Feature/physics and tilemap enhancement (#247)

* feat(behavior-tree,tilemap): 修复编辑器连线缩放问题并增强插件系统

* feat(node-editor,blueprint): 新增通用节点编辑器和蓝图可视化脚本系统

* feat(editor,tilemap): 优化编辑器UI样式和Tilemap编辑器功能

* fix: 修复CodeQL安全警告和CI类型检查错误

* fix: 修复CodeQL安全警告和CI类型检查错误

* fix: 修复CodeQL安全警告和CI类型检查错误
This commit is contained in:
YHH
2025-11-29 23:00:48 +08:00
committed by GitHub
parent f03b73b58e
commit 359886c72f
198 changed files with 33879 additions and 13121 deletions

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@@ -1,4 +1,5 @@
import { EntitySystem, Matcher, Entity, Time, Core, ECSSystem } from '@esengine/ecs-framework';
import type { AssetManager } from '@esengine/asset-system';
import { BehaviorTreeRuntimeComponent } from './BehaviorTreeRuntimeComponent';
import { BehaviorTreeAssetManager } from './BehaviorTreeAssetManager';
import { NodeExecutorRegistry, NodeExecutionContext } from './NodeExecutor';
@@ -14,10 +15,13 @@ import './Executors';
*/
@ECSSystem('BehaviorTreeExecution')
export class BehaviorTreeExecutionSystem extends EntitySystem {
private assetManager: BehaviorTreeAssetManager | null = null;
private btAssetManager: BehaviorTreeAssetManager | null = null;
private executorRegistry: NodeExecutorRegistry;
private coreInstance: typeof Core | null = null;
/** 引用 asset-system 的 AssetManager由 BehaviorTreeRuntimeModule 设置) */
private _assetManager: AssetManager | null = null;
constructor(coreInstance?: typeof Core) {
super(Matcher.empty().all(BehaviorTreeRuntimeComponent));
this.coreInstance = coreInstance || null;
@@ -25,12 +29,102 @@ export class BehaviorTreeExecutionSystem extends EntitySystem {
this.registerBuiltInExecutors();
}
private getAssetManager(): BehaviorTreeAssetManager {
if (!this.assetManager) {
const core = this.coreInstance || Core;
this.assetManager = core.services.resolve(BehaviorTreeAssetManager);
/**
* 设置 AssetManager 引用
* Set AssetManager reference
*/
setAssetManager(assetManager: AssetManager | null): void {
this._assetManager = assetManager;
}
/**
* 启动所有 autoStart 的行为树(用于预览模式)
* Start all autoStart behavior trees (for preview mode)
*
* 由于编辑器模式下系统默认禁用,实体添加时 onAdded 不会处理自动启动。
* 预览开始时需要手动调用此方法来启动所有需要自动启动的行为树。
*/
startAllAutoStartTrees(): void {
if (!this.scene) {
this.logger.warn('Scene not available, cannot start auto-start trees');
return;
}
return this.assetManager;
const entities = this.scene.entities.findEntitiesWithComponent(BehaviorTreeRuntimeComponent);
for (const entity of entities) {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime && runtime.autoStart && runtime.treeAssetId && !runtime.isRunning) {
this.ensureAssetLoaded(runtime.treeAssetId).then(() => {
if (runtime && runtime.autoStart && !runtime.isRunning) {
runtime.start();
this.logger.debug(`Auto-started behavior tree for entity: ${entity.name}`);
}
}).catch(e => {
this.logger.error(`Failed to load behavior tree for entity ${entity.name}:`, e);
});
}
}
}
/**
* 当实体添加到系统时,处理自动启动
* Handle auto-start when entity is added to system
*/
protected override onAdded(entity: Entity): void {
// 只有在系统启用时才自动启动
// Only auto-start when system is enabled
if (!this.enabled) return;
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime && runtime.autoStart && runtime.treeAssetId && !runtime.isRunning) {
// 先尝试加载资产(如果是文件路径)
this.ensureAssetLoaded(runtime.treeAssetId).then(() => {
// 检查实体是否仍然有效
if (runtime && runtime.autoStart && !runtime.isRunning) {
runtime.start();
this.logger.debug(`Auto-started behavior tree for entity: ${entity.name}`);
}
}).catch(e => {
this.logger.error(`Failed to load behavior tree for entity ${entity.name}:`, e);
});
}
}
/**
* 确保行为树资产已加载
* Ensure behavior tree asset is loaded
*/
private async ensureAssetLoaded(assetIdOrPath: string): Promise<void> {
const btAssetManager = this.getBTAssetManager();
// 如果资产已存在,直接返回
if (btAssetManager.hasAsset(assetIdOrPath)) {
return;
}
// 使用 AssetManager 加载(必须通过 setAssetManager 设置)
// Use AssetManager (must be set via setAssetManager)
if (!this._assetManager) {
this.logger.warn(`AssetManager not set, cannot load: ${assetIdOrPath}`);
return;
}
try {
const result = await this._assetManager.loadAssetByPath(assetIdOrPath);
if (result && result.asset) {
this.logger.debug(`Behavior tree loaded via AssetManager: ${assetIdOrPath}`);
}
} catch (e) {
this.logger.warn(`Failed to load via AssetManager: ${assetIdOrPath}`, e);
}
}
private getBTAssetManager(): BehaviorTreeAssetManager {
if (!this.btAssetManager) {
const core = this.coreInstance || Core;
this.btAssetManager = core.services.resolve(BehaviorTreeAssetManager);
}
return this.btAssetManager;
}
/**
@@ -64,7 +158,7 @@ export class BehaviorTreeExecutionSystem extends EntitySystem {
continue;
}
const treeData = this.getAssetManager().getAsset(runtime.treeAssetId);
const treeData = this.getBTAssetManager().getAsset(runtime.treeAssetId);
if (!treeData) {
this.logger.warn(`未找到行为树资产: ${runtime.treeAssetId}`);
continue;
@@ -76,6 +170,12 @@ export class BehaviorTreeExecutionSystem extends EntitySystem {
runtime.needsReset = false;
}
// 初始化黑板变量(如果行为树定义了默认值)
// Initialize blackboard variables from tree definition
if (treeData.blackboardVariables && treeData.blackboardVariables.size > 0) {
runtime.initializeBlackboard(treeData.blackboardVariables);
}
this.executeTree(entity, runtime, treeData);
}
}

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@@ -0,0 +1,37 @@
import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 根节点执行器
*
* 行为树的入口节点,执行其唯一的子节点
*/
@NodeExecutorMetadata({
implementationType: 'Root',
nodeType: NodeType.Root,
displayName: '根节点',
description: '行为树的入口节点',
category: 'Root',
childrenConstraints: {
min: 1,
max: 1
}
})
export class RootExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData } = context;
// 根节点必须有且仅有一个子节点
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Failure;
}
const childId = nodeData.children[0]!;
return context.executeChild(childId);
}
reset(_context: NodeExecutionContext): void {
// 根节点没有需要重置的状态
}
}

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@@ -1,3 +1,4 @@
export { RootExecutor } from './RootExecutor';
export { SequenceExecutor } from './SequenceExecutor';
export { SelectorExecutor } from './SelectorExecutor';
export { ParallelExecutor } from './ParallelExecutor';