feat(i18n): 统一国际化系统架构,支持插件独立翻译 (#301)
* feat(i18n): 统一国际化系统架构,支持插件独立翻译 ## 主要改动 ### 核心架构 - 增强 LocaleService,支持插件命名空间翻译扩展 - 新增 editor-runtime/i18n 模块,提供 createPluginLocale/createPluginTranslator - 新增 editor-core/tokens.ts,定义 LocaleServiceToken 等服务令牌 - 改进 PluginAPI 类型安全,使用 ServiceToken<T> 替代 any ### 编辑器本地化 - 扩展 en.ts/zh.ts 翻译文件,覆盖所有 UI 组件 - 新增 es.ts 西班牙语支持 - 重构 40+ 组件使用 useLocale() hook ### 插件本地化系统 - behavior-tree-editor: 新增 locales/ 和 useBTLocale hook - material-editor: 新增 locales/ 和 useMaterialLocale hook - particle-editor: 新增 locales/ 和 useParticleLocale hook - tilemap-editor: 新增 locales/ 和 useTilemapLocale hook - ui-editor: 新增 locales/ 和 useUILocale hook ### 类型安全改进 - 修复 Debug 工具使用公共接口替代 as any - 修复 ChunkStreamingSystem 添加 forEachChunk 公共方法 - 修复 blueprint-editor 移除不必要的向后兼容代码 * fix(behavior-tree-editor): 使用 ServiceToken 模式修复服务解析 - 创建 BehaviorTreeServiceToken 遵循"谁定义接口,谁导出Token"原则 - 使用 ServiceToken.id (symbol) 注册服务到 ServiceContainer - 更新 PluginSDKRegistry.resolveService 支持 ServiceToken 检测 - BehaviorTreeEditorPanel 现在使用类型安全的 PluginAPI.resolve * fix(behavior-tree-editor): 使用 ServiceContainer.resolve 获取类注册的服务 * fix: 修复多个包的依赖和类型问题 - core: EntityDataCollector.getEntityDetails 使用 HierarchySystem 获取父实体 - ui-editor: 添加 @esengine/editor-runtime 依赖 - tilemap-editor: 添加 @esengine/editor-runtime 依赖 - particle-editor: 添加 @esengine/editor-runtime 依赖
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@@ -8,6 +8,7 @@ import { Core } from '@esengine/ecs-framework';
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import { MessageHub, IFileSystemService } from '@esengine/editor-core';
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import { BlendMode, BuiltInShaders } from '@esengine/material-system';
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import { useMaterialEditorStore, createDefaultMaterialData } from '../stores/MaterialEditorStore';
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import { useMaterialLocale } from '../hooks/useMaterialLocale';
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import { Save, RefreshCw, FolderOpen } from 'lucide-react';
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import '../styles/MaterialEditorPanel.css';
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@@ -19,25 +20,27 @@ type IFileSystem = {
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/**
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* 混合模式选项
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* Blend mode options with translation keys
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*/
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const BLEND_MODE_OPTIONS = [
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{ value: BlendMode.None, label: 'None (Opaque)', labelZh: '无 (不透明)' },
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{ value: BlendMode.Alpha, label: 'Alpha Blend', labelZh: 'Alpha 混合' },
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{ value: BlendMode.Additive, label: 'Additive', labelZh: '叠加' },
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{ value: BlendMode.Multiply, label: 'Multiply', labelZh: '正片叠底' },
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{ value: BlendMode.Screen, label: 'Screen', labelZh: '滤色' },
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{ value: BlendMode.PremultipliedAlpha, label: 'Premultiplied Alpha', labelZh: '预乘 Alpha' },
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{ value: BlendMode.None, labelKey: 'blendModes.none' },
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{ value: BlendMode.Alpha, labelKey: 'blendModes.alpha' },
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{ value: BlendMode.Additive, labelKey: 'blendModes.additive' },
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{ value: BlendMode.Multiply, labelKey: 'blendModes.multiply' },
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{ value: BlendMode.Screen, labelKey: 'blendModes.screen' },
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{ value: BlendMode.PremultipliedAlpha, labelKey: 'blendModes.premultipliedAlpha' },
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];
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/**
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* 内置着色器选项
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* Built-in shader options with translation keys
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*/
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const BUILT_IN_SHADER_OPTIONS = [
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{ value: BuiltInShaders.DefaultSprite, label: 'Default Sprite', labelZh: '默认精灵' },
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{ value: BuiltInShaders.Grayscale, label: 'Grayscale', labelZh: '灰度' },
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{ value: BuiltInShaders.Tint, label: 'Tint', labelZh: '着色' },
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{ value: BuiltInShaders.Flash, label: 'Flash', labelZh: '闪烁' },
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{ value: BuiltInShaders.Outline, label: 'Outline', labelZh: '描边' },
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{ value: BuiltInShaders.DefaultSprite, labelKey: 'shaders.defaultSprite' },
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{ value: BuiltInShaders.Grayscale, labelKey: 'shaders.grayscale' },
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{ value: BuiltInShaders.Tint, labelKey: 'shaders.tint' },
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{ value: BuiltInShaders.Flash, labelKey: 'shaders.flash' },
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{ value: BuiltInShaders.Outline, labelKey: 'shaders.outline' },
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];
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/** Custom shader indicator value. | 自定义着色器指示值。 */
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@@ -47,7 +50,8 @@ interface MaterialEditorPanelProps {
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locale?: string;
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}
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export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps) {
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export function MaterialEditorPanel({ locale: _locale }: MaterialEditorPanelProps) {
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const { t } = useMaterialLocale();
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const {
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currentFilePath,
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pendingFilePath,
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@@ -61,8 +65,6 @@ export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps)
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updateMaterialProperty,
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} = useMaterialEditorStore();
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const isZh = locale === 'zh';
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// 加载材质文件
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const loadMaterialFile = useCallback(async (filePath: string) => {
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setLoading(true);
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@@ -136,7 +138,7 @@ export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps)
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return (
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<div className="material-editor-panel loading">
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<RefreshCw className="spin" size={24} />
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<span>{isZh ? '加载中...' : 'Loading...'}</span>
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<span>{t('panel.loading')}</span>
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</div>
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);
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}
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@@ -145,7 +147,7 @@ export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps)
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if (!materialData) {
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return (
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<div className="material-editor-panel empty">
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<span>{isZh ? '双击 .mat 文件打开材质编辑器' : 'Double-click a .mat file to open the material editor'}</span>
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<span>{t('panel.emptyState')}</span>
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</div>
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);
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}
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@@ -163,10 +165,10 @@ export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps)
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className="toolbar-button"
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onClick={saveMaterialFile}
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disabled={!isDirty}
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title={isZh ? '保存 (Ctrl+S)' : 'Save (Ctrl+S)'}
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title={t('panel.saveTooltip')}
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>
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<Save size={16} />
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<span>{isZh ? '保存' : 'Save'}</span>
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<span>{t('panel.save')}</span>
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</button>
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</div>
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</div>
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@@ -175,10 +177,10 @@ export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps)
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<div className="material-editor-content">
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{/* 基本属性 */}
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<div className="property-section">
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<div className="section-header">{isZh ? '基本属性' : 'Basic Properties'}</div>
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<div className="section-header">{t('properties.basicTitle')}</div>
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<div className="property-row">
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<label>{isZh ? '名称' : 'Name'}</label>
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<label>{t('properties.name')}</label>
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<input
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type="text"
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value={materialData.name}
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@@ -187,7 +189,7 @@ export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps)
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</div>
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<div className="property-row">
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<label>{isZh ? '着色器' : 'Shader'}</label>
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<label>{t('properties.shader')}</label>
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<div className="shader-selector">
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<select
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value={typeof materialData.shader === 'string' ? CUSTOM_SHADER_VALUE : materialData.shader}
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@@ -205,11 +207,11 @@ export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps)
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>
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{BUILT_IN_SHADER_OPTIONS.map((opt) => (
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<option key={opt.value} value={opt.value}>
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{isZh ? opt.labelZh : opt.label}
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{t(opt.labelKey)}
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</option>
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))}
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<option value={CUSTOM_SHADER_VALUE}>
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{isZh ? '自定义着色器...' : 'Custom Shader...'}
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{t('properties.customShader')}
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</option>
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</select>
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</div>
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@@ -218,13 +220,13 @@ export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps)
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{/* Custom shader path input */}
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{typeof materialData.shader === 'string' && (
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<div className="property-row">
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<label>{isZh ? '着色器路径' : 'Shader Path'}</label>
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<label>{t('properties.shaderPath')}</label>
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<div className="file-input-row">
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<input
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type="text"
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value={materialData.shader}
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onChange={(e) => updateMaterialProperty('shader', e.target.value)}
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placeholder={isZh ? '输入 .shader 文件路径' : 'Enter .shader file path'}
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placeholder={t('properties.shaderPathPlaceholder')}
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/>
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<button
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className="browse-button"
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@@ -232,7 +234,7 @@ export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps)
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// TODO: Implement file browser dialog
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// 这里可以集成编辑器的文件选择对话框
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}}
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title={isZh ? '浏览...' : 'Browse...'}
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title={t('properties.browse')}
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>
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<FolderOpen size={14} />
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</button>
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@@ -241,14 +243,14 @@ export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps)
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)}
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<div className="property-row">
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<label>{isZh ? '混合模式' : 'Blend Mode'}</label>
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<label>{t('properties.blendMode')}</label>
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<select
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value={materialData.blendMode}
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onChange={(e) => updateMaterialProperty('blendMode', Number(e.target.value))}
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>
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{BLEND_MODE_OPTIONS.map((opt) => (
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<option key={opt.value} value={opt.value}>
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{isZh ? opt.labelZh : opt.label}
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{t(opt.labelKey)}
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</option>
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))}
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</select>
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@@ -257,11 +259,11 @@ export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps)
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{/* Uniform 参数 */}
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<div className="property-section">
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<div className="section-header">{isZh ? 'Uniform 参数' : 'Uniform Parameters'}</div>
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<div className="section-header">{t('uniforms.title')}</div>
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{Object.keys(materialData.uniforms || {}).length === 0 ? (
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<div className="empty-uniforms">
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{isZh ? '该着色器没有自定义参数' : 'This shader has no custom parameters'}
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{t('uniforms.empty')}
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</div>
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) : (
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Object.entries(materialData.uniforms || {}).map(([key, uniform]) => (
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@@ -275,9 +277,9 @@ export function MaterialEditorPanel({ locale = 'en' }: MaterialEditorPanelProps)
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{/* 文件信息 */}
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<div className="property-section">
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<div className="section-header">{isZh ? '文件信息' : 'File Info'}</div>
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<div className="section-header">{t('fileInfo.title')}</div>
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<div className="property-row file-path">
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<label>{isZh ? '路径' : 'Path'}</label>
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<label>{t('fileInfo.path')}</label>
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<span title={currentFilePath || ''}>
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{currentFilePath?.split(/[\\/]/).pop() || '-'}
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</span>
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