refactor: reorganize package structure and decouple framework packages (#338)
* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
This commit is contained in:
92
packages/framework/behavior-tree/src/BehaviorTreeStarter.ts
Normal file
92
packages/framework/behavior-tree/src/BehaviorTreeStarter.ts
Normal file
@@ -0,0 +1,92 @@
|
||||
import { Entity, Core } from '@esengine/ecs-framework';
|
||||
import { BehaviorTreeData } from './execution/BehaviorTreeData';
|
||||
import { BehaviorTreeRuntimeComponent } from './execution/BehaviorTreeRuntimeComponent';
|
||||
import { BehaviorTreeAssetManager } from './execution/BehaviorTreeAssetManager';
|
||||
|
||||
/**
|
||||
* 行为树启动辅助类
|
||||
*
|
||||
* 提供便捷方法来启动、停止行为树
|
||||
*/
|
||||
export class BehaviorTreeStarter {
|
||||
/**
|
||||
* 启动行为树
|
||||
*
|
||||
* @param entity 游戏实体
|
||||
* @param treeData 行为树数据
|
||||
* @param autoStart 是否自动开始执行
|
||||
*/
|
||||
static start(entity: Entity, treeData: BehaviorTreeData, autoStart: boolean = true): void {
|
||||
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
|
||||
assetManager.loadAsset(treeData);
|
||||
|
||||
let runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
|
||||
if (!runtime) {
|
||||
runtime = new BehaviorTreeRuntimeComponent();
|
||||
entity.addComponent(runtime);
|
||||
}
|
||||
|
||||
runtime.treeAssetId = treeData.id;
|
||||
runtime.autoStart = autoStart;
|
||||
|
||||
if (treeData.blackboardVariables) {
|
||||
for (const [key, value] of treeData.blackboardVariables.entries()) {
|
||||
runtime.setBlackboardValue(key, value);
|
||||
}
|
||||
}
|
||||
|
||||
if (autoStart) {
|
||||
runtime.isRunning = true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 停止行为树
|
||||
*
|
||||
* @param entity 游戏实体
|
||||
*/
|
||||
static stop(entity: Entity): void {
|
||||
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
|
||||
if (runtime) {
|
||||
runtime.isRunning = false;
|
||||
runtime.resetAllStates();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 暂停行为树
|
||||
*
|
||||
* @param entity 游戏实体
|
||||
*/
|
||||
static pause(entity: Entity): void {
|
||||
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
|
||||
if (runtime) {
|
||||
runtime.isRunning = false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 恢复行为树
|
||||
*
|
||||
* @param entity 游戏实体
|
||||
*/
|
||||
static resume(entity: Entity): void {
|
||||
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
|
||||
if (runtime) {
|
||||
runtime.isRunning = true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 重启行为树
|
||||
*
|
||||
* @param entity 游戏实体
|
||||
*/
|
||||
static restart(entity: Entity): void {
|
||||
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
|
||||
if (runtime) {
|
||||
runtime.resetAllStates();
|
||||
runtime.isRunning = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user