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

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/**
* Tilemap Animation System
* 瓦片地图动画系统
*
* Manages tile animation playback for all animated tiles in tilesets.
* 管理图块集中所有动画瓦片的动画播放。
*/
import type { ITilesetData, ITileMetadata } from './TilemapComponent';
/**
* Animation state for a single animated tile
* 单个动画瓦片的动画状态
*/
interface TileAnimationState {
/** Current frame index | 当前帧索引 */
currentFrame: number;
/** Elapsed time since last frame change (ms) | 自上次帧变化以来的时间(毫秒) */
elapsedTime: number;
}
/**
* Tilemap Animation System
* 瓦片地图动画系统
*/
export class TilemapAnimationSystem {
/** Animation states keyed by "tilesetIndex:tileId" | 按"图块集索引:瓦片ID"索引的动画状态 */
private animationStates: Map<string, TileAnimationState> = new Map();
/** Cached animated tile metadata for quick lookup | 缓存的动画瓦片元数据用于快速查找 */
private animatedTiles: Map<string, ITileMetadata> = new Map();
/** Whether animations are playing | 动画是否正在播放 */
private _isPlaying: boolean = true;
/**
* Register a tileset's animated tiles
* 注册图块集的动画瓦片
*/
registerTileset(tilesetIndex: number, tileset: ITilesetData): void {
if (!tileset.tiles) return;
for (const tile of tileset.tiles) {
if (tile.animation && tile.animation.frames.length > 0) {
const key = `${tilesetIndex}:${tile.id}`;
this.animatedTiles.set(key, tile);
this.animationStates.set(key, {
currentFrame: 0,
elapsedTime: 0
});
}
}
}
/**
* Unregister a tileset
* 注销图块集
*/
unregisterTileset(tilesetIndex: number): void {
const keysToRemove: string[] = [];
for (const key of this.animationStates.keys()) {
if (key.startsWith(`${tilesetIndex}:`)) {
keysToRemove.push(key);
}
}
for (const key of keysToRemove) {
this.animationStates.delete(key);
this.animatedTiles.delete(key);
}
}
/**
* Clear all animation states
* 清除所有动画状态
*/
clear(): void {
this.animationStates.clear();
this.animatedTiles.clear();
}
/**
* Update all animations
* 更新所有动画
* @param deltaTime Time since last update in milliseconds | 自上次更新以来的时间(毫秒)
*/
update(deltaTime: number): void {
if (!this._isPlaying) return;
for (const [key, state] of this.animationStates) {
const tile = this.animatedTiles.get(key);
if (!tile?.animation) continue;
const frames = tile.animation.frames;
const currentFrame = frames[state.currentFrame];
if (!currentFrame) continue;
state.elapsedTime += deltaTime;
// Advance frames while elapsed time exceeds frame duration
while (state.elapsedTime >= currentFrame.duration) {
state.elapsedTime -= currentFrame.duration;
state.currentFrame = (state.currentFrame + 1) % frames.length;
}
}
}
/**
* Get the current display tile ID for an animated tile
* 获取动画瓦片的当前显示瓦片ID
* @param tilesetIndex Tileset index | 图块集索引
* @param tileId Original tile ID | 原始瓦片ID
* @returns Current frame's tile ID, or original if not animated | 当前帧的瓦片ID如果不是动画则返回原始ID
*/
getCurrentTileId(tilesetIndex: number, tileId: number): number {
const key = `${tilesetIndex}:${tileId}`;
const tile = this.animatedTiles.get(key);
const state = this.animationStates.get(key);
if (!tile?.animation || !state) {
return tileId;
}
const frame = tile.animation.frames[state.currentFrame];
return frame?.tileId ?? tileId;
}
/**
* Check if a tile has animation
* 检查瓦片是否有动画
*/
hasAnimation(tilesetIndex: number, tileId: number): boolean {
const key = `${tilesetIndex}:${tileId}`;
return this.animatedTiles.has(key);
}
/**
* Get animation metadata for a tile
* 获取瓦片的动画元数据
*/
getAnimation(tilesetIndex: number, tileId: number): ITileMetadata | undefined {
const key = `${tilesetIndex}:${tileId}`;
return this.animatedTiles.get(key);
}
/**
* Reset animation to first frame
* 重置动画到第一帧
*/
resetAnimation(tilesetIndex: number, tileId: number): void {
const key = `${tilesetIndex}:${tileId}`;
const state = this.animationStates.get(key);
if (state) {
state.currentFrame = 0;
state.elapsedTime = 0;
}
}
/**
* Reset all animations to first frame
* 重置所有动画到第一帧
*/
resetAll(): void {
for (const state of this.animationStates.values()) {
state.currentFrame = 0;
state.elapsedTime = 0;
}
}
/**
* Play/pause animations
* 播放/暂停动画
*/
get isPlaying(): boolean {
return this._isPlaying;
}
set isPlaying(value: boolean) {
this._isPlaying = value;
}
/**
* Toggle play/pause
* 切换播放/暂停
*/
togglePlayback(): boolean {
this._isPlaying = !this._isPlaying;
return this._isPlaying;
}
/**
* Get all animated tile IDs for a tileset
* 获取图块集的所有动画瓦片ID
*/
getAnimatedTileIds(tilesetIndex: number): number[] {
const ids: number[] = [];
for (const key of this.animatedTiles.keys()) {
if (key.startsWith(`${tilesetIndex}:`)) {
const tileId = parseInt(key.split(':')[1], 10);
ids.push(tileId);
}
}
return ids;
}
}
/** Global animation system instance | 全局动画系统实例 */
export const tilemapAnimationSystem = new TilemapAnimationSystem();