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:
YHH
2025-12-26 14:50:35 +08:00
committed by GitHub
parent a84ff902e4
commit 155411e743
1936 changed files with 4147 additions and 11578 deletions

View File

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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;
}
}
}