
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createSystems(scene: IScene, context: SystemContext): void {
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const behaviorTreeSystem = new BehaviorTreeExecutionSystem(Core);
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if (context.isEditor) {
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behaviorTreeSystem.enabled = false;
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}
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scene.addSystem(behaviorTreeSystem);
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context.behaviorTreeSystem = behaviorTreeSystem;
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}
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}
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