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

@@ -0,0 +1,427 @@
/**
* 点击特效系统 - 处理点击输入并生成粒子效果
* Click FX System - Handles click input and spawns particle effects
*
* 监听用户点击/触摸事件,在点击位置创建粒子效果实体。
* Listens for user click/touch events and creates particle effect entities at click position.
*/
import { EntitySystem, Matcher, Entity, ECSSystem, PluginServiceRegistry, createServiceToken } from '@esengine/ecs-framework';
import { Input, MouseButton, TransformComponent, SortingLayers } from '@esengine/engine-core';
import { ClickFxComponent, ClickFxTriggerMode } from '../ClickFxComponent';
import { ParticleSystemComponent, RenderSpace } from '../ParticleSystemComponent';
import { CoordinateServiceToken, type ICoordinateService } from '@esengine/ecs-engine-bindgen';
// ============================================================================
// 本地服务令牌定义 | Local Service Token Definitions
// ============================================================================
/**
* EngineRenderSystem 接口(最小定义,用于获取 UI Canvas 尺寸)
* EngineRenderSystem interface (minimal definition for getting UI canvas size)
*/
interface IEngineRenderSystem {
getUICanvasSize(): { width: number; height: number };
}
// RenderSystem 令牌(与 ecs-engine-bindgen 中的一致)
// RenderSystem token (consistent with ecs-engine-bindgen)
const RenderSystemToken = createServiceToken<IEngineRenderSystem>('renderSystem');
/**
* 点击特效系统
* Click FX System
*
* @example
* ```typescript
* // 在场景中添加系统
* scene.addSystem(new ClickFxSystem());
*
* // 创建带有 ClickFxComponent 的实体
* const clickFxEntity = scene.createEntity('ClickFx');
* const clickFx = clickFxEntity.addComponent(new ClickFxComponent());
* clickFx.particleAssets = ['particle-guid-1', 'particle-guid-2'];
* ```
*/
@ECSSystem('ClickFx', { updateOrder: 100 })
export class ClickFxSystem extends EntitySystem {
private _coordinateService: ICoordinateService | null = null;
private _renderSystem: IEngineRenderSystem | null = null;
private _entitiesToDestroy: Entity[] = [];
private _canvas: HTMLCanvasElement | null = null;
constructor() {
super(Matcher.empty().all(ClickFxComponent));
}
/**
* 设置服务注册表(用于获取 CoordinateService 和 RenderSystem
* Set service registry (for getting CoordinateService and RenderSystem)
*/
setServiceRegistry(services: PluginServiceRegistry): void {
this._coordinateService = services.get(CoordinateServiceToken) ?? null;
this._renderSystem = services.get(RenderSystemToken) ?? null;
}
/**
* 设置坐标服务(直接注入)
* Set coordinate service (direct injection)
*/
setCoordinateService(coordinateService: ICoordinateService): void {
this._coordinateService = coordinateService;
}
/**
* 设置 RenderSystem直接注入
* Set RenderSystem (direct injection)
*/
setRenderSystem(renderSystem: IEngineRenderSystem): void {
this._renderSystem = renderSystem;
}
/**
* 设置 Canvas 元素(用于计算相对坐标)
* Set canvas element (for calculating relative coordinates)
*/
setCanvas(canvas: HTMLCanvasElement): void {
this._canvas = canvas;
}
/**
* 检查是否应该处理
* Check if should process
*
* 只在运行时模式(非编辑器模式)下处理点击事件
* Only process click events in runtime mode (not editor mode)
*/
protected override onCheckProcessing(): boolean {
// 编辑器模式下不处理(预览时也不处理,只有 Play 模式才处理)
// Don't process in editor mode (including preview, only in Play mode)
if (this.scene?.isEditorMode) {
return false;
}
return super.onCheckProcessing();
}
protected override process(entities: readonly Entity[]): void {
// 处理延迟销毁 | Process delayed destruction
if (this._entitiesToDestroy.length > 0 && this.scene) {
this.scene.destroyEntities(this._entitiesToDestroy);
this._entitiesToDestroy = [];
}
for (const entity of entities) {
const clickFx = entity.getComponent(ClickFxComponent);
if (!clickFx || !clickFx.fxEnabled) continue;
// 清理过期的特效 | Clean up expired effects
this._cleanupExpiredEffects(clickFx);
// 检查触发条件 | Check trigger conditions
const triggered = this._checkTrigger(clickFx);
if (!triggered) continue;
// 检查是否可以添加新特效 | Check if can add new effect
if (!clickFx.canAddEffect()) continue;
// 获取点击/触摸位置 | Get click/touch position
const screenPos = this._getInputPosition(clickFx);
if (!screenPos) continue;
// 转换为 canvas 相对坐标 | Convert to canvas-relative coordinates
const canvasPos = this._windowToCanvas(screenPos.x, screenPos.y);
// 应用偏移 | Apply offset
canvasPos.x += clickFx.positionOffset.x;
canvasPos.y += clickFx.positionOffset.y;
// 创建粒子效果(使用屏幕空间坐标)
// Create particle effect (using screen space coordinates)
this._spawnEffect(clickFx, canvasPos.x, canvasPos.y);
}
}
/**
* 窗口坐标转 canvas 相对坐标
* Window to canvas-relative coordinate conversion
*
* 将窗口坐标转换为 UI Canvas 的像素坐标。
* Converts window coordinates to UI canvas pixel coordinates.
*/
private _windowToCanvas(windowX: number, windowY: number): { x: number; y: number } {
// 获取 UI Canvas 尺寸 | Get UI canvas size
const canvasSize = this._renderSystem?.getUICanvasSize();
const uiCanvasWidth = canvasSize?.width ?? 1920;
const uiCanvasHeight = canvasSize?.height ?? 1080;
let canvasX = windowX;
let canvasY = windowY;
if (this._canvas) {
const rect = this._canvas.getBoundingClientRect();
// 计算 CSS 坐标 | Calculate CSS coordinates
canvasX = windowX - rect.left;
canvasY = windowY - rect.top;
// 将 CSS 坐标映射到 UI Canvas 坐标
// Map CSS coordinates to UI canvas coordinates
// UI Canvas 保持宽高比,可能会有 letterbox/pillarbox
// UI Canvas maintains aspect ratio, may have letterbox/pillarbox
const cssWidth = rect.width;
const cssHeight = rect.height;
// 计算 UI Canvas 在 CSS 坐标中的实际显示区域
// Calculate actual display area of UI Canvas in CSS coordinates
const uiAspect = uiCanvasWidth / uiCanvasHeight;
const cssAspect = cssWidth / cssHeight;
let displayWidth: number;
let displayHeight: number;
let offsetX = 0;
let offsetY = 0;
if (cssAspect > uiAspect) {
// CSS 更宽pillarbox左右黑边
// CSS is wider, pillarbox (black bars on sides)
displayHeight = cssHeight;
displayWidth = cssHeight * uiAspect;
offsetX = (cssWidth - displayWidth) / 2;
} else {
// CSS 更高letterbox上下黑边
// CSS is taller, letterbox (black bars on top/bottom)
displayWidth = cssWidth;
displayHeight = cssWidth / uiAspect;
offsetY = (cssHeight - displayHeight) / 2;
}
// 转换为 UI Canvas 坐标
// Convert to UI canvas coordinates
canvasX = ((canvasX - offsetX) / displayWidth) * uiCanvasWidth;
canvasY = ((canvasY - offsetY) / displayHeight) * uiCanvasHeight;
}
return { x: canvasX, y: canvasY };
}
/**
* 检查触发条件
* Check trigger conditions
*/
private _checkTrigger(clickFx: ClickFxComponent): boolean {
const mode = clickFx.triggerMode;
// 首先检查鼠标是否在 Canvas 内
// First check if mouse is within canvas bounds
if (!this._isMouseInCanvas()) {
return false;
}
switch (mode) {
case ClickFxTriggerMode.LeftClick:
return Input.isMouseButtonJustPressed(MouseButton.Left);
case ClickFxTriggerMode.RightClick:
return Input.isMouseButtonJustPressed(MouseButton.Right);
case ClickFxTriggerMode.AnyClick:
return Input.isMouseButtonJustPressed(MouseButton.Left) ||
Input.isMouseButtonJustPressed(MouseButton.Middle) ||
Input.isMouseButtonJustPressed(MouseButton.Right);
case ClickFxTriggerMode.Touch:
return this._checkTouchStart();
case ClickFxTriggerMode.All:
return Input.isMouseButtonJustPressed(MouseButton.Left) ||
Input.isMouseButtonJustPressed(MouseButton.Middle) ||
Input.isMouseButtonJustPressed(MouseButton.Right) ||
this._checkTouchStart();
default:
return false;
}
}
/**
* 检查鼠标是否在 Canvas 内
* Check if mouse is within canvas bounds
*/
private _isMouseInCanvas(): boolean {
if (!this._canvas) {
return true; // 没有 canvas 引用时,默认允许(兼容旧行为)
}
const rect = this._canvas.getBoundingClientRect();
const mouseX = Input.mousePosition.x;
const mouseY = Input.mousePosition.y;
// 检查鼠标是否在 canvas 边界内
// Check if mouse is within canvas bounds
return mouseX >= rect.left &&
mouseX <= rect.right &&
mouseY >= rect.top &&
mouseY <= rect.bottom;
}
/**
* 检查是否有新的触摸开始
* Check if there's a new touch start
*/
private _checkTouchStart(): boolean {
for (const [id] of Input.touches) {
if (Input.isTouchJustStarted(id)) {
return true;
}
}
return false;
}
/**
* 获取输入位置
* Get input position
*/
private _getInputPosition(clickFx: ClickFxComponent): { x: number; y: number } | null {
const mode = clickFx.triggerMode;
// 优先检查触摸 | Check touch first
if (mode === ClickFxTriggerMode.Touch || mode === ClickFxTriggerMode.All) {
for (const [id, touch] of Input.touches) {
if (Input.isTouchJustStarted(id)) {
return { x: touch.x, y: touch.y };
}
}
}
// 检查鼠标 | Check mouse
if (mode !== ClickFxTriggerMode.Touch) {
return { x: Input.mousePosition.x, y: Input.mousePosition.y };
}
return null;
}
/**
* 生成粒子效果
* Spawn particle effect
*
* 点击特效使用屏幕空间渲染,坐标相对于 UI Canvas 中心。
* Click effects use screen space rendering, coordinates relative to UI canvas center.
*/
private _spawnEffect(clickFx: ClickFxComponent, screenX: number, screenY: number): void {
const particleGuid = clickFx.getNextParticleAsset();
if (!particleGuid) {
console.warn('[ClickFxSystem] No particle assets configured');
return;
}
if (!this.scene) {
console.warn('[ClickFxSystem] No scene available');
return;
}
// 获取 UI Canvas 尺寸 | Get UI canvas size
const canvasSize = this._renderSystem?.getUICanvasSize();
const canvasWidth = canvasSize?.width ?? 1920;
const canvasHeight = canvasSize?.height ?? 1080;
// 将屏幕坐标转换为屏幕空间坐标(相对于 UI Canvas 中心)
// Convert screen coords to screen space coords (relative to UI canvas center)
// 屏幕空间坐标系:中心为 (0, 0)Y 轴向上
// Screen space coordinate system: center at (0, 0), Y-axis up
const screenSpaceX = screenX - canvasWidth / 2;
const screenSpaceY = canvasHeight / 2 - screenY; // Y 翻转
// 创建特效实体 | Create effect entity
const effectEntity = this.scene.createEntity(`ClickFx_${Date.now()}`);
// 添加 Transform使用屏幕空间坐标| Add Transform (using screen space coords)
const transform = effectEntity.addComponent(new TransformComponent(screenSpaceX, screenSpaceY));
transform.setScale(clickFx.scale, clickFx.scale, 1);
// 创建 ParticleSystemComponent 并预先设置 GUID在添加到实体前
// Create ParticleSystemComponent and set GUID before adding to entity
// 这样 ParticleUpdateSystem.onAdded 触发时已经有 GUID 了
// So ParticleUpdateSystem.onAdded has the GUID when triggered
const particleSystem = new ParticleSystemComponent();
particleSystem.particleAssetGuid = particleGuid;
particleSystem.autoPlay = true;
// 使用 ScreenOverlay 层和屏幕空间渲染
// Use ScreenOverlay layer and screen space rendering
particleSystem.sortingLayer = SortingLayers.ScreenOverlay;
particleSystem.orderInLayer = 0;
particleSystem.renderSpace = RenderSpace.Screen;
// 添加组件到实体(触发 ParticleUpdateSystem 的初始化和资产加载)
// Add component to entity (triggers ParticleUpdateSystem initialization and asset loading)
effectEntity.addComponent(particleSystem);
// 记录活跃特效 | Record active effect
clickFx.addActiveEffect(effectEntity.id);
}
/**
* 清理过期的特效
* Clean up expired effects
*/
private _cleanupExpiredEffects(clickFx: ClickFxComponent): void {
if (!this.scene) return;
const now = Date.now();
const lifetimeMs = clickFx.effectLifetime * 1000;
const effectsToRemove: number[] = [];
for (const effect of clickFx.getActiveEffects()) {
const age = now - effect.startTime;
if (age >= lifetimeMs) {
// 标记为需要移除 | Mark for removal
effectsToRemove.push(effect.entityId);
// 查找并销毁实体 | Find and destroy entity
const entity = this.scene.findEntityById(effect.entityId);
if (entity) {
// 停止粒子系统 | Stop particle system
const particleSystem = entity.getComponent(ParticleSystemComponent);
if (particleSystem) {
particleSystem.stop(true);
}
// 添加到销毁队列 | Add to destroy queue
this._entitiesToDestroy.push(entity);
}
}
}
// 从记录中移除 | Remove from records
for (const entityId of effectsToRemove) {
clickFx.removeActiveEffect(entityId);
}
}
protected override onDestroy(): void {
// 清理所有特效 | Clean up all effects
if (this.scene) {
const entities = this.scene.entities.buffer;
for (let i = 0; i < entities.length; i++) {
const entity = entities[i];
const clickFx = entity.getComponent(ClickFxComponent);
if (clickFx) {
for (const effect of clickFx.getActiveEffects()) {
const effectEntity = this.scene.findEntityById(effect.entityId);
if (effectEntity) {
this._entitiesToDestroy.push(effectEntity);
}
}
clickFx.clearActiveEffects();
}
}
// 立即销毁 | Destroy immediately
if (this._entitiesToDestroy.length > 0) {
this.scene.destroyEntities(this._entitiesToDestroy);
this._entitiesToDestroy = [];
}
}
}
}

View File

@@ -0,0 +1,545 @@
import { EntitySystem, Matcher, ECSSystem, Time, Entity, type Component, type ComponentType } from '@esengine/ecs-framework';
import type { IEngineIntegration, ITextureService } from '@esengine/ecs-engine-bindgen';
import type { IAssetManager } from '@esengine/asset-system';
import { ParticleSystemComponent } from '../ParticleSystemComponent';
import { ParticleRenderDataProvider } from '../rendering/ParticleRenderDataProvider';
import { Physics2DCollisionModule, type IPhysics2DQuery } from '../modules/Physics2DCollisionModule';
import type { IParticleAsset } from '../loaders/ParticleLoader';
/**
* 默认粒子纹理 ID
* Default particle texture ID
*/
const DEFAULT_PARTICLE_TEXTURE_ID = 99999;
/**
* 角度转换常量
* Angle conversion constants
*/
const DEG_TO_RAD = Math.PI / 180;
/**
* 生成默认粒子纹理的 Data URL渐变圆形
* Generate default particle texture Data URL (gradient circle)
*/
function generateDefaultParticleTextureDataURL(): string {
const size = 64;
const canvas = document.createElement('canvas');
canvas.width = size;
canvas.height = size;
const ctx = canvas.getContext('2d');
if (!ctx) return '';
// 创建径向渐变 | Create radial gradient
const gradient = ctx.createRadialGradient(
size / 2, size / 2, 0,
size / 2, size / 2, size / 2
);
gradient.addColorStop(0, 'rgba(255, 255, 255, 1)');
gradient.addColorStop(0.4, 'rgba(255, 255, 255, 0.8)');
gradient.addColorStop(0.7, 'rgba(255, 255, 255, 0.3)');
gradient.addColorStop(1, 'rgba(255, 255, 255, 0)');
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.arc(size / 2, size / 2, size / 2, 0, Math.PI * 2);
ctx.fill();
return canvas.toDataURL('image/png');
}
/**
* Transform 组件接口(避免直接依赖 engine-core
* Transform component interface (avoid direct dependency on engine-core)
*/
interface ITransformComponent {
worldPosition?: { x: number; y: number; z: number };
position: { x: number; y: number; z: number };
/** 世界旋转Vector3z 分量为 2D 旋转弧度)| World rotation (Vector3, z component is 2D rotation in radians) */
worldRotation?: { x: number; y: number; z: number };
/** 本地旋转Vector3| Local rotation (Vector3) */
rotation?: { x: number; y: number; z: number };
/** 世界缩放 | World scale */
worldScale?: { x: number; y: number; z: number };
/** 本地缩放 | Local scale */
scale?: { x: number; y: number; z: number };
}
/**
* 粒子更新系统
* Particle update system
*
* Updates all ParticleSystemComponents with their entity's world position.
* 使用实体的世界坐标更新所有粒子系统组件。
*/
@ECSSystem('ParticleUpdate', { updateOrder: 100 })
export class ParticleUpdateSystem extends EntitySystem {
/** Transform 组件类型(运行时注入)| Transform component type (injected at runtime) */
private _transformType: ComponentType<Component & ITransformComponent> | null = null;
private _renderDataProvider: ParticleRenderDataProvider;
private _engineIntegration: IEngineIntegration | null = null;
private _textureService: ITextureService | null = null;
private _physics2DQuery: IPhysics2DQuery | null = null;
private _assetManager: IAssetManager | null = null;
private _defaultTextureLoaded: boolean = false;
private _defaultTextureLoading: boolean = false;
/** 追踪每个粒子组件上次加载的资产 GUID | Track last loaded asset GUID for each particle component */
private _lastLoadedGuids: WeakMap<ParticleSystemComponent, string> = new WeakMap();
/** 正在加载资产的粒子组件 | Particle components currently loading assets */
private _loadingComponents: WeakSet<ParticleSystemComponent> = new WeakSet();
/** 已注入物理查询的粒子组件 | Particle components with physics query injected */
private _physicsInjectedComponents: WeakSet<ParticleSystemComponent> = new WeakSet();
constructor() {
super(Matcher.empty().all(ParticleSystemComponent));
this._renderDataProvider = new ParticleRenderDataProvider();
}
/**
* 设置 Transform 组件类型
* Set Transform component type
*
* @param transformType - Transform component class | Transform 组件类
*/
setTransformType(transformType: ComponentType<Component & ITransformComponent>): void {
this._transformType = transformType;
}
/**
* 设置引擎集成(用于加载纹理)
* Set engine integration (for loading textures)
*/
setEngineIntegration(integration: IEngineIntegration): void {
this._engineIntegration = integration;
}
/**
* 设置纹理服务(用于加载默认纹理)
* Set texture service (for loading default texture)
*/
setTextureService(textureService: ITextureService): void {
this._textureService = textureService;
}
/**
* 设置 2D 物理查询接口
* Set 2D physics query interface
*
* 如果设置,将自动注入到所有使用 Physics2DCollisionModule 的粒子系统。
* If set, will be auto-injected into all particle systems using Physics2DCollisionModule.
*
* @param query - 物理查询接口(通常是 Physics2DService| Physics query (usually Physics2DService)
*/
setPhysics2DQuery(query: IPhysics2DQuery | null): void {
this._physics2DQuery = query;
}
/**
* 设置资产管理器
* Set asset manager
*
* @param assetManager - 资产管理器实例 | Asset manager instance
*/
setAssetManager(assetManager: IAssetManager | null): void {
this._assetManager = assetManager;
}
/**
* 获取渲染数据提供者
* Get render data provider
*/
getRenderDataProvider(): ParticleRenderDataProvider {
return this._renderDataProvider;
}
protected override process(entities: readonly Entity[]): void {
const deltaTime = Time.deltaTime;
for (const entity of entities) {
if (!entity.enabled) continue;
const particle = entity.getComponent(ParticleSystemComponent) as ParticleSystemComponent | null;
if (!particle) continue;
let worldX = 0;
let worldY = 0;
let worldRotation = 0;
let worldScaleX = 1;
let worldScaleY = 1;
let transform: ITransformComponent | null = null;
// 获取 Transform 位置、旋转、缩放 | Get Transform position, rotation, scale
if (this._transformType) {
transform = entity.getComponent(this._transformType);
if (transform) {
const pos = transform.worldPosition ?? transform.position;
worldX = pos.x;
worldY = pos.y;
// 获取旋转2D 使用 z 分量)| Get rotation (2D uses z component)
// 转换:度(顺时针) → 弧度(逆时针) | Convert: degrees(clockwise) → radians(counter-clockwise)
const rot = transform.worldRotation ?? transform.rotation;
if (rot) {
worldRotation = -rot.z * DEG_TO_RAD;
}
// 获取缩放 | Get scale
const scale = transform.worldScale ?? transform.scale;
if (scale) {
worldScaleX = scale.x;
worldScaleY = scale.y;
}
}
}
// 如果正在初始化中,跳过处理 | Skip processing if initializing
if (this._loadingComponents.has(particle)) {
continue;
}
// 检测资产 GUID 变化并重新加载 | Detect asset GUID change and reload
// 这使得编辑器中选择新的粒子资产时能够立即切换
// This allows immediate switching when selecting a new particle asset in the editor
this._checkAndReloadAsset(particle);
// 确保粒子系统已构建(即使未播放)| Ensure particle system is built (even when not playing)
// 这使得编辑器中的属性更改能够立即生效
// This allows property changes to take effect immediately in the editor
particle.ensureBuilt();
// 自动注入物理查询到 Physics2DCollisionModule | Auto-inject physics query to Physics2DCollisionModule
if (this._physics2DQuery && !this._physicsInjectedComponents.has(particle)) {
this._injectPhysics2DQuery(particle);
}
// 更新粒子系统 | Update particle system
if (particle.isPlaying) {
particle.update(deltaTime, worldX, worldY, worldRotation, worldScaleX, worldScaleY);
}
// 尝试加载纹理(如果还没有加载且不在初始化中)
// Try to load texture if not loaded yet and not initializing
if (particle.textureId === 0 && !this._loadingComponents.has(particle)) {
this.loadParticleTexture(particle);
}
// 更新渲染数据提供者的 Transform 引用 | Update render data provider's Transform reference
// 确保粒子系统始终被注册 | Ensure particle system is always registered
if (transform) {
this._renderDataProvider.register(particle, transform);
} else {
// 使用默认 Transform | Use default transform
this._renderDataProvider.register(particle, { position: { x: worldX, y: worldY } });
}
}
// 标记渲染数据需要更新 | Mark render data as dirty
this._renderDataProvider.markDirty();
}
protected override onAdded(entity: Entity): void {
const particle = entity.getComponent(ParticleSystemComponent) as ParticleSystemComponent | null;
if (particle) {
// 异步初始化粒子系统 | Async initialize particle system
this._initializeParticle(entity, particle);
}
}
/**
* 加载粒子资产
* Load particle asset
*
* 使用注入的 assetManager 加载资产,避免使用全局单例。
* Uses injected assetManager to load assets, avoiding global singleton.
*
* @param guid 资产 GUID | Asset GUID
* @param bForceReload 是否强制重新加载 | Whether to force reload
* @returns 加载的资产数据或 null | Loaded asset data or null
*/
private async _loadParticleAsset(guid: string, bForceReload: boolean = false): Promise<IParticleAsset | null> {
if (!guid || !this._assetManager) {
return null;
}
try {
const result = await this._assetManager.loadAsset<IParticleAsset>(guid, { forceReload: bForceReload });
return result?.asset ?? null;
} catch (error) {
console.error(`[ParticleUpdateSystem] Error loading asset ${guid}:`, error);
return null;
}
}
/**
* 异步初始化粒子系统
* Async initialize particle system
*/
private async _initializeParticle(entity: Entity, particle: ParticleSystemComponent): Promise<void> {
// 标记为正在初始化,防止 process 中重复调用 loadParticleTexture
// Mark as initializing to prevent duplicate loadParticleTexture calls in process
this._loadingComponents.add(particle);
try {
// 如果有资产 GUID先加载资产 | Load asset first if GUID is set
if (particle.particleAssetGuid) {
const asset = await this._loadParticleAsset(particle.particleAssetGuid);
if (asset) {
particle.setAssetData(asset);
// 应用资产的排序属性 | Apply sorting properties from asset
if (asset.sortingLayer) {
particle.sortingLayer = asset.sortingLayer;
}
if (asset.orderInLayer !== undefined) {
particle.orderInLayer = asset.orderInLayer;
}
}
}
// 初始化粒子系统(不自动播放,由下面的逻辑控制)
// Initialize particle system (don't auto play, controlled by logic below)
particle.ensureBuilt();
// 加载纹理 | Load texture
await this.loadParticleTexture(particle);
// 注册到渲染数据提供者 | Register to render data provider
// 尝试获取 Transform如果没有则使用默认位置 | Try to get Transform, use default position if not available
let transform: ITransformComponent | null = null;
if (this._transformType) {
transform = entity.getComponent(this._transformType);
}
// 即使没有 Transform也要注册粒子系统使用原点位置 | Register particle system even without Transform (use origin position)
if (transform) {
this._renderDataProvider.register(particle, transform);
} else {
this._renderDataProvider.register(particle, { position: { x: 0, y: 0 } });
}
// 记录已加载的资产 GUID | Record loaded asset GUID
this._lastLoadedGuids.set(particle, particle.particleAssetGuid);
// 决定是否自动播放 | Decide whether to auto play
// 编辑器模式:有资产时自动播放预览 | Editor mode: auto play preview if has asset
// 运行时模式:根据 autoPlay 设置 | Runtime mode: based on autoPlay setting
const isEditorMode = this.scene?.isEditorMode ?? false;
if (particle.particleAssetGuid && particle.loadedAsset) {
if (isEditorMode) {
// 编辑器模式:始终播放预览 | Editor mode: always play preview
particle.play();
} else if (particle.autoPlay) {
// 运行时模式:根据 autoPlay 设置 | Runtime mode: based on autoPlay
particle.play();
}
}
} finally {
// 初始化完成,移除加载标记 | Initialization complete, remove loading mark
this._loadingComponents.delete(particle);
}
}
/**
* 检测资产 GUID 变化并重新加载
* Check for asset GUID change and reload if necessary
*
* 当编辑器中修改 particleAssetGuid 属性时,此方法会检测变化并触发重新加载。
* 加载完成后会自动开始播放预览,让用户立即看到效果。
*
* When particleAssetGuid property is modified in editor, this method detects the change and triggers reload.
* After loading, it automatically starts playback for preview so user can see the effect immediately.
*/
private _checkAndReloadAsset(particle: ParticleSystemComponent): void {
const currentGuid = particle.particleAssetGuid;
const lastGuid = this._lastLoadedGuids.get(particle);
// 如果正在加载中,跳过
// Skip if already loading
if (this._loadingComponents.has(particle)) {
return;
}
// 检查是否需要重新加载:
// 1. GUID 变化了
// 2. 或者 GUID 相同但资产数据丢失(场景恢复后)
// 3. 或者 GUID 相同但纹理 ID 无效(纹理被清除后)
// Check if reload is needed:
// 1. GUID changed
// 2. Or GUID is same but asset data is lost (after scene restore)
// 3. Or GUID is same but texture ID is invalid (after texture clear)
const needsReload = currentGuid !== lastGuid ||
(currentGuid && !particle.loadedAsset) ||
(currentGuid && particle.textureId === 0);
if (!needsReload) {
return;
}
// 标记为正在加载 | Mark as loading
this._loadingComponents.add(particle);
this._lastLoadedGuids.set(particle, currentGuid);
// 停止当前播放并清除粒子 | Stop current playback and clear particles
particle.stop(true);
// 重置纹理 ID以便重新加载纹理 | Reset texture ID for texture reload
particle.textureId = 0;
// 异步加载新资产 | Async load new asset
(async () => {
try {
if (currentGuid) {
const asset = await this._loadParticleAsset(currentGuid);
if (asset) {
particle.setAssetData(asset);
// 应用资产的排序属性 | Apply sorting properties from asset
if (asset.sortingLayer) {
particle.sortingLayer = asset.sortingLayer;
}
if (asset.orderInLayer !== undefined) {
particle.orderInLayer = asset.orderInLayer;
}
}
// 加载纹理 | Load texture
await this.loadParticleTexture(particle);
// 标记需要重建 | Mark for rebuild
particle.markDirty();
// 在编辑器中自动播放预览,让用户立即看到效果
// Auto play preview in editor so user can see the effect immediately
particle.play();
console.log(`[ParticleUpdateSystem] Asset loaded and playing: ${currentGuid}`);
} else {
// 清空资产时,设置为 null | Clear asset when GUID is empty
particle.setAssetData(null);
particle.markDirty();
console.log(`[ParticleUpdateSystem] Asset cleared`);
}
} catch (error) {
console.error('[ParticleUpdateSystem] Failed to reload asset:', error);
} finally {
// 取消加载标记 | Remove loading mark
this._loadingComponents.delete(particle);
}
})();
}
/**
* 加载粒子纹理
* Load particle texture
*/
async loadParticleTexture(particle: ParticleSystemComponent): Promise<void> {
if (!this._engineIntegration) {
return;
}
// 已经加载过就跳过 | Skip if already loaded
if (particle.textureId > 0) return;
// 从已加载的资产获取纹理 GUID | Get texture GUID from loaded asset
const asset = particle.loadedAsset;
const textureGuid = asset?.textureGuid || particle.textureGuid;
if (textureGuid) {
// 通过 GUID 加载纹理 | Load texture by GUID
try {
const textureId = await this._engineIntegration.loadTextureByGuid(textureGuid);
particle.textureId = textureId;
} catch (error) {
console.error('[ParticleUpdateSystem] Failed to load texture by GUID:', textureGuid, error);
// 加载失败时使用默认纹理 | Use default texture on load failure
const loaded = await this._ensureDefaultTexture();
if (loaded) {
particle.textureId = DEFAULT_PARTICLE_TEXTURE_ID;
}
}
} else {
// 没有纹理 GUID 时使用默认粒子纹理 | Use default particle texture when no GUID
const loaded = await this._ensureDefaultTexture();
if (loaded) {
particle.textureId = DEFAULT_PARTICLE_TEXTURE_ID;
}
}
}
/**
* 确保默认粒子纹理已加载
* Ensure default particle texture is loaded
*
* 使用 loadTextureAsync API 等待纹理实际加载完成,
* 避免显示灰色占位符的问题。
* Uses loadTextureAsync API to wait for actual texture completion,
* avoiding the gray placeholder issue.
*
* @returns 是否成功加载 | Whether successfully loaded
*/
private async _ensureDefaultTexture(): Promise<boolean> {
// 已加载过 | Already loaded
if (this._defaultTextureLoaded) return true;
// 正在加载中,等待完成 | Loading in progress, wait for completion
if (this._defaultTextureLoading) {
// 轮询等待加载完成 | Poll until loading completes
while (this._defaultTextureLoading) {
await new Promise(resolve => setTimeout(resolve, 10));
}
return this._defaultTextureLoaded;
}
// 没有引擎桥接,无法加载 | No engine bridge, cannot load
if (!this._textureService) {
console.warn('[ParticleUpdateSystem] TextureService not set, cannot load default texture');
return false;
}
this._defaultTextureLoading = true;
try {
const dataUrl = generateDefaultParticleTextureDataURL();
if (dataUrl) {
// 使用 loadTextureAsync等待纹理就绪
// Use loadTextureAsync (waits for texture ready)
await this._textureService.loadTextureAsync(DEFAULT_PARTICLE_TEXTURE_ID, dataUrl);
this._defaultTextureLoaded = true;
}
} catch (error) {
console.error('[ParticleUpdateSystem] Failed to create default particle texture:', error);
}
this._defaultTextureLoading = false;
return this._defaultTextureLoaded;
}
protected override onRemoved(entity: Entity): void {
const particle = entity.getComponent(ParticleSystemComponent) as ParticleSystemComponent | null;
if (particle) {
// 从渲染数据提供者注销 | Unregister from render data provider
this._renderDataProvider.unregister(particle);
// 清除物理注入标记 | Clear physics injection mark
this._physicsInjectedComponents.delete(particle);
}
}
/**
* 注入物理查询到粒子系统的 Physics2DCollisionModule
* Inject physics query into particle system's Physics2DCollisionModule
*/
private _injectPhysics2DQuery(particle: ParticleSystemComponent): void {
if (!this._physics2DQuery) return;
for (const module of particle.modules) {
if (module instanceof Physics2DCollisionModule) {
module.setPhysicsQuery(this._physics2DQuery);
}
}
this._physicsInjectedComponents.add(particle);
}
/**
* 系统销毁时清理
* Cleanup on system destroy
*/
public override destroy(): void {
super.destroy();
this._renderDataProvider.dispose();
}
}