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
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@@ -1,4 +1,5 @@
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import { EntitySystem, Matcher, Entity, Time, Core, ECSSystem } from '@esengine/ecs-framework';
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import type { AssetManager } from '@esengine/asset-system';
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import { BehaviorTreeRuntimeComponent } from './BehaviorTreeRuntimeComponent';
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import { BehaviorTreeAssetManager } from './BehaviorTreeAssetManager';
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import { NodeExecutorRegistry, NodeExecutionContext } from './NodeExecutor';
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@@ -14,10 +15,13 @@ import './Executors';
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*/
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@ECSSystem('BehaviorTreeExecution')
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export class BehaviorTreeExecutionSystem extends EntitySystem {
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private assetManager: BehaviorTreeAssetManager | null = null;
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private btAssetManager: BehaviorTreeAssetManager | null = null;
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private executorRegistry: NodeExecutorRegistry;
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private coreInstance: typeof Core | null = null;
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/** 引用 asset-system 的 AssetManager(由 BehaviorTreeRuntimeModule 设置) */
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private _assetManager: AssetManager | null = null;
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constructor(coreInstance?: typeof Core) {
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super(Matcher.empty().all(BehaviorTreeRuntimeComponent));
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this.coreInstance = coreInstance || null;
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@@ -25,12 +29,102 @@ export class BehaviorTreeExecutionSystem extends EntitySystem {
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this.registerBuiltInExecutors();
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}
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private getAssetManager(): BehaviorTreeAssetManager {
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if (!this.assetManager) {
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const core = this.coreInstance || Core;
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this.assetManager = core.services.resolve(BehaviorTreeAssetManager);
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/**
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* 设置 AssetManager 引用
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* Set AssetManager reference
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*/
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setAssetManager(assetManager: AssetManager | null): void {
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this._assetManager = assetManager;
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}
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/**
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* 启动所有 autoStart 的行为树(用于预览模式)
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* Start all autoStart behavior trees (for preview mode)
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*
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* 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。
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* 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。
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*/
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startAllAutoStartTrees(): void {
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if (!this.scene) {
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this.logger.warn('Scene not available, cannot start auto-start trees');
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return;
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}
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return this.assetManager;
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const entities = this.scene.entities.findEntitiesWithComponent(BehaviorTreeRuntimeComponent);
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for (const entity of entities) {
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const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
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if (runtime && runtime.autoStart && runtime.treeAssetId && !runtime.isRunning) {
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this.ensureAssetLoaded(runtime.treeAssetId).then(() => {
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if (runtime && runtime.autoStart && !runtime.isRunning) {
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runtime.start();
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this.logger.debug(`Auto-started behavior tree for entity: ${entity.name}`);
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}
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}).catch(e => {
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this.logger.error(`Failed to load behavior tree for entity ${entity.name}:`, e);
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});
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}
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}
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}
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/**
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* 当实体添加到系统时,处理自动启动
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* Handle auto-start when entity is added to system
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*/
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protected override onAdded(entity: Entity): void {
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// 只有在系统启用时才自动启动
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// Only auto-start when system is enabled
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if (!this.enabled) return;
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const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
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if (runtime && runtime.autoStart && runtime.treeAssetId && !runtime.isRunning) {
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// 先尝试加载资产(如果是文件路径)
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this.ensureAssetLoaded(runtime.treeAssetId).then(() => {
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// 检查实体是否仍然有效
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if (runtime && runtime.autoStart && !runtime.isRunning) {
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runtime.start();
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this.logger.debug(`Auto-started behavior tree for entity: ${entity.name}`);
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}
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}).catch(e => {
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this.logger.error(`Failed to load behavior tree for entity ${entity.name}:`, e);
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});
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}
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}
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/**
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* 确保行为树资产已加载
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* Ensure behavior tree asset is loaded
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*/
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private async ensureAssetLoaded(assetIdOrPath: string): Promise<void> {
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const btAssetManager = this.getBTAssetManager();
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// 如果资产已存在,直接返回
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if (btAssetManager.hasAsset(assetIdOrPath)) {
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return;
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}
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// 使用 AssetManager 加载(必须通过 setAssetManager 设置)
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// Use AssetManager (must be set via setAssetManager)
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if (!this._assetManager) {
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this.logger.warn(`AssetManager not set, cannot load: ${assetIdOrPath}`);
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return;
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}
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try {
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const result = await this._assetManager.loadAssetByPath(assetIdOrPath);
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if (result && result.asset) {
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this.logger.debug(`Behavior tree loaded via AssetManager: ${assetIdOrPath}`);
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}
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} catch (e) {
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this.logger.warn(`Failed to load via AssetManager: ${assetIdOrPath}`, e);
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}
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}
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private getBTAssetManager(): BehaviorTreeAssetManager {
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if (!this.btAssetManager) {
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const core = this.coreInstance || Core;
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this.btAssetManager = core.services.resolve(BehaviorTreeAssetManager);
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}
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return this.btAssetManager;
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}
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/**
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@@ -64,7 +158,7 @@ export class BehaviorTreeExecutionSystem extends EntitySystem {
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continue;
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}
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const treeData = this.getAssetManager().getAsset(runtime.treeAssetId);
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const treeData = this.getBTAssetManager().getAsset(runtime.treeAssetId);
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if (!treeData) {
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this.logger.warn(`未找到行为树资产: ${runtime.treeAssetId}`);
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continue;
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@@ -76,6 +170,12 @@ export class BehaviorTreeExecutionSystem extends EntitySystem {
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runtime.needsReset = false;
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}
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// 初始化黑板变量(如果行为树定义了默认值)
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// Initialize blackboard variables from tree definition
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if (treeData.blackboardVariables && treeData.blackboardVariables.size > 0) {
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runtime.initializeBlackboard(treeData.blackboardVariables);
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}
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this.executeTree(entity, runtime, treeData);
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}
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}
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@@ -0,0 +1,37 @@
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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
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import { INodeExecutor, NodeExecutionContext } from '../NodeExecutor';
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import { NodeExecutorMetadata } from '../NodeMetadata';
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/**
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* 根节点执行器
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*
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* 行为树的入口节点,执行其唯一的子节点
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*/
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@NodeExecutorMetadata({
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implementationType: 'Root',
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nodeType: NodeType.Root,
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displayName: '根节点',
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description: '行为树的入口节点',
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category: 'Root',
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childrenConstraints: {
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min: 1,
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max: 1
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}
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})
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export class RootExecutor implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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const { nodeData } = context;
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// 根节点必须有且仅有一个子节点
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if (!nodeData.children || nodeData.children.length === 0) {
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return TaskStatus.Failure;
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}
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const childId = nodeData.children[0]!;
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return context.executeChild(childId);
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}
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reset(_context: NodeExecutionContext): void {
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// 根节点没有需要重置的状态
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}
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}
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@@ -1,3 +1,4 @@
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export { RootExecutor } from './RootExecutor';
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export { SequenceExecutor } from './SequenceExecutor';
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export { SelectorExecutor } from './SelectorExecutor';
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export { ParallelExecutor } from './ParallelExecutor';
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